def default(self, c): # c is the chosen move, else an error # c should be in the range A-F c = c.upper() opts = ['A', 'B', 'C', 'D', 'E', 'F'] try: move = s.translateMove(self.game.gamestate, opts.index(c)) self.game.priorstate = self.game.gamestate[:] self.game.gamestate = s.doMove(self.game.gamestate, move) if s.isGameOver(self.game.gamestate): raise EndGame(self.game.gamestate) except s.InvalidMove: print("That is not a legal move.") return except s.InvalidPlayer: print("You're not valid.") return except s.InvalidIndex as e: print("That index is invalid.") raise e return except ValueError: print("You must choose one of the six bowls for your move " "(letters A-F).") return except Exception as e: raise e return self.game.betweenMoves() self.setPrompt()
def play_game(players): game = s.init() done = False moves = [] while not done: # do move for someone player = s.getCurrentPlayer(game) move = players[player]['ai'].move(game) if move is None: print("null move! ", game) mt = { "move": s.flipMove(move, player), "board": s.flipBoardCurrentPlayer(game), "player": player, "name": players[player]['module'].__name__ } moves.append(mt) game = s.doMove(game, move) done = s.isGameOver(game) winner = s.getWinner(game) # make training set with move, gamestate, and 1 for win, 0 for lose trainingset = [dict(d, winner=int(winner == d['player'])) for d in moves] i = 0 for p in players: p['ai'].gameOver(i == winner) i += 1 return (winner, trainingset)
def play_one_game(players, lucky): game = s.init() done = False moves = [] while not done: # do move for someone player = s.getCurrentPlayer(game) if needRandomMove(len(moves)): move = lucky.move(game) else: move = players[player]['ai'].move(game) if move is None: logger.error("null move! ", game) mt = [s.flipBoardCurrentPlayer(game), s.flipMove(move, player), player] moves.append(mt) game = s.doMove(game, move) done = s.isGameOver(game) winner = s.getWinner(game) score = s.getScore(game) # make training set with move, gamestate, and 1 for win, 0 for lose trainingset = [ d[0:2] + [int(winner == d[2])] + list(score)[::1 - d[2] * 2] for d in moves ] for move in trainingset: results.info(move) i = 0 for p in players: isWinner = (1 if i == winner else 0) p['ai'].gameOver(isWinner) p['wins'] += isWinner i += 1 return (winner, trainingset)
def genMoves(state, chain=[]): """ List possible moves. Moves are a list of moves, because some moves result in the player getting to move again. >>> genMoves([1, 2, 4, 4, 5, 6, 0, 12, 11, 10, 9, 8, 7, 0, 0]) ([[0], [1], [2, 0], [2, 1], [2, 3], [2, 4], [2, 5], [3], [4], [5]], 11) >>> genMoves([0, 2, 0, 0, 1, 5, 17, 0, 0, 0, 0, 0, 1, 20, 1]) ([[12]], 1) """ movecount = 0 player = s.getCurrentPlayer(state) new = s.getLegalMoves(state) if len(new) == 0: # no legal moves, so game is over: return move chain so far result = [chain] if len(chain) > 0 else [] else: result = [] for m in new: movecount += 1 newstate = s.doMove(state, m) currentChain = chain + [m] if player == s.getCurrentPlayer(newstate): # still our move after move m, so recurse and grow the chain r, moves = genMoves(newstate, currentChain) movecount = movecount + moves # r is list of move chains we generated, so merge lists result = result + r else: # no more moves in this chain, add it to result list result = result + [currentChain] return (result, movecount)
def play_game(*players): game = s.init() done = False while not done: player = s.getCurrentPlayer(game) move = players[player].move(game) game = s.doMove(game, move) done = s.isGameOver(game) return s.getWinner(game)
def applyMove(node, moveseq): """ >>> state = [1, 2, 4, 4, 5, 6, 0, 12, 11, 10, 9, 8, 7, 0, 0] >>> applyMove(state, [2, 3]) [1, 2, 0, 0, 7, 8, 2, 13, 12, 10, 9, 8, 7, 0, 1] """ child = node[:] for move in moveseq: child = s.doMove(child, move) return child
def makeVector(state, m=None, isWinner=None, myscore=None, oppscore=None): """ Create a vector of scores for winning moves and losing moves. Treat any illegal move as a losing move. >>> state = [1, 2, 3, 4, 5, 6, 0, 12, 11, 10, 9, 8, 7, 0, 0] >>> makeVector(state, 0, 1) [101, 1, 1, 2, 2, 2] >>> state = [1, 2, 3, 0, 5, 6, 0, 12, 11, 7, 9, 8, 7, 0, 0] >>> makeVector(state, 2, 0) [1, 9, 0, 0, 2, 2] >>> state = [1, 2, 3, 0, 5, 6, 0, 12, 11, 7, 9, 8, 7, 0, 0] >>> makeVector(state) [1, 9, 1, 0, 2, 2] """ score_now = s.getScore(state) vector = ([0] * 6)[:] for move in range(6): if s.isLegalMove(state, move): # legal, so start at 1 vector[move] = 1 newstate = s.doMove(state, move) score_new = s.getScore(newstate) if s.getCurrentPlayer(newstate) == s.getCurrentPlayer(state): vector[move] += SCORE_MOVE_AGAIN vector[move] += SCORE_CAPTURE * (score_new[0] - score_now[0]) if move == m: if isWinner: vector[move] += SCORE_WINNER_MOVE else: vector[move] -= SCORE_LOSER_MOVE else: # illegal, always zero vector[move] = 0 vector[move] = max(0, vector[move]) return vector[:6]
def betweenMoves(self): current = s.getCurrentPlayer(self.gamestate) module = self.player_algorithm.get(current) isHumanNext = True if module is None else False while not isHumanNext: if s.isGameOver(self.gamestate): raise EndGame(self.gamestate) current = s.getCurrentPlayer(self.gamestate) module = self.player_algorithm.get(current) isHumanNext = True if module is None else False if not isHumanNext: try: d.drawState(self.gamestate, self.priorstate) cprint("My move!", PLAYER_COLORS[current]) move = module.move(self.gamestate) self.priorstate = self.gamestate[:] self.gamestate = s.doMove(self.gamestate, move) cprint(module.taunt(), PLAYER_COLORS[current]) except s.NoMoves as n: cprint("Oops! I have no moves!", PLAYER_COLORS[current]) raise EndGame(self.gamestate) except Exception: raise NoAI(current) pass