class BaseGame: """Represents a game of go, including an implementation of capture rules.""" DEFAULT_PROPERTIES = {"GM": 1, "FF": 4} def __init__( self, katrain, move_tree: GameNode = None, game_properties: Optional[Dict] = None, sgf_filename=None, ): self.katrain = katrain self._lock = threading.Lock() self.game_id = datetime.strftime(datetime.now(), "%Y-%m-%d %H %M %S") self.sgf_filename = sgf_filename self.insert_mode = False self.external_game = False # not generated by katrain at some point if move_tree: self.root = move_tree self.external_game = PROGRAM_NAME not in self.root.get_property( "AP", "") self.komi = self.root.komi handicap = int(self.root.handicap) num_starting_moves_black = 0 node = self.root while node.children: node = node.children[0] if node.player == "B": num_starting_moves_black += 1 else: break if ( handicap >= 2 and not self.root.placements and not (num_starting_moves_black == handicap) and not (self.root.children and self.root.children[0].placements) ): # not really according to sgf, and not sure if still needed, last clause for fox self.root.place_handicap_stones(handicap) else: board_size = katrain.config("game/size") rules = katrain.config("game/rules") self.komi = katrain.config("game/komi") self.root = GameNode( properties={ **Game.DEFAULT_PROPERTIES, **{ "SZ": board_size, "KM": self.komi, "DT": self.game_id, "RU": rules }, **(game_properties or {}), }) handicap = katrain.config("game/handicap") if handicap: self.root.place_handicap_stones(handicap) if not self.root.get_property("RU"): self.root.set_property("RU", katrain.config("game/rules")) self.set_current_node(self.root) self.main_time_used = 0 # restore shortcuts shortcut_id_to_node = { node.get_property("KTSID", None): node for node in self.root.nodes_in_tree } for node in self.root.nodes_in_tree: shortcut_id = node.get_property("KTSF", None) if shortcut_id and shortcut_id in shortcut_id_to_node: shortcut_id_to_node[shortcut_id].add_shortcut(node) # -- move tree functions -- def _init_state(self): board_size_x, board_size_y = self.board_size self.board = [[-1 for _x in range(board_size_x)] for _y in range(board_size_y) ] # type: List[List[int]] # board pos -> chain id self.chains = [] # type: List[List[Move]] # chain id -> chain self.prisoners = [] # type: List[Move] self.last_capture = [] # type: List[Move] def _calculate_groups(self): with self._lock: self._init_state() try: for node in self.current_node.nodes_from_root: for m in node.move_with_placements: self._validate_move_and_update_chains( m, True ) # ignore ko since we didn't know if it was forced if node.clear_placements: # handle AE by playing all moves left from empty board clear_coords = { c.coords for c in node.clear_placements } stones = [ m for c in self.chains for m in c if m.coords not in clear_coords ] self._init_state() for m in stones: self._validate_move_and_update_chains(m, True) except IllegalMoveException as e: raise Exception(f"Unexpected illegal move ({str(e)})") def _validate_move_and_update_chains(self, move: Move, ignore_ko: bool): board_size_x, board_size_y = self.board_size def neighbours(moves): return { self.board[m.coords[1] + dy][m.coords[0] + dx] for m in moves for dy, dx in [(-1, 0), (1, 0), (0, -1), (0, 1)] if 0 <= m.coords[0] + dx < board_size_x and 0 <= m.coords[1] + dy < board_size_y } ko_or_snapback = len( self.last_capture) == 1 and self.last_capture[0] == move self.last_capture = [] if move.is_pass: return if self.board[move.coords[1]][move.coords[0]] != -1: raise IllegalMoveException("Space occupied") # merge chains connected by this move, or create a new one nb_chains = list({ c for c in neighbours([move]) if c >= 0 and self.chains[c][0].player == move.player }) if nb_chains: this_chain = nb_chains[0] self.board = [[ nb_chains[0] if sq in nb_chains else sq for sq in line ] for line in self.board] for oc in nb_chains[1:]: self.chains[nb_chains[0]] += self.chains[oc] self.chains[oc] = [] self.chains[nb_chains[0]].append(move) else: this_chain = len(self.chains) self.chains.append([move]) self.board[move.coords[1]][move.coords[0]] = this_chain # check captures opp_nb_chains = { c for c in neighbours([move]) if c >= 0 and self.chains[c][0].player != move.player } for c in opp_nb_chains: if -1 not in neighbours(self.chains[c]): # no liberties self.last_capture += self.chains[c] for om in self.chains[c]: self.board[om.coords[1]][om.coords[0]] = -1 self.chains[c] = [] if ko_or_snapback and len(self.last_capture) == 1 and not ignore_ko: raise IllegalMoveException("Ko") self.prisoners += self.last_capture # suicide: check rules and throw exception if needed if -1 not in neighbours(self.chains[this_chain]): rules = self.rules if len( self.chains[this_chain] ) == 1: # even in new zealand rules, single stone suicide is not allowed raise IllegalMoveException("Single stone suicide") elif (isinstance(rules, str) and rules in ["tromp-taylor", "new zealand"]) or (isinstance( rules, dict) and rules.get("suicide", False)): self.last_capture += self.chains[this_chain] for om in self.chains[this_chain]: self.board[om.coords[1]][om.coords[0]] = -1 self.chains[this_chain] = [] self.prisoners += self.last_capture else: # suicide not allowed by rules raise IllegalMoveException("Suicide") # Play a Move from the current position, raise IllegalMoveException if invalid. def play(self, move: Move, ignore_ko: bool = False): board_size_x, board_size_y = self.board_size if not move.is_pass and not (0 <= move.coords[0] < board_size_x and 0 <= move.coords[1] < board_size_y): raise IllegalMoveException( f"Move {move} outside of board coordinates") try: self._validate_move_and_update_chains(move, ignore_ko) except IllegalMoveException: self._calculate_groups() raise with self._lock: played_node = self.current_node.play(move) self.current_node = played_node return played_node # Insert a list of moves from root, often just adding one. def sync_branch(self, moves: List[Move]): node = self.root with self._lock: for move in moves: node = node.play(move) return node def set_current_node(self, node): self.current_node = node self._calculate_groups() def undo(self, n_times=1, stop_on_mistake=None): break_on_branch = False cn = self.current_node # avoid race conditions break_on_main_branch = False last_branching_node = cn if n_times == "branch": n_times = 9999 break_on_branch = True elif n_times == "main-branch": n_times = 9999 break_on_main_branch = True for move in range(n_times): if (stop_on_mistake is not None and cn.points_lost is not None and cn.points_lost >= stop_on_mistake and self.katrain.players_info[cn.player].player_type != PLAYER_AI): self.set_current_node(cn.parent) return previous_cn = cn if cn.shortcut_from: cn = cn.shortcut_from elif not cn.is_root: cn = cn.parent else: break # root if break_on_branch and len(cn.children) > 1: break elif break_on_main_branch and cn.ordered_children[ 0] != previous_cn: # implies > 1 child last_branching_node = cn if break_on_main_branch: cn = last_branching_node if cn is not self.current_node: self.set_current_node(cn) def redo(self, n_times=1, stop_on_mistake=None): cn = self.current_node # avoid race conditions for move in range(n_times): if cn.children: child = cn.ordered_children[0] shortcut_to = [m for m, v in cn.shortcuts_to if child == v ] # are we about to go to a shortcut node? if shortcut_to: child = shortcut_to[0] cn = child if (move > 0 and stop_on_mistake is not None and cn.points_lost is not None and cn.points_lost >= stop_on_mistake and self.katrain.players_info[cn.player].player_type != PLAYER_AI): self.set_current_node(cn.parent) return if stop_on_mistake is None: self.set_current_node(cn) @property def board_size(self): return self.root.board_size @property def stones(self): with self._lock: return sum(self.chains, []) @property def end_result(self): if self.current_node.end_state: return self.current_node.end_state if self.current_node.parent and self.current_node.is_pass and self.current_node.parent.is_pass: return self.manual_score or i18n._("board-game-end") @property def prisoner_count( self, ) -> Dict: # returns prisoners that are of a certain colour as {B: black stones captures, W: white stones captures} return { player: sum([m.player == player for m in self.prisoners]) for player in Move.PLAYERS } @property def rules(self): return KataGoEngine.get_rules(self.root.ruleset) @property def manual_score(self): rules = self.rules if (not self.current_node.ownership or str(rules).lower() not in ["jp", "japanese"] or not self.current_node.parent or not self.current_node.parent.ownership): if not self.current_node.score: return None return self.current_node.format_score( round(2 * self.current_node.score) / 2) + "?" board_size_x, board_size_y = self.board_size mean_ownership = [(c + p) / 2 for c, p in zip( self.current_node.ownership, self.current_node.parent.ownership)] ownership_grid = var_to_grid(mean_ownership, (board_size_x, board_size_y)) stones = {m.coords: m.player for m in self.stones} lo_threshold = 0.15 hi_threshold = 0.85 max_unknown = 10 max_dame = 4 * (board_size_x + board_size_y) def japanese_score_square(square, owner): player = stones.get(square, None) if ((player == "B" and owner > hi_threshold) or (player == "W" and owner < -hi_threshold) or abs(owner) < lo_threshold): return 0 # dame or own stones if player is None and abs(owner) >= hi_threshold: return round(owner) # surrounded empty intersection if (player == "B" and owner < -hi_threshold) or (player == "W" and owner > hi_threshold): return 2 * round(owner) # captured stone return math.nan # unknown! scored_squares = [ japanese_score_square((x, y), ownership_grid[y][x]) for y in range(board_size_y) for x in range(board_size_x) ] num_sq = { t: sum([s == t for s in scored_squares]) for t in [-2, -1, 0, 1, 2] } num_unkn = sum(math.isnan(s) for s in scored_squares) prisoners = self.prisoner_count score = sum([t * n for t, n in num_sq.items() ]) + prisoners["W"] - prisoners["B"] - self.komi self.katrain.log( f"Manual Scoring: {num_sq} score by square with {num_unkn} unknown, {prisoners} captures, and {self.komi} komi -> score = {score}", OUTPUT_DEBUG, ) if num_unkn > max_unknown or (num_sq[0] - len(stones)) > max_dame: return None return self.current_node.format_score(score) def __repr__(self): return ("\n".join("".join(self.chains[c][0].player if c >= 0 else "-" for c in line) for line in self.board) + f"\ncaptures: {self.prisoner_count}") def update_root_properties(self): def player_name(player_info): if player_info.name and player_info.player_type == PLAYER_HUMAN: return player_info.name else: return f"{i18n._(player_info.player_type)} ({i18n._(player_info.player_subtype)}){SGF_INTERNAL_COMMENTS_MARKER}" root_properties = self.root.properties x_properties = {} for bw in "BW": if not self.external_game: x_properties["P" + bw] = player_name( self.katrain.players_info[bw]) player_info = self.katrain.players_info[bw] if player_info.player_type == PLAYER_AI: x_properties[bw + "R"] = rank_label( player_info.calculated_rank) if "+" in str(self.end_result): x_properties["RE"] = self.end_result self.root.properties = { **root_properties, **{k: [v] for k, v in x_properties.items()} } def generate_filename(self): self.update_root_properties() player_names = { bw: re.sub(r"[\u200b\u3164'<>:\"/\\|?*]", "", self.root.get_property("P" + bw, bw)) for bw in "BW" } base_game_name = f"{PROGRAM_NAME}_{player_names['B']} vs {player_names['W']}" return f"{base_game_name} {self.game_id}.sgf" def write_sgf(self, filename: str, trainer_config: Optional[Dict] = None): if trainer_config is None: trainer_config = self.katrain.config("trainer", {}) save_feedback = trainer_config.get("save_feedback", False) eval_thresholds = trainer_config["eval_thresholds"] save_analysis = trainer_config.get("save_analysis", False) save_marks = trainer_config.get("save_marks", False) self.update_root_properties() show_dots_for = { bw: trainer_config.get("eval_show_ai", True) or self.katrain.players_info[bw].human for bw in "BW" } sgf = self.root.sgf( save_comments_player=show_dots_for, save_comments_class=save_feedback, eval_thresholds=eval_thresholds, save_analysis=save_analysis, save_marks=save_marks, ) self.sgf_filename = filename os.makedirs(os.path.dirname(filename), exist_ok=True) with open(filename, "w", encoding="utf-8") as f: f.write(sgf) return i18n._("sgf written").format(file_name=filename)
class Game: """Represents a game of go, including an implementation of capture rules.""" DEFAULT_PROPERTIES = { "GM": 1, "FF": 4, "AP": f"KaTrain:{HOMEPAGE}", "CA": "UTF-8" } def __init__( self, katrain, engine: Union[Dict, KataGoEngine], move_tree: GameNode = None, analyze_fast=False, game_properties: Optional[Dict] = None, ): self.katrain = katrain self._lock = threading.Lock() if not isinstance(engine, Dict): engine = {"B": engine, "W": engine} self.engines = engine self.game_id = datetime.strftime(datetime.now(), "%Y-%m-%d %H %M %S") if move_tree: self.root = move_tree self.komi = self.root.komi handicap = int(self.root.get_property("HA", 0)) if ( handicap >= 2 and not self.root.placements and not (not self.root.move_with_placements and self.root.children and self.root.children[0].placements) ): # not really according to sgf, and not sure if still needed, last clause for fox self.root.place_handicap_stones(handicap) else: board_size = katrain.config("game/size") self.komi = katrain.config("game/komi") self.root = GameNode( properties={ **Game.DEFAULT_PROPERTIES, **{ "SZ": board_size, "KM": self.komi, "DT": self.game_id }, **(game_properties or {}), }) handicap = katrain.config("game/handicap") if handicap: self.root.place_handicap_stones(handicap) if not self.root.get_property("RU"): self.root.set_property("RU", katrain.config("game/rules")) self.set_current_node(self.root) threading.Thread( target=lambda: self.analyze_all_nodes(-1_000_000, analyze_fast=analyze_fast), daemon=True).start() # return faster, but bypass Kivy Clock def analyze_all_nodes(self, priority=0, analyze_fast=False): for node in self.root.nodes_in_tree: node.analyze(self.engines[node.next_player], priority=priority, analyze_fast=analyze_fast) # -- move tree functions -- def _calculate_groups(self): board_size_x, board_size_y = self.board_size with self._lock: self.board = [[-1 for _x in range(board_size_x)] for _y in range(board_size_y) ] # type: List[List[int]] # board pos -> chain id self.chains = [] # type: List[List[Move]] # chain id -> chain self.prisoners = [] # type: List[Move] self.last_capture = [] # type: List[Move] try: for node in self.current_node.nodes_from_root: for m in node.move_with_placements: self._validate_move_and_update_chains( m, True ) # ignore ko since we didn't know if it was forced except IllegalMoveException as e: raise Exception(f"Unexpected illegal move ({str(e)})") def _validate_move_and_update_chains(self, move: Move, ignore_ko: bool): board_size_x, board_size_y = self.board_size def neighbours(moves): return { self.board[m.coords[1] + dy][m.coords[0] + dx] for m in moves for dy, dx in [(-1, 0), (1, 0), (0, -1), (0, 1)] if 0 <= m.coords[0] + dx < board_size_x and 0 <= m.coords[1] + dy < board_size_y } ko_or_snapback = len( self.last_capture) == 1 and self.last_capture[0] == move self.last_capture = [] if move.is_pass: return if self.board[move.coords[1]][move.coords[0]] != -1: raise IllegalMoveException("Space occupied") nb_chains = list({ c for c in neighbours([move]) if c >= 0 and self.chains[c][0].player == move.player }) if nb_chains: this_chain = nb_chains[0] self.board = [[ nb_chains[0] if sq in nb_chains else sq for sq in line ] for line in self.board] # merge chains connected by this move for oc in nb_chains[1:]: self.chains[nb_chains[0]] += self.chains[oc] self.chains[oc] = [] self.chains[nb_chains[0]].append(move) else: this_chain = len(self.chains) self.chains.append([move]) self.board[move.coords[1]][move.coords[0]] = this_chain opp_nb_chains = { c for c in neighbours([move]) if c >= 0 and self.chains[c][0].player != move.player } for c in opp_nb_chains: if -1 not in neighbours(self.chains[c]): self.last_capture += self.chains[c] for om in self.chains[c]: self.board[om.coords[1]][om.coords[0]] = -1 self.chains[c] = [] if ko_or_snapback and len(self.last_capture) == 1 and not ignore_ko: raise IllegalMoveException("Ko") self.prisoners += self.last_capture if -1 not in neighbours(self.chains[this_chain]): # TODO: NZ rules? raise IllegalMoveException("Suicide") # Play a Move from the current position, raise IllegalMoveException if invalid. def play(self, move: Move, ignore_ko: bool = False, analyze=True): board_size_x, board_size_y = self.board_size if not move.is_pass and not (0 <= move.coords[0] < board_size_x and 0 <= move.coords[1] < board_size_y): raise IllegalMoveException( f"Move {move} outside of board coordinates") try: self._validate_move_and_update_chains(move, ignore_ko) except IllegalMoveException: self._calculate_groups() raise with self._lock: played_node = self.current_node.play(move) self.current_node = played_node if analyze: played_node.analyze(self.engines[played_node.next_player]) return played_node def set_current_node(self, node): self.current_node = node self._calculate_groups() def undo(self, n_times=1): cn = self.current_node # avoid race conditions for _ in range(n_times): if not cn.is_root: cn = cn.parent self.set_current_node(cn) def redo(self, n_times=1): cn = self.current_node # avoid race conditions for _ in range(n_times): if cn.children: cn = cn.ordered_children[0] self.set_current_node(cn) def cycle_children(self, direction): cn = self.current_node # avoid race conditions if cn.parent and len(cn.parent.children) > 1: ordered_children = cn.parent.ordered_children ix = (ordered_children.index(cn) + len(ordered_children) + direction) % len(ordered_children) self.set_current_node(ordered_children[ix]) @property def board_size(self): return self.root.board_size @property def stones(self): with self._lock: return sum(self.chains, []) @property def end_result(self): if self.current_node.end_state: return self.current_node.end_state if self.current_node.parent and self.current_node.is_pass and self.current_node.parent.is_pass: return self.manual_score or i18n._("board-game-end") @property def prisoner_count( self, ) -> Dict: # returns prisoners that are of a certain colour as {B: black stones captures, W: white stones captures} return { player: sum([m.player == player for m in self.prisoners]) for player in Move.PLAYERS } @property def manual_score(self): rules = self.engines["B"].get_rules(self.root) if not self.current_node.ownership or rules != "japanese": if not self.current_node.score: return None self.katrain.log( f"rules '{rules}' are not japanese, or no ownership available ({not self.current_node.ownership}) -> no manual score available", OUTPUT_DEBUG, ) return self.current_node.format_score( round(2 * self.current_node.score) / 2) + "?" board_size_x, board_size_y = self.board_size ownership_grid = var_to_grid(self.current_node.ownership, (board_size_x, board_size_y)) stones = {m.coords: m.player for m in self.stones} lo_threshold = 0.15 hi_threshold = 0.85 max_unknown = 10 max_dame = 4 * (board_size_x + board_size_y) def japanese_score_square(square, owner): player = stones.get(square, None) if ((player == "B" and owner > hi_threshold) or (player == "W" and owner < -hi_threshold) or abs(owner) < lo_threshold): return 0 # dame or own stones if player is None and abs(owner) >= hi_threshold: return round(owner) # surrounded empty intersection if (player == "B" and owner < -hi_threshold) or (player == "W" and owner > hi_threshold): return 2 * round(owner) # captured stone return math.nan # unknown! scored_squares = [ japanese_score_square((x, y), ownership_grid[y][x]) for y in range(board_size_y) for x in range(board_size_x) ] num_sq = { t: sum([s == t for s in scored_squares]) for t in [-2, -1, 0, 1, 2] } num_unkn = sum(math.isnan(s) for s in scored_squares) prisoners = self.prisoner_count score = sum([t * n for t, n in num_sq.items() ]) + prisoners["W"] - prisoners["B"] - self.komi self.katrain.log( f"Manual Scoring: {num_sq} score by square with {num_unkn} unknown, {prisoners} captures, and {self.komi} komi -> score = {score}", OUTPUT_DEBUG, ) if num_unkn > max_unknown or (num_sq[0] - len(stones)) > max_dame: return None return self.current_node.format_score(score) def __repr__(self): return ("\n".join("".join(self.chains[c][0].player if c >= 0 else "-" for c in line) for line in self.board) + f"\ncaptures: {self.prisoner_count}") def write_sgf( self, path: str, trainer_config: Optional[Dict] = None, ): if trainer_config is None: trainer_config = self.katrain.config("trainer") save_feedback = trainer_config["save_feedback"] eval_thresholds = trainer_config["eval_thresholds"] def player_name(player_info): return f"{i18n._(player_info.player_type)} ({i18n._(player_info.player_subtype)})" root_properties = self.root.properties x_properties = {} if "KaTrain" in self.root.get_property("AP", ""): for bw in "BW": x_properties["P" + bw] = player_name( self.katrain.players_info[bw]) player_info = self.katrain.players_info[bw] if player_info.player_type == PLAYER_AI: x_properties[bw + "R"] = rank_label( player_info.calculated_rank) if "+" in str(self.end_result): x_properties["RE"] = self.end_result self.root.properties = { **root_properties, **{k: [v] for k, v in x_properties.items()} } player_names = { bw: re.sub(r"['<>:\"/\\|?*]", "", self.root.get_property("P" + bw, bw)) for bw in "BW" } game_name = f"katrain_{player_names['B']} vs {player_names['W']} {self.game_id}" file_name = os.path.abspath(os.path.join(path, f"{game_name}.sgf")) os.makedirs(os.path.dirname(file_name), exist_ok=True) show_dots_for = { bw: trainer_config.get("eval_show_ai", True) or self.katrain.players_info[bw].human for bw in "BW" } sgf = self.root.sgf(save_comments_player=show_dots_for, save_comments_class=save_feedback, eval_thresholds=eval_thresholds) with open(file_name, "w", encoding="utf-8") as f: f.write(sgf) self.root.properties = root_properties return i18n._("sgf written").format(file_name=file_name) def analyze_extra(self, mode, **kwargs): stones = {s.coords for s in self.stones} cn = self.current_node engine = self.engines[cn.next_player] Clock.schedule_once(self.katrain.analysis_controls.hints.activate, 0) if mode == "extra": if kwargs.get("continuous", False): visits = min( 1_000_000_000, max(engine.config["max_visits"], math.ceil(cn.analysis_visits_requested * 1.25))) else: visits = cn.analysis_visits_requested + engine.config[ "max_visits"] self.katrain.controls.set_status( i18n._("extra analysis").format(visits=visits), STATUS_ANALYSIS) cn.analyze(engine, visits=visits, priority=-1_000, time_limit=False) return if mode == "game": nodes = self.root.nodes_in_tree if "visits" in kwargs: visits = kwargs["visits"] else: min_visits = min(node.analysis_visits_requested for node in nodes) visits = min_visits + engine.config["max_visits"] for node in nodes: node.analyze(engine, visits=visits, priority=-1_000_000, time_limit=False) self.katrain.controls.set_status( i18n._("game re-analysis").format(visits=visits), STATUS_ANALYSIS) return elif mode == "sweep": board_size_x, board_size_y = self.board_size if cn.analysis_ready: policy_grid = (var_to_grid(self.current_node.policy, size=(board_size_x, board_size_y)) if self.current_node.policy else None) analyze_moves = sorted( [ Move(coords=(x, y), player=cn.next_player) for x in range(board_size_x) for y in range(board_size_y) if (policy_grid is None and (x, y) not in stones) or policy_grid[y][x] >= 0 ], key=lambda mv: -policy_grid[mv.coords[1]][mv.coords[0]], ) else: analyze_moves = [ Move(coords=(x, y), player=cn.next_player) for x in range(board_size_x) for y in range(board_size_y) if (x, y) not in stones ] visits = engine.config["fast_visits"] self.katrain.controls.set_status( i18n._("sweep analysis").format(visits=visits), STATUS_ANALYSIS) priority = -1_000_000_000 elif mode in ["equalize", "alternative"]: if not cn.analysis_ready: self.katrain.controls.set_status( i18n._("wait-before-equalize"), STATUS_INFO, self.current_node) return analyze_moves = [ Move.from_gtp(gtp, player=cn.next_player) for gtp, _ in cn.analysis["moves"].items() ] priority = -1_000 if mode == "alternative": # also do a quick update on current candidates so it doesn't look too weird self.katrain.controls.set_status( i18n._("alternative analysis"), STATUS_ANALYSIS) cn.analyze(engine, priority=-500, time_limit=False, find_alternatives=True) visits = engine.config["fast_visits"] else: visits = max(d["visits"] for d in cn.analysis["moves"].values()) self.katrain.controls.set_status( i18n._("equalizing analysis").format(visits=visits), STATUS_ANALYSIS) else: raise ValueError("Invalid analysis mode") for move in analyze_moves: if cn.analysis["moves"].get(move.gtp(), {"visits": 0})["visits"] < visits: cn.analyze( engine, priority, visits=visits, refine_move=move, time_limit=False ) # explicitly requested so take as long as you need def analyze_undo(self, node): train_config = self.katrain.config("trainer") move = node.move if node != self.current_node or node.auto_undo is not None or not node.analysis_ready or not move: return points_lost = node.points_lost thresholds = train_config["eval_thresholds"] num_undo_prompts = train_config["num_undo_prompts"] i = 0 while i < len(thresholds) and points_lost < thresholds[i]: i += 1 num_undos = num_undo_prompts[i] if i < len(num_undo_prompts) else 0 if num_undos == 0: undo = False elif num_undos < 1: # probability undo = int(node.undo_threshold < num_undos) and len( node.parent.children) == 1 else: undo = len(node.parent.children) <= num_undos node.auto_undo = undo if undo: self.undo(1) self.katrain.controls.set_status( i18n._("teaching undo message").format( move=move.gtp(), points_lost=points_lost), STATUS_TEACHING) self.katrain.update_state()
class Game: """Represents a game of go, including an implementation of capture rules.""" DEFAULT_PROPERTIES = {"GM": 1, "FF": 4} def __init__( self, katrain, engine: Union[Dict, KataGoEngine], move_tree: GameNode = None, analyze_fast=False, game_properties: Optional[Dict] = None, sgf_filename=None, ): self.katrain = katrain self._lock = threading.Lock() if not isinstance(engine, Dict): engine = {"B": engine, "W": engine} self.engines = engine self.game_id = datetime.strftime(datetime.now(), "%Y-%m-%d %H %M %S") self.sgf_filename = sgf_filename self.insert_mode = False self.insert_after = None self.region_of_interest = None self.external_game = False # not generated by katrain at some point if move_tree: self.root = move_tree self.external_game = PROGRAM_NAME not in self.root.get_property( "AP", "") self.komi = self.root.komi handicap = int(self.root.handicap) num_starting_moves_black = 0 node = self.root while node.children: node = node.children[0] if node.player == "B": num_starting_moves_black += 1 else: break if ( handicap >= 2 and not self.root.placements and not (num_starting_moves_black == handicap) and not (self.root.children and self.root.children[0].placements) ): # not really according to sgf, and not sure if still needed, last clause for fox self.root.place_handicap_stones(handicap) else: board_size = katrain.config("game/size") rules = katrain.config("game/rules") self.komi = katrain.config("game/komi") self.root = GameNode( properties={ **Game.DEFAULT_PROPERTIES, **{ "SZ": board_size, "KM": self.komi, "DT": self.game_id, "RU": rules }, **(game_properties or {}), }) handicap = katrain.config("game/handicap") if handicap: self.root.place_handicap_stones(handicap) if not self.root.get_property("RU"): self.root.set_property("RU", katrain.config("game/rules")) self.set_current_node(self.root) self.main_time_used = 0 # restore shortcuts shortcut_id_to_node = { node.get_property("KTSID", None): node for node in self.root.nodes_in_tree } for node in self.root.nodes_in_tree: shortcut_id = node.get_property("KTSF", None) if shortcut_id and shortcut_id in shortcut_id_to_node: shortcut_id_to_node[shortcut_id].add_shortcut(node) threading.Thread( target=lambda: self.analyze_all_nodes( -1_000_000, analyze_fast=analyze_fast, even_if_present=False), daemon=True, ).start() # return faster, but bypass Kivy Clock def analyze_all_nodes(self, priority=0, analyze_fast=False, even_if_present=True): for node in self.root.nodes_in_tree: # forced, or not present, or something went wrong in loading if even_if_present or not node.analysis_from_sgf or not node.load_analysis( ): node.clear_analysis() node.analyze(self.engines[node.next_player], priority=priority, analyze_fast=analyze_fast) # -- move tree functions -- def _calculate_groups(self): board_size_x, board_size_y = self.board_size with self._lock: self.board = [[-1 for _x in range(board_size_x)] for _y in range(board_size_y) ] # type: List[List[int]] # board pos -> chain id self.chains = [] # type: List[List[Move]] # chain id -> chain self.prisoners = [] # type: List[Move] self.last_capture = [] # type: List[Move] try: for node in self.current_node.nodes_from_root: for m in node.move_with_placements: self._validate_move_and_update_chains( m, True ) # ignore ko since we didn't know if it was forced except IllegalMoveException as e: raise Exception(f"Unexpected illegal move ({str(e)})") def _validate_move_and_update_chains(self, move: Move, ignore_ko: bool): board_size_x, board_size_y = self.board_size def neighbours(moves): return { self.board[m.coords[1] + dy][m.coords[0] + dx] for m in moves for dy, dx in [(-1, 0), (1, 0), (0, -1), (0, 1)] if 0 <= m.coords[0] + dx < board_size_x and 0 <= m.coords[1] + dy < board_size_y } ko_or_snapback = len( self.last_capture) == 1 and self.last_capture[0] == move self.last_capture = [] if move.is_pass: return if self.board[move.coords[1]][move.coords[0]] != -1: raise IllegalMoveException("Space occupied") nb_chains = list({ c for c in neighbours([move]) if c >= 0 and self.chains[c][0].player == move.player }) if nb_chains: this_chain = nb_chains[0] self.board = [[ nb_chains[0] if sq in nb_chains else sq for sq in line ] for line in self.board] # merge chains connected by this move for oc in nb_chains[1:]: self.chains[nb_chains[0]] += self.chains[oc] self.chains[oc] = [] self.chains[nb_chains[0]].append(move) else: this_chain = len(self.chains) self.chains.append([move]) self.board[move.coords[1]][move.coords[0]] = this_chain opp_nb_chains = { c for c in neighbours([move]) if c >= 0 and self.chains[c][0].player != move.player } for c in opp_nb_chains: if -1 not in neighbours(self.chains[c]): self.last_capture += self.chains[c] for om in self.chains[c]: self.board[om.coords[1]][om.coords[0]] = -1 self.chains[c] = [] if ko_or_snapback and len(self.last_capture) == 1 and not ignore_ko: raise IllegalMoveException("Ko") self.prisoners += self.last_capture if -1 not in neighbours(self.chains[this_chain]): # TODO: NZ rules? raise IllegalMoveException("Suicide") def set_insert_mode(self, mode): if mode == "toggle": mode = not self.insert_mode if mode == self.insert_mode: return self.insert_mode = mode if mode: children = self.current_node.ordered_children if not children: self.insert_mode = False else: self.insert_after = self.current_node.ordered_children[0] self.katrain.controls.set_status( i18n._("starting insert mode"), STATUS_INFO) else: copy_from_node = self.insert_after copy_to_node = self.current_node num_copied = 0 if copy_to_node != self.insert_after.parent: above_insertion_root = self.insert_after.parent.nodes_from_root already_inserted_moves = [ n.move for n in copy_to_node.nodes_from_root if n not in above_insertion_root and n.move ] try: while True: if copy_from_node.move not in already_inserted_moves: for m in copy_from_node.move_with_placements: self._validate_move_and_update_chains(m, True) # this inserts copy_to_node = GameNode( parent=copy_to_node, properties=copy.deepcopy( copy_from_node.properties)) num_copied += 1 if not copy_from_node.children: break copy_from_node = copy_from_node.ordered_children[0] except IllegalMoveException: pass # illegal move = stop self._calculate_groups() # recalculate groups self.katrain.controls.set_status( i18n._("ending insert mode").format(num_copied=num_copied), STATUS_INFO) self.analyze_all_nodes(analyze_fast=True, even_if_present=False) else: self.katrain.controls.set_status("", STATUS_INFO) self.katrain.controls.move_tree.insert_node = self.insert_after if self.insert_mode else None self.katrain.controls.move_tree.redraw() self.katrain.update_state(redraw_board=True) # Play a Move from the current position, raise IllegalMoveException if invalid. def play(self, move: Move, ignore_ko: bool = False, analyze=True): board_size_x, board_size_y = self.board_size if not move.is_pass and not (0 <= move.coords[0] < board_size_x and 0 <= move.coords[1] < board_size_y): raise IllegalMoveException( f"Move {move} outside of board coordinates") try: self._validate_move_and_update_chains(move, ignore_ko) except IllegalMoveException: self._calculate_groups() raise with self._lock: played_node = self.current_node.play(move) self.current_node = played_node if analyze: if self.region_of_interest: played_node.analyze(self.engines[played_node.next_player], analyze_fast=True) played_node.analyze(self.engines[played_node.next_player], region_of_interest=self.region_of_interest) else: played_node.analyze(self.engines[played_node.next_player]) return played_node def set_current_node(self, node): if self.insert_mode: self.katrain.controls.set_status( i18n._("finish inserting before navigating"), STATUS_ERROR) return self.current_node = node self._calculate_groups() def undo(self, n_times=1, stop_on_mistake=None): # allow undo/delete only in insert mode cn = self.current_node # avoid race conditions if self.insert_mode: # in insert mode, undo = delete if n_times == 1 and cn not in self.insert_after.nodes_from_root: cn.parent.children = [c for c in cn.parent.children if c != cn] self.current_node = cn.parent self._calculate_groups() return break_on_branch = False break_on_main_branch = False last_branching_node = cn if n_times == "branch": n_times = 9999 break_on_branch = True elif n_times == "main-branch": n_times = 9999 break_on_main_branch = True for move in range(n_times): if (stop_on_mistake is not None and cn.points_lost is not None and cn.points_lost >= stop_on_mistake and self.katrain.players_info[cn.player].player_type != PLAYER_AI): self.set_current_node(cn.parent) return previous_cn = cn if cn.shortcut_from: cn = cn.shortcut_from elif not cn.is_root: cn = cn.parent else: break # root if break_on_branch and len(cn.children) > 1: break elif break_on_main_branch and cn.ordered_children[ 0] != previous_cn: # implies > 1 child last_branching_node = cn if break_on_main_branch: cn = last_branching_node if cn is not self.current_node: self.set_current_node(cn) def redo(self, n_times=1, stop_on_mistake=None): if self.insert_mode: return cn = self.current_node # avoid race conditions for move in range(n_times): if cn.children: child = cn.ordered_children[0] shortcut_to = [m for m, v in cn.shortcuts_to if child == v ] # are we about to go to a shortcut node? if shortcut_to: child = shortcut_to[0] cn = child if (move > 0 and stop_on_mistake is not None and cn.points_lost is not None and cn.points_lost >= stop_on_mistake and self.katrain.players_info[cn.player].player_type != PLAYER_AI): self.set_current_node(cn.parent) return if stop_on_mistake is None: self.set_current_node(cn) def cycle_children(self, direction): cn = self.current_node # avoid race conditions if cn.parent and len(cn.parent.children) > 1: ordered_children = cn.parent.ordered_children ix = (ordered_children.index(cn) + len(ordered_children) + direction) % len(ordered_children) self.set_current_node(ordered_children[ix]) @property def board_size(self): return self.root.board_size @property def stones(self): with self._lock: return sum(self.chains, []) @property def end_result(self): if self.current_node.end_state: return self.current_node.end_state if self.current_node.parent and self.current_node.is_pass and self.current_node.parent.is_pass: return self.manual_score or i18n._("board-game-end") @property def prisoner_count( self, ) -> Dict: # returns prisoners that are of a certain colour as {B: black stones captures, W: white stones captures} return { player: sum([m.player == player for m in self.prisoners]) for player in Move.PLAYERS } @property def manual_score(self): rules = self.engines["B"].get_rules(self.root) if not self.current_node.ownership or rules != "japanese": if not self.current_node.score: return None self.katrain.log( f"rules '{rules}' are not japanese, or no ownership available ({not self.current_node.ownership}) -> no manual score available", OUTPUT_DEBUG, ) return self.current_node.format_score( round(2 * self.current_node.score) / 2) + "?" board_size_x, board_size_y = self.board_size ownership_grid = var_to_grid(self.current_node.ownership, (board_size_x, board_size_y)) stones = {m.coords: m.player for m in self.stones} lo_threshold = 0.15 hi_threshold = 0.85 max_unknown = 10 max_dame = 4 * (board_size_x + board_size_y) def japanese_score_square(square, owner): player = stones.get(square, None) if ((player == "B" and owner > hi_threshold) or (player == "W" and owner < -hi_threshold) or abs(owner) < lo_threshold): return 0 # dame or own stones if player is None and abs(owner) >= hi_threshold: return round(owner) # surrounded empty intersection if (player == "B" and owner < -hi_threshold) or (player == "W" and owner > hi_threshold): return 2 * round(owner) # captured stone return math.nan # unknown! scored_squares = [ japanese_score_square((x, y), ownership_grid[y][x]) for y in range(board_size_y) for x in range(board_size_x) ] num_sq = { t: sum([s == t for s in scored_squares]) for t in [-2, -1, 0, 1, 2] } num_unkn = sum(math.isnan(s) for s in scored_squares) prisoners = self.prisoner_count score = sum([t * n for t, n in num_sq.items() ]) + prisoners["W"] - prisoners["B"] - self.komi self.katrain.log( f"Manual Scoring: {num_sq} score by square with {num_unkn} unknown, {prisoners} captures, and {self.komi} komi -> score = {score}", OUTPUT_DEBUG, ) if num_unkn > max_unknown or (num_sq[0] - len(stones)) > max_dame: return None return self.current_node.format_score(score) def __repr__(self): return ("\n".join("".join(self.chains[c][0].player if c >= 0 else "-" for c in line) for line in self.board) + f"\ncaptures: {self.prisoner_count}") def update_root_properties(self): def player_name(player_info): if player_info.name and player_info.player_type == PLAYER_HUMAN: return player_info.name else: return f"{i18n._(player_info.player_type)} ({i18n._(player_info.player_subtype)})" root_properties = self.root.properties x_properties = {} for bw in "BW": if not self.external_game: x_properties["P" + bw] = player_name(self.katrain.players_info[bw] ) + SGF_INTERNAL_COMMENTS_MARKER player_info = self.katrain.players_info[bw] if player_info.player_type == PLAYER_AI: x_properties[bw + "R"] = rank_label( player_info.calculated_rank) if "+" in str(self.end_result): x_properties["RE"] = self.end_result self.root.properties = { **root_properties, **{k: [v] for k, v in x_properties.items()} } def generate_filename(self): self.update_root_properties() player_names = { bw: re.sub(r"[\u200b\u3164'<>:\"/\\|?*]", "", self.root.get_property("P" + bw, bw)) for bw in "BW" } base_game_name = f"{PROGRAM_NAME}_{player_names['B']} vs {player_names['W']}" return f"{base_game_name} {self.game_id}.sgf" def write_sgf(self, filename: str, trainer_config: Optional[Dict] = None): if trainer_config is None: trainer_config = self.katrain.config("trainer", {}) save_feedback = trainer_config.get("save_feedback", False) eval_thresholds = trainer_config["eval_thresholds"] save_analysis = trainer_config.get("save_analysis", False) self.update_root_properties() show_dots_for = { bw: trainer_config.get("eval_show_ai", True) or self.katrain.players_info[bw].human for bw in "BW" } sgf = self.root.sgf( save_comments_player=show_dots_for, save_comments_class=save_feedback, eval_thresholds=eval_thresholds, save_analysis=save_analysis, ) self.sgf_filename = filename os.makedirs(os.path.dirname(filename), exist_ok=True) with open(filename, "w", encoding="utf-8") as f: f.write(sgf) return i18n._("sgf written").format(file_name=filename) def set_region_of_interest(self, region_of_interest): x1, x2, y1, y2 = region_of_interest xmin, xmax = min(x1, x2), max(x1, x2) ymin, ymax = min(y1, y2), max(y1, y2) szx, szy = self.board_size if not (xmin == xmax and ymin == ymax) and not ( xmax - xmin + 1 >= szx and ymax - ymin + 1 >= szy): self.region_of_interest = [xmin, xmax, ymin, ymax] else: self.region_of_interest = None self.katrain.controls.set_status("", OUTPUT_INFO) def analyze_extra(self, mode, **kwargs): stones = {s.coords for s in self.stones} cn = self.current_node engine = self.engines[cn.next_player] Clock.schedule_once(self.katrain.analysis_controls.hints.activate, 0) if mode == "extra": if kwargs.get("continuous", False): visits = min( 1_000_000_000, max(engine.config["max_visits"], math.ceil(cn.analysis_visits_requested * 1.25))) else: visits = cn.analysis_visits_requested + engine.config[ "max_visits"] self.katrain.controls.set_status( i18n._("extra analysis").format(visits=visits), STATUS_ANALYSIS) self.katrain.controls.set_status( i18n._("extra analysis").format(visits=visits), STATUS_ANALYSIS) cn.analyze(engine, visits=visits, priority=-1_000, region_of_interest=self.region_of_interest, time_limit=False) return if mode == "game": nodes = self.root.nodes_in_tree if "visits" in kwargs: visits = kwargs["visits"] else: min_visits = min(node.analysis_visits_requested for node in nodes) visits = min_visits + engine.config["max_visits"] for node in nodes: node.analyze(engine, visits=visits, priority=-1_000_000, time_limit=False, report_every=None) self.katrain.controls.set_status( i18n._("game re-analysis").format(visits=visits), STATUS_ANALYSIS) return elif mode == "sweep": board_size_x, board_size_y = self.board_size if cn.analysis_exists: policy_grid = (var_to_grid(self.current_node.policy, size=(board_size_x, board_size_y)) if self.current_node.policy else None) analyze_moves = sorted( [ Move(coords=(x, y), player=cn.next_player) for x in range(board_size_x) for y in range(board_size_y) if (policy_grid is None and (x, y) not in stones) or policy_grid[y][x] >= 0 ], key=lambda mv: -policy_grid[mv.coords[1]][mv.coords[0]], ) else: analyze_moves = [ Move(coords=(x, y), player=cn.next_player) for x in range(board_size_x) for y in range(board_size_y) if (x, y) not in stones ] visits = engine.config["fast_visits"] self.katrain.controls.set_status( i18n._("sweep analysis").format(visits=visits), STATUS_ANALYSIS) priority = -1_000_000_000 elif mode in ["equalize", "alternative", "local"]: if not cn.analysis_complete and mode != "local": self.katrain.controls.set_status( i18n._("wait-before-extra-analysis"), STATUS_INFO, self.current_node) return if mode == "alternative": # also do a quick update on current candidates so it doesn't look too weird self.katrain.controls.set_status( i18n._("alternative analysis"), STATUS_ANALYSIS) cn.analyze(engine, priority=-500, time_limit=False, find_alternatives="alternative") visits = engine.config["fast_visits"] else: # equalize visits = max(d["visits"] for d in cn.analysis["moves"].values()) self.katrain.controls.set_status( i18n._("equalizing analysis").format(visits=visits), STATUS_ANALYSIS) priority = -1_000 analyze_moves = [ Move.from_gtp(gtp, player=cn.next_player) for gtp, _ in cn.analysis["moves"].items() ] else: raise ValueError("Invalid analysis mode") for move in analyze_moves: if cn.analysis["moves"].get(move.gtp(), {"visits": 0})["visits"] < visits: cn.analyze( engine, priority=priority, visits=visits, refine_move=move, time_limit=False ) # explicitly requested so take as long as you need def play_to_end(self): cn = self.current_node count = 0 if not cn.analysis_exists: self.katrain.controls.set_status( i18n._("wait-before-extra-analysis"), STATUS_INFO, cn) return def analyze_and_play_policy(node): nonlocal count, cn cand = node.candidate_moves if self.katrain.game is not self: return # a new game happened if cand: move = Move.from_gtp(cand[0]["move"], player=node.next_player) else: polmoves = node.policy_ranking move = polmoves[0][1] if polmoves else Move(None) if move.is_pass: if self.current_node == cn: self.set_current_node(node) return count += 1 new_node = GameNode(parent=node, move=move) if node != cn: node.remove_shortcut() cn.add_shortcut(new_node) self.katrain.controls.move_tree.redraw_tree_trigger() def set_analysis(result, _partial): new_node.set_analysis(result) analyze_and_play_policy(new_node) self.engines[node.next_player].request_analysis( new_node, callback=set_analysis, priority=-1000, analyze_fast=True) analyze_and_play_policy(cn) def analyze_undo(self, node): train_config = self.katrain.config("trainer") move = node.move if node != self.current_node or node.auto_undo is not None or not node.analysis_complete or not move: return points_lost = node.points_lost thresholds = train_config["eval_thresholds"] num_undo_prompts = train_config["num_undo_prompts"] i = 0 while i < len(thresholds) and points_lost < thresholds[i]: i += 1 num_undos = num_undo_prompts[i] if i < len(num_undo_prompts) else 0 if num_undos == 0: undo = False elif num_undos < 1: # probability undo = int(node.undo_threshold < num_undos) and len( node.parent.children) == 1 else: undo = len(node.parent.children) <= num_undos node.auto_undo = undo if undo: self.undo(1) self.katrain.controls.set_status( i18n._("teaching undo message").format( move=move.gtp(), points_lost=points_lost), STATUS_TEACHING) self.katrain.update_state()
class Game: """Represents a game of go, including an implementation of capture rules.""" DEFAULT_PROPERTIES = {"GM": 1, "FF": 4, "AP": f"KaTrain:{HOMEPAGE}"} def __init__(self, katrain, engine: Union[Dict, KataGoEngine], move_tree: GameNode = None, analyze_fast=False): self.katrain = katrain if not isinstance(engine, Dict): engine = {"B": engine, "W": engine} self.engines = engine self.game_id = datetime.strftime(datetime.now(), "%Y-%m-%d %H %M %S") if move_tree: self.root = move_tree self.komi = self.root.komi handicap = int(self.root.get_property("HA", 0)) if handicap and not self.root.placements: self.place_handicap_stones(handicap) else: board_size = katrain.config("game/size") self.komi = katrain.config("game/komi") self.root = GameNode( properties={**Game.DEFAULT_PROPERTIES, **{"SZ": board_size, "KM": self.komi, "DT": self.game_id}} ) handicap = katrain.config("game/handicap") if handicap: self.place_handicap_stones(handicap) if not self.root.get_property("RU"): self.root.set_property("RU", katrain.config("game/rules")) self.set_current_node(self.root) threading.Thread( target=lambda: self.analyze_all_nodes(-1_000_000, analyze_fast=analyze_fast), daemon=True ).start() # return faster, but bypass Kivy Clock def analyze_all_nodes(self, priority=0, analyze_fast=False): for node in self.root.nodes_in_tree: node.analyze(self.engines[node.next_player], priority=priority, analyze_fast=analyze_fast) # -- move tree functions -- def _calculate_groups(self): board_size_x, board_size_y = self.board_size self.board = [ [-1 for _x in range(board_size_x)] for _y in range(board_size_y) ] # type: List[List[int]] # board pos -> chain id self.chains = [] # type: List[List[Move]] # chain id -> chain self.prisoners = [] # type: List[Move] self.last_capture = [] # type: List[Move] try: # for m in self.moves: for node in self.current_node.nodes_from_root: for m in node.move_with_placements: self._validate_move_and_update_chains(m, True) # ignore ko since we didn't know if it was forced except IllegalMoveException as e: raise Exception(f"Unexpected illegal move ({str(e)})") def _validate_move_and_update_chains(self, move: Move, ignore_ko: bool): board_size_x, board_size_y = self.board_size def neighbours(moves): return { self.board[m.coords[1] + dy][m.coords[0] + dx] for m in moves for dy, dx in [(-1, 0), (1, 0), (0, -1), (0, 1)] if 0 <= m.coords[0] + dx < board_size_x and 0 <= m.coords[1] + dy < board_size_y } ko_or_snapback = len(self.last_capture) == 1 and self.last_capture[0] == move self.last_capture = [] if move.is_pass: return if self.board[move.coords[1]][move.coords[0]] != -1: raise IllegalMoveException("Space occupied") nb_chains = list({c for c in neighbours([move]) if c >= 0 and self.chains[c][0].player == move.player}) if nb_chains: this_chain = nb_chains[0] self.board = [ [nb_chains[0] if sq in nb_chains else sq for sq in line] for line in self.board ] # merge chains connected by this move for oc in nb_chains[1:]: self.chains[nb_chains[0]] += self.chains[oc] self.chains[oc] = [] self.chains[nb_chains[0]].append(move) else: this_chain = len(self.chains) self.chains.append([move]) self.board[move.coords[1]][move.coords[0]] = this_chain opp_nb_chains = {c for c in neighbours([move]) if c >= 0 and self.chains[c][0].player != move.player} for c in opp_nb_chains: if -1 not in neighbours(self.chains[c]): self.last_capture += self.chains[c] for om in self.chains[c]: self.board[om.coords[1]][om.coords[0]] = -1 self.chains[c] = [] if ko_or_snapback and len(self.last_capture) == 1 and not ignore_ko: raise IllegalMoveException("Ko") self.prisoners += self.last_capture if -1 not in neighbours(self.chains[this_chain]): # TODO: NZ rules? raise IllegalMoveException("Suicide") # Play a Move from the current position, raise IllegalMoveException if invalid. def play(self, move: Move, ignore_ko: bool = False, analyze=True): board_size_x, board_size_y = self.board_size if not move.is_pass and not (0 <= move.coords[0] < board_size_x and 0 <= move.coords[1] < board_size_y): raise IllegalMoveException(f"Move {move} outside of board coordinates") try: self._validate_move_and_update_chains(move, ignore_ko) except IllegalMoveException: self._calculate_groups() raise played_node = self.current_node.play(move) self.current_node = played_node if analyze: played_node.analyze(self.engines[played_node.next_player]) return played_node def set_current_node(self, node): self.current_node = node self._calculate_groups() def undo(self, n_times=1): cn = self.current_node # avoid race conditions for _ in range(n_times): if not cn.is_root: cn.parent.set_favourite_child(cn) cn = cn.parent self.set_current_node(cn) def redo(self, n_times=1): cn = self.current_node # avoid race conditions for _ in range(n_times): if cn.children: cn = cn.favourite_child self.set_current_node(cn) def switch_branch(self, direction): cn = self.current_node # avoid race conditions if cn.parent and len(cn.parent.children) > 1: ix = cn.parent.children.index(cn) self.set_current_node(cn.parent.children[(ix + direction) % len(cn.parent.children)]) def place_handicap_stones(self, n_handicaps): board_size_x, board_size_y = self.board_size near_x = 3 if board_size_x >= 13 else min(2, board_size_x - 1) near_y = 3 if board_size_y >= 13 else min(2, board_size_y - 1) far_x = board_size_x - 1 - near_x far_y = board_size_y - 1 - near_y middle_x = board_size_x // 2 # what for even sizes? middle_y = board_size_y // 2 if n_handicaps > 9 and board_size_x == board_size_y: stones_per_row = math.ceil(math.sqrt(n_handicaps)) spacing = (far_x - near_x) / (stones_per_row - 1) if spacing < near_x: far_x += 1 near_x -= 1 spacing = (far_x - near_x) / (stones_per_row - 1) coords = list({math.floor(0.5 + near_x + i * spacing) for i in range(stones_per_row)}) stones = sorted( [(x, y) for x in coords for y in coords], key=lambda xy: -((xy[0] - (board_size_x - 1) / 2) ** 2 + (xy[1] - (board_size_y - 1) / 2) ** 2), ) else: # max 9 stones = [(far_x, far_y), (near_x, near_y), (far_x, near_y), (near_x, far_y)] if n_handicaps % 2 == 1: stones.append((middle_x, middle_y)) stones += [(near_x, middle_y), (far_x, middle_y), (middle_x, near_y), (middle_x, far_y)] self.root.set_property( "AB", list({Move(stone).sgf(board_size=(board_size_x, board_size_y)) for stone in stones[:n_handicaps]}) ) @property def board_size(self): return self.root.board_size @property def stones(self): return sum(self.chains, []) @property def ended(self): return self.current_node.parent and self.current_node.is_pass and self.current_node.parent.is_pass @property def prisoner_count( self, ) -> Dict: # returns prisoners that are of a certain colour as {B: black stones captures, W: white stones captures} return {player: sum([m.player == player for m in self.prisoners]) for player in Move.PLAYERS} @property def manual_score(self): rules = self.engines["B"].get_rules(self.root) if not self.current_node.ownership or rules != "japanese": if not self.current_node.score: return None self.katrain.log( f"rules '{rules}' are not japanese, or no ownership available ({not self.current_node.ownership}) -> no manual score available", OUTPUT_DEBUG, ) return self.current_node.format_score(round(2 * self.current_node.score) / 2) + "?" board_size_x, board_size_y = self.board_size ownership_grid = var_to_grid(self.current_node.ownership, (board_size_x, board_size_y)) stones = {m.coords: m.player for m in self.stones} lo_threshold = 0.15 hi_threshold = 0.85 max_unknown = 10 max_dame = 4 * (board_size_x + board_size_y) def japanese_score_square(square, owner): player = stones.get(square, None) if ( (player == "B" and owner > hi_threshold) or (player == "W" and owner < -hi_threshold) or abs(owner) < lo_threshold ): return 0 # dame or own stones if player is None and abs(owner) >= hi_threshold: return round(owner) # surrounded empty intersection if (player == "B" and owner < -hi_threshold) or (player == "W" and owner > hi_threshold): return 2 * round(owner) # captured stone return math.nan # unknown! scored_squares = [ japanese_score_square((x, y), ownership_grid[y][x]) for y in range(board_size_y) for x in range(board_size_x) ] num_sq = {t: sum([s == t for s in scored_squares]) for t in [-2, -1, 0, 1, 2]} num_unkn = sum(math.isnan(s) for s in scored_squares) prisoners = self.prisoner_count score = sum([t * n for t, n in num_sq.items()]) + prisoners["W"] - prisoners["B"] - self.komi self.katrain.log( f"Manual Scoring: {num_sq} score by square with {num_unkn} unknown, {prisoners} captures, and {self.komi} komi -> score = {score}", OUTPUT_DEBUG, ) if num_unkn > max_unknown or (num_sq[0] - len(stones)) > max_dame: return None return self.current_node.format_score(score) def __repr__(self): return ( "\n".join("".join(self.chains[c][0].player if c >= 0 else "-" for c in line) for line in self.board) + f"\ncaptures: {self.prisoner_count}" ) def write_sgf( self, path: str, trainer_config: Optional[Dict] = None, save_feedback: Optional[List] = None, eval_thresholds: Optional[List] = None, ): if trainer_config is None: trainer_config = self.katrain.config("trainer") if save_feedback is None: save_feedback = self.katrain.config("trainer/save_feedback") if eval_thresholds is None: eval_thresholds = self.katrain.config("trainer/eval_thresholds") def player_name(player_info): return f"{i18n._(player_info.player_type)} ({i18n._(player_info.player_subtype)})" player_names = { bw: re.sub( r"['<>:\"/\\|?*]", "", self.root.get_property("P" + bw) or player_name(self.katrain.players_info[bw]) ) for bw in "BW" } game_name = f"katrain_{player_names['B']} vs {player_names['W']} {self.game_id}" file_name = os.path.abspath(os.path.join(path, f"{game_name}.sgf")) os.makedirs(os.path.dirname(file_name), exist_ok=True) show_dots_for = { bw: trainer_config.get("eval_show_ai", True) or pl.human for bw, pl in self.katrain.players_info.items() } sgf = self.root.sgf( save_comments_player=show_dots_for, save_comments_class=save_feedback, eval_thresholds=eval_thresholds ) with open(file_name, "w") as f: f.write(sgf) return i18n._("sgf written").format(file_name=file_name) def analyze_extra(self, mode): stones = {s.coords for s in self.stones} cn = self.current_node engine = self.engines[cn.next_player] if mode == "extra": visits = cn.analysis_visits_requested + engine.config["max_visits"] self.katrain.controls.set_status(f"Performing additional analysis to {visits} visits") cn.analyze(engine, visits=visits, priority=-1_000, time_limit=False) return elif mode == "sweep": board_size_x, board_size_y = self.board_size if cn.analysis_ready: policy_grid = ( var_to_grid(self.current_node.policy, size=(board_size_x, board_size_y)) if self.current_node.policy else None ) analyze_moves = sorted( [ Move(coords=(x, y), player=cn.next_player) for x in range(board_size_x) for y in range(board_size_y) if (policy_grid is None and (x, y) not in stones) or policy_grid[y][x] >= 0 ], key=lambda mv: -policy_grid[mv.coords[1]][mv.coords[0]], ) else: analyze_moves = [ Move(coords=(x, y), player=cn.next_player) for x in range(board_size_x) for y in range(board_size_y) if (x, y) not in stones ] visits = engine.config["fast_visits"] self.katrain.controls.set_status(f"Refining analysis of entire board to {visits} visits") priority = -1_000_000_000 else: # mode=='equalize': if not cn.analysis_ready: self.katrain.controls.set_status(i18n._("wait-before-equalize"), self.current_node) return analyze_moves = [Move.from_gtp(gtp, player=cn.next_player) for gtp, _ in cn.analysis["moves"].items()] visits = max(d["visits"] for d in cn.analysis["moves"].values()) self.katrain.controls.set_status(f"Equalizing analysis of candidate moves to {visits} visits") priority = -1_000 for move in analyze_moves: cn.analyze( engine, priority, visits=visits, refine_move=move, time_limit=False ) # explicitly requested so take as long as you need def analyze_undo(self, node): train_config = self.katrain.config("trainer") move = node.move if node != self.current_node or node.auto_undo is not None or not node.analysis_ready or not move: return points_lost = node.points_lost thresholds = train_config["eval_thresholds"] num_undo_prompts = train_config["num_undo_prompts"] i = 0 while i < len(thresholds) and points_lost < thresholds[i]: i += 1 num_undos = num_undo_prompts[i] if i < len(num_undo_prompts) else 0 if num_undos == 0: undo = False elif num_undos < 1: # probability undo = int(node.undo_threshold < num_undos) and len(node.parent.children) == 1 else: undo = len(node.parent.children) <= num_undos node.auto_undo = undo if undo: self.undo(1) self.katrain.controls.set_status( i18n._("teaching undo message").format(move=move.gtp(), points_lost=points_lost) ) self.katrain.update_state()