예제 #1
0
파일: GridEdit.py 프로젝트: wkornewald/pyjs
class GridEdit:
    def onModuleLoad(self):
        
        self.input = TextBox()
        self.input.setEnabled(False)
        self.input.addKeyboardListener(self)

        self.g=Grid()
        self.g.resize(5, 5)
        self.g.setHTML(0, 0, "<b>Grid Edit</b>")
        self.g.setBorderWidth(2)
        self.g.setCellPadding(4)
        self.g.setCellSpacing(1)
        self.g.setWidth("500px")
        self.g.setHeight("120px")
        self.g.addTableListener(self)
        
        self.initGrid()
        RootPanel().add(self.input)
        RootPanel().add(self.g)

    def onKeyDown(self, sender, keycode, modifiers):
        pass

    def onKeyUp(self, sender, keycode, modifiers):
        pass

    def onKeyPress(self, sender, keycode, modifiers):
        if keycode == KeyboardListener.KEY_ESCAPE:
            self.input.setEnabled(False)
        elif keycode == KeyboardListener.KEY_ENTER:
            self.input.setEnabled(False)
            val = self.input.getText()
            self.set_grid_value(self.row, self.col, val)
            
    def onCellClicked(self, sender, row, col):
        self.row = row
        self.col = col
        val = self.values[row][col]
        self.input.setText(val)
        self.input.setEnabled(True)
        self.input.setFocus(True)

    def set_grid_value(self, row, col, val):
        self.values[row][col] = val
        if val == "":
            val = "&nbsp;"
        self.g.setHTML(row, col, val)

    def initGrid(self):
        
        self.values = {}
        for y in range(5):
            self.values[y] = {}
            for x in range(5):
                self.values[y][x] = ""
        for y in range(5):
            for x in range(5):
                val = self.values[y][x]
                self.set_grid_value(y, x, val)
예제 #2
0
파일: GridEdit.py 프로젝트: Afey/pyjs
class GridEdit:
    def onModuleLoad(self):

        self.input = TextBox()
        self.input.setEnabled(False)
        self.input.addKeyboardListener(self)

        self.g=Grid()
        self.g.resize(5, 5)
        self.g.setHTML(0, 0, "<b>Grid Edit</b>")
        self.g.setBorderWidth(2)
        self.g.setCellPadding(4)
        self.g.setCellSpacing(1)
        self.g.setWidth("500px")
        self.g.setHeight("120px")
        self.g.addTableListener(self)

        self.initGrid()
        RootPanel().add(self.input)
        RootPanel().add(self.g)

    def onKeyDown(self, sender, keycode, modifiers):
        pass

    def onKeyUp(self, sender, keycode, modifiers):
        pass

    def onKeyPress(self, sender, keycode, modifiers):
        if keycode == KeyboardListener.KEY_ESCAPE:
            self.input.setEnabled(False)
        elif keycode == KeyboardListener.KEY_ENTER:
            self.input.setEnabled(False)
            val = self.input.getText()
            self.set_grid_value(self.row, self.col, val)

    def onCellClicked(self, sender, row, col):
        self.row = row
        self.col = col
        val = self.values[row][col]
        self.input.setText(val)
        self.input.setEnabled(True)
        self.input.setFocus(True)

    def set_grid_value(self, row, col, val):
        self.values[row][col] = val
        if val == "":
            val = "&nbsp;"
        self.g.setHTML(row, col, val)

    def initGrid(self):

        self.values = {}
        for y in range(5):
            self.values[y] = {}
            for x in range(5):
                self.values[y][x] = ""
        for y in range(5):
            for x in range(5):
                val = self.values[y][x]
                self.set_grid_value(y, x, val)
예제 #3
0
파일: bingo.py 프로젝트: rgeos/bingo
    def __init__(self):

        # layed out in a grid with odd rows a different color for
        # visual separation
        #lucky = Grid(9,10, CellPadding=25, CellSpacing=1, BorderWidth=1)
        lucky = Grid()
        lucky.resize(9,10)
        lucky.setBorderWidth(1)
        lucky.setCellPadding(25)
        lucky.setCellSpacing(1)
        val = 0
        for x in range(0,9):
            for y in range(0,10):
                val += 1
                lucky.setText(x,y,val)

        grid = Grid(1,3,CellPadding=20,CellSpacing=0)
        rf = grid.getRowFormatter()
        rf.setStyleName(0, 'oddrow')

        # popup timer buttons
        ptb = PopupTimerButton(1)
        grid.setWidget(0, 0, CaptionPanel('Start the Lucky Number Countdown', ptb, StyleName='left'))
        grid.setWidget(0, 1, CaptionPanel('Current Lucky Number',ptb.box))
        grid.setWidget(0, 2, lucky)

        # add it all to the root panel
        RootPanel().add(grid, lucky)
예제 #4
0
파일: GridTest.py 프로젝트: wkornewald/pyjs
class GridWidget(AbsolutePanel):

    def __init__(self):
        AbsolutePanel.__init__(self)

        self.page=0
        self.min_page=1
        self.max_page=10
        
        self.addb=Button("Next >", self)
        self.subb=Button("< Prev", self)
        self.clearb=Button("Clear", self)
        
        self.g=Grid()
        self.g.resize(5, 5)
        self.g.setWidget(0, 0, HTML("<b>Grid Test</b>"))
        self.g.setBorderWidth(2)
        self.g.setCellPadding(4)
        self.g.setCellSpacing(1)
        
        self.updatePageDisplay()

        self.add(self.subb)
        self.add(self.addb)
        self.add(self.clearb)
        self.add(self.g)

    def onClick(self, sender):
        if sender == self.clearb:
            print "clear"
            self.g.clear()
            return
        elif sender==self.addb:
            self.page+=1
        elif sender==self.subb:
            self.page-=1
        self.updatePageDisplay()
        

    def updatePageDisplay(self):
        if self.page<self.min_page: self.page=self.min_page
        elif self.page>self.max_page: self.page=self.max_page
        total_pages=(self.max_page-self.min_page) + 1
        
        self.g.setHTML(0, 4, "<b>page %d of %d</b>" % (self.page, total_pages))
        
        if self.page>=self.max_page:
            self.addb.setEnabled(False)
        else:
            self.addb.setEnabled(True)
            
        if self.page<=self.min_page:
            self.subb.setEnabled(False)
        else:
            self.subb.setEnabled(True)

        for y in range(1, 5):
            for x in range(5):
                self.g.setText(y, x, "%d (%d,%d)" % (self.page, x, y))
예제 #5
0
    def state_to_grid(self,
                      prev_x_board=-1,
                      prev_y_board=-1,
                      prev_x_cell=-1,
                      prev_y_cell=-1):
        board = self.state.boards
        for y_board in range(3):
            for x_board in range(3):

                # for this mini-grid, do i make buttons or dashes?
                will_make_buttons = self.will_buttons(y_board, x_board)

                g = Grid()
                g.resize(3, 3)
                g.setBorderWidth(2)
                g.setCellPadding(9)
                g.setCellSpacing(1)
                for y_cell in range(3):
                    for x_cell in range(3):

                        if board[y_board][x_board][y_cell][x_cell][
                                'cell'] == 0:
                            if will_make_buttons:
                                b = HTML(
                                    '<p style="color:blue">AI %d could<br>play here.</p>'
                                    % (self.state.next_piece[2]), self)
                            else:
                                b = HTML('-')

                        elif board[y_board][x_board][y_cell][x_cell][
                                'cell'] == 1:
                            if (prev_x_cell == x_cell and prev_y_cell == y_cell
                                    and prev_y_board == y_board
                                    and prev_x_board == x_board):
                                b = HTML('<p style="color:red">1</p>')
                            else:
                                b = HTML('1')
                        elif board[y_board][x_board][y_cell][x_cell][
                                'cell'] == 2:
                            if (prev_x_cell == x_cell and prev_y_cell == y_cell
                                    and prev_y_board == y_board
                                    and prev_x_board == x_board):
                                b = HTML('<p style="color:red">2</p>')
                            else:
                                b = HTML('2')
                        g.setWidget(y_cell, x_cell, b)

                self.add(g)
                self.g.setWidget(y_board, x_board, g)
예제 #6
0
  def state_to_grid(self, prev_x_board=-1, prev_y_board=-1, prev_x_cell=-1, prev_y_cell=-1):
    board = self.state.boards
    for y_board in range(3):
      for x_board in range(3):

        # for this mini-grid, do i make buttons or dashes?
        will_make_buttons = self.will_buttons(y_board, x_board)

        g=Grid()
        g.resize(3, 3)
        g.setBorderWidth(2)
        g.setCellPadding(9)
        g.setCellSpacing(1)
        for y_cell in range(3):
          for x_cell in range(3):

            if board[y_board][x_board][y_cell][x_cell]['cell'] == 0:
              if will_make_buttons:
                if self.min_player == -1:
                  b = Button('Play 1 here.', self)
                else:
                  b = Button('Play %d here.' % (self.state.next_piece[2]), self)
                b.point = {'x_cell':x_cell, 'y_cell':y_cell, 'y_board': y_board, 'x_board': x_board}
              else:
                b = HTML('-')

            elif board[y_board][x_board][y_cell][x_cell]['cell'] == 1:
              if (prev_x_cell == x_cell and
                  prev_y_cell == y_cell and
                  prev_y_board == y_board and
                  prev_x_board == x_board):
                b = HTML('<p style="color:red">1</p>')
              else:
                b = HTML('1')
            elif board[y_board][x_board][y_cell][x_cell]['cell'] == 2:
              if (prev_x_cell == x_cell and
                  prev_y_cell == y_cell and
                  prev_y_board == y_board and
                  prev_x_board == x_board):
                b = HTML('<p style="color:red">2</p>')
              else:
                b = HTML('2')
            g.setWidget(y_cell, x_cell, b)

        self.add(g)
        self.g.setWidget(y_board, x_board, g)
예제 #7
0
  def init(self):
    '''Initializes the grid on which the game is played.
    '''
    for y_board in range(3):
      for x_board in range(3):

        g=Grid()
        g.resize(3, 3)
        g.setBorderWidth(2)
        g.setCellPadding(9)
        g.setCellSpacing(1)
        for x_cell in range(3):
          for y_cell in range(3):
            b = Button('Play here.', self)
            b.point = {'x_cell':x_cell, 'y_cell':y_cell, 'y_board': y_board, 'x_board': x_board}
            g.setWidget(y_cell, x_cell, b)

        self.add(g)
        self.g.setWidget(y_board, x_board, g)
예제 #8
0
class Viewer:
    def __init__(self, db_url, parent_panel, doc_callback=None, page_size=5):
        self.db_url = db_url
        self.parent_panel = parent_panel
        self.doc_callback = doc_callback
        self.page_size = page_size

    def onModuleLoad(self):

        ## Grid setup
        self.grid = Grid()
        # Note: The resize method args are Rows,Cols (Curses style)
        self.grid.resize(1,4)
        self.grid.setBorderWidth(1)
        self.grid.setHTML(0,0,'#')
        self.grid.setHTML(0,1,'ID')
        self.grid.setHTML(0,2,'Revision')
        self.grid.setHTML(0,3,'Delete')
        self.grid.addTableListener(self)
        self.parent_panel.add(self.grid)

        ## Buttons
        self.button_panel = HorizontalPanel()
        # Prev
        self.first_button = Button("<-", self.firstPage)
        self.first_button.setEnabled(False)
        self.button_panel.add(self.first_button)
        self.prev_button = Button("Previous", self.prevPage)
        self.prev_button.setEnabled(False)
        self.button_panel.add(self.prev_button)
        self.next_button = Button("Next", self.nextPage)
        self.next_button.setEnabled(False)
        self.button_panel.add(self.next_button)
        self.parent_panel.add(self.button_panel)

    def populate(self, json):
        view_obj = JSONParser().decode(json)
        view_rows = view_obj['rows']
        offset = view_obj['offset']
        num_rows = len(view_rows)
        
        self.first_key = view_rows[0]['key']

        if offset != 0:
            self.first_button.setEnabled(True)

        if num_rows > self.page_size:
            self.next_key = view_rows[-1:][0]['key']
            self.next_button.setEnabled(True)
            self.grid.resize(self.page_size+1,4)
        else:
            self.grid.resize(num_rows+1,4)

        for row_num in range(num_rows):
            if row_num < self.page_size:
                self.grid.setHTML(row_num+1, 0, 1+offset+row_num)
                self.grid.setHTML(row_num+1, 1, view_rows[row_num]['key'])
                self.grid.setHTML(row_num+1, 2,
                                    view_rows[row_num]['value']['rev'])
                self.grid.setHTML(row_num+1, 3, '<b>X O X</b>')
        
        if len(self.prev_keys)>0:
            self.prev_button.setEnabled(True)

    def onCellClicked(self, sender, row, col):
        doc_id = self.grid.getHTML(row, 1)
        if col == 3:
            doc_rev = self.grid.getHTML(row, 2)
            url = self.db_url+doc_id+'?rev='+doc_rev
            HTTPRequest().asyncDelete(None, None, url=url,
                                        handler=DeleteHandler(self))
        else:
            if self.doc_callback is not None:
                self.doc_callback(doc_id)

    def firstPage(self):
        self.loadPage(None)

    def nextPage(self):
        self.prev_keys.append(self.first_key)
        self.loadPage(self.next_key)

    def prevPage(self):
        self.loadPage(self.prev_keys.pop())

    def setView(self, view_path, first_key = None):
        self.view_path = view_path
        #self.prev_keys = []
        #self.next_key = None
        self.loadPage(first_key)

    def loadPage(self, startkey=None):
        limit = int(self.page_size)+1
        view_url = self.db_url+self.view_path+'?limit=%d'%limit
        if startkey is not None:
            view_url += '&startkey="%s"'%startkey
        else:
            self.prev_keys = []

        self.first_button.setEnabled(False)
        self.next_button.setEnabled(False)
        self.prev_button.setEnabled(False)
        HTTPRequest().asyncGet(None, None, url=view_url,
                                handler=ViewLoader(self))
예제 #9
0
class GridWidget(AbsolutePanel):
  def __init__(self):
    self.state = State()
    self.game_over = False
    self.TD_CONSTS = {'c3': 0.767944, 'c2': 1.049451, 'c1': 3.074038, 'c6': 0.220823, 'c5': 0.281883, 'c4': 0.605861}
    AbsolutePanel.__init__(self)

    StyleSheetCssText(margins) # initialize css...

    self.welcome_label = HTML('<H2 align="center">Welcome to Meta-Tic-Tac-Toe!</H2><p>Play first by clicking on one of the positions in the middle board or let the AI go first by clicking on "AI first".  To change the difficulty click on "Increase/Decrease search depth".  Note: if there is a pop-up saying that the script is taking a long time to complete, this is not a bug - the AI is just taking a while to find the next move.  Select the option to continue the script.</p>', StyleName='margins_both')
    self.add(self.welcome_label)

    self.depthLimit = 3
    self.human_first = True
    self.ai_first = Button("AI first.", self, StyleName='margins_left')
    self.add(self.ai_first)

    self.increase_depth = Button("Increase search depth", self)
    self.decrease_depth = Button("Decrease search depth", self)
    self.depth_label = HTML("""AI will search to a <a href="#depth_explanation">depth</a> of """ + str(self.depthLimit) +".")

    self.depth_grid = Grid(StyleName='margins_left')
    self.depth_grid.resize(1, 3)
    self.depth_grid.setBorderWidth(2)
    self.depth_grid.setCellPadding(9)
    self.depth_grid.setCellSpacing(1)
    self.add(self.depth_grid)
    self.depth_grid.setWidget(0, 0, self.decrease_depth)
    self.depth_grid.setWidget(0, 1, self.depth_label)
    self.depth_grid.setWidget(0, 2, self.increase_depth)

    self.new_game = Button("New game", self, StyleName='margins_left')
    self.add(self.new_game)

    self.score_label = Label("CURRENT SCORE: Human: %d | AI: %d"% (0,0), StyleName='margins_left')
    self.add(self.score_label)

    self.game_over_msg = HTML("", StyleName='margins_left')
    self.add(self.game_over_msg)

    # initialize the board grid:
    self.g=Grid(StyleName='margins_left')
    self.g.resize(3, 3)
    self.g.setBorderWidth(2)
    self.g.setCellPadding(9)
    self.g.setCellSpacing(1)
    self.init()
    self.add(self.g)

    # initialize the contstants adjustment grid:
    self.adj_grid = Grid(StyleName='margins_left')
    self.adj_grid.resize(7, 3)
    self.adj_grid.setBorderWidth(2)
    self.adj_grid.setCellPadding(9)
    self.adj_grid.setCellSpacing(1)
    self.init_constants_adj_grid()
    self.add(self.adj_grid)


    self.max_player = '-1'
    self.min_player = '-1'
    self.state_to_grid()

  def init_constants_adj_grid(self):
    '''Initializes the grid that allows the TD_CONSTS to be adjusted.
    '''
    self.decr_buttons = {}
    self.adj_labels = {}
    self.incr_buttons = {}
    td_keys = ['c1', 'c2', 'c3', 'c4', 'c5', 'c6']
    self.adj_grid.setWidget(0, 1, HTML('''Adjust the <a href="#utility_function">constants</a> to change<br>the AI's behavior.'''))
    for i, key in enumerate(td_keys):
      j = i + 1
      self.decr_buttons[key] = Button('<', self)
      self.adj_grid.setWidget(j, 0, self.decr_buttons[key])

      self.incr_buttons[key] = Button('>', self)
      self.adj_grid.setWidget(j, 2, self.incr_buttons[key])

      self.adj_labels[key] = Label("Constant %d: %f" % (key[1], self.TD_CONSTS[key]))
      self.adj_grid.setWidget(j, 1, self.adj_labels[key])

  def init(self):
    '''Initializes the grid on which the game is played.
    '''
    for y_board in range(3):
      for x_board in range(3):

        g=Grid()
        g.resize(3, 3)
        g.setBorderWidth(2)
        g.setCellPadding(9)
        g.setCellSpacing(1)
        for x_cell in range(3):
          for y_cell in range(3):
            b = Button('Play here.', self)
            b.point = {'x_cell':x_cell, 'y_cell':y_cell, 'y_board': y_board, 'x_board': x_board}
            g.setWidget(y_cell, x_cell, b)

        self.add(g)
        self.g.setWidget(y_board, x_board, g)

  def start_new_game(self):
    #g.__init__() nope, can't use this :(
    self.state = State()
    self.game_over = False

    self.depthLimit = 3
    self.human_first = True

    self.ai_first.setVisible(True)  # new game, so we make this button visible

    self.check_win()

    self.max_player = '-1'
    self.min_player = '-1'
    self.state_to_grid()

  def onClick(self, sender):
    if sender == self.increase_depth:
      self.depthLimit += 1
      self.depth_label.setHTML("""AI will search to a <a href="#depth_explanation">depth</a> of """ + str(self.depthLimit) +".")

    if sender == self.decrease_depth:
      self.depthLimit -= 1
      self.depth_label.setHTML("""AI will search to a <a href="#depth_explanation">depth</a> of """ + str(self.depthLimit) +".")

    if sender == self.new_game:
      self.start_new_game()

    self.check_adjusts(sender)

    if not self.game_over:
      if sender == self.ai_first and self.min_player == -1: # we only set min_player and max_player when they are not yet initialized
        self.human_first = False
        self.max_player = '1'
        self.min_player = '2'
        self.state.next_piece[2] = self.max_player

        self.ai_first.setVisible(False) # can't go first any more so we make it invisible...

        new_state = ab(self.state, self.TD_CONSTS, depth_limit=self.depthLimit)[1]
        last_position = find_last_move(self.state, new_state)
        self.state = new_state

        self.state_to_grid(prev_x_board=last_position['x_board'],
                           prev_y_board=last_position['y_board'],
                           prev_x_cell=last_position['x_cell'],
                           prev_y_cell=last_position['y_cell'],)


      if hasattr(sender, 'point'):
        if self.min_player == -1: # we only set min_player and max_player when they are not yet initialized
          self.max_player = '2'
          self.min_player = '1'
          self.ai_first.setVisible(False) # can't go first any more so we make it invisible...


        point = sender.point


        g = self.g.getWidget(point['y_board'], point['x_board'])
        g.setText(point['y_cell'], point['x_cell'], str(self.min_player))

        self.grid_to_state(point)

        self.check_win()

        self.state.next_piece[2] = self.max_player

        new_state = ab(self.state, self.TD_CONSTS, depth_limit=self.depthLimit)[1]
        last_position = find_last_move(self.state, new_state)
        self.state = new_state

        self.state_to_grid(prev_x_board=last_position['x_board'],
                           prev_y_board=last_position['y_board'],
                           prev_x_cell=last_position['x_cell'],
                           prev_y_cell=last_position['y_cell'],)


        self.check_win()


  def check_adjusts(self, sender):
    td_keys = ['c1', 'c2', 'c3', 'c4', 'c5', 'c6']
    for key in td_keys:
      if self.incr_buttons[key] == sender:
        self.change_td_const(key, '+')
      if self.decr_buttons[key] == sender:
        self.change_td_const(key, '-')
      self.adj_labels[key].setText("Constant %d: %f" % (key[1], self.TD_CONSTS[key]))

  def change_td_const(self, key, sign):
    if sign == '+':
      self.TD_CONSTS[key] += INCREMENT_AMOUNT
    elif sign == '-':
      self.TD_CONSTS[key] -= INCREMENT_AMOUNT

  def check_win(self):
    self.depth_label.setHTML("""AI will search to a <a href="#depth_explanation">depth</a> of """ + str(self.depthLimit) +".")
    self.check_adjusts(None)
    human_score = self.state.score[str(self.min_player)]
    ai_score = self.state.score[str(self.max_player)]
    self.score_label.setText("CURRENT SCORE: Human(%d): %d | AI(%d): %d" % (self.min_player, human_score, self.max_player, ai_score))
    if is_over(self.state):
      if human_score > ai_score:
        msg = "Congratulations, you won! To increase the difficulty, increase the search depth."
      elif human_score < ai_score:
        msg = "You lost! Better luck next time."
      elif human_score == ai_score:
        msg = "Game ends in a tie."
      self.game_over_msg.setHTML("<H3>" + msg + "</H3>")
      self.game_over = True
    if self.game_over:
      self.game_over_msg.setVisible(True)
    else:
      self.game_over_msg.setVisible(False)

  def will_buttons(self, y_board, x_board):
    # first we determine if the next_piece points to a playable board.
    board = self.state.boards
    piece = list(self.state.next_piece)
    playable = True
    if is_win(board[piece[0]][piece[1]]) or is_full(board[piece[0]][piece[1]]):
      playable = False
    if (not is_win(board[y_board][x_board])) and (not is_full(board[y_board][x_board])):
      if not playable:
        return True
      if playable:
        return (y_board == piece[0]) and (x_board == piece[1])
    return False

  def state_to_grid(self, prev_x_board=-1, prev_y_board=-1, prev_x_cell=-1, prev_y_cell=-1):
    board = self.state.boards
    for y_board in range(3):
      for x_board in range(3):

        # for this mini-grid, do i make buttons or dashes?
        will_make_buttons = self.will_buttons(y_board, x_board)

        g=Grid()
        g.resize(3, 3)
        g.setBorderWidth(2)
        g.setCellPadding(9)
        g.setCellSpacing(1)
        for y_cell in range(3):
          for x_cell in range(3):

            if board[y_board][x_board][y_cell][x_cell]['cell'] == 0:
              if will_make_buttons:
                if self.min_player == -1:
                  b = Button('Play 1 here.', self)
                else:
                  b = Button('Play %d here.' % (self.state.next_piece[2]), self)
                b.point = {'x_cell':x_cell, 'y_cell':y_cell, 'y_board': y_board, 'x_board': x_board}
              else:
                b = HTML('-')

            elif board[y_board][x_board][y_cell][x_cell]['cell'] == 1:
              if (prev_x_cell == x_cell and
                  prev_y_cell == y_cell and
                  prev_y_board == y_board and
                  prev_x_board == x_board):
                b = HTML('<p style="color:red">1</p>')
              else:
                b = HTML('1')
            elif board[y_board][x_board][y_cell][x_cell]['cell'] == 2:
              if (prev_x_cell == x_cell and
                  prev_y_cell == y_cell and
                  prev_y_board == y_board and
                  prev_x_board == x_board):
                b = HTML('<p style="color:red">2</p>')
              else:
                b = HTML('2')
            g.setWidget(y_cell, x_cell, b)

        self.add(g)
        self.g.setWidget(y_board, x_board, g)

  def grid_to_state(self, point):
    board = self.state.boards
    for y_board in range(3):
      for x_board in range(3):
        g = self.g.getWidget(y_board, x_board)
        for y_cell in range(3):
          for x_cell in range(3):
            if isinstance(g.getWidget(y_cell, x_cell), Button):
              assert board[y_board][x_board][y_cell][x_cell]['cell'] == 0
            elif (g.getText(y_cell, x_cell) == '1') or (g.getText(y_cell, x_cell) == '2'):
              if self.state.boards[y_board][x_board][y_cell][x_cell]['cell'] == 0:
                self.state.boards[y_board][x_board][y_cell][x_cell]['cell'] = int(g.getText(y_cell, x_cell))
                piece = self.state.next_piece
                piece[0] = y_cell
                piece[1] = x_cell
            else:
              assert (g.getText(y_cell, x_cell) == '-')
    if is_win(self.state.boards[point['y_board']][point['x_board']]):
      self.state.score[str(self.min_player)] += 1
예제 #10
0
class GridWidget(AbsolutePanel):
    def __init__(self):
        self.state = State()
        self.game_round = 0
        self.TD_CONSTS = {
            'c3': 1.,
            'c2': 1.,
            'c1': 1.,
            'c6': 1.,
            'c5': 1.,
            'c4': 1.
        }
        self.CONSTS = {
            'c3': .5,
            'c2': 1.,
            'c1': 3.,
            'c6': .5,
            'c5': .5,
            'c4': .5
        }
        self.BEST_CONSTANTS = {
            'c3': 0.767944,
            'c2': 1.049451,
            'c1': 3.074038,
            'c6': 0.220823,
            'c5': 0.281883,
            'c4': 0.605861
        }
        self.ONES_CONSTS = {
            'c3': 1.,
            'c2': 1.,
            'c1': 1.,
            'c6': 1.,
            'c5': 1.,
            'c4': 1.
        }
        AbsolutePanel.__init__(self)

        self.welcome_label = HTML(
            '<H2 align="center">Welcome to Meta-Tic-Tac-Toe!</H2>To watch the AI play itself, press either "begin game" button.  Note: if there is a pop-up saying that the script is taking a long time to complete, this is not a bug - the AI is just taking a while to find the next move.  Select the option to continue the script.',
            StyleName='margins_both')
        self.add(self.welcome_label)

        self.depth_limit = 2

        self.train_td = Button("Begin game.  Learning AI first!",
                               self,
                               StyleName='margins_left')
        self.add(self.train_td)

        self.train_static = Button("Begin game.  Static AI first!",
                                   self,
                                   StyleName='margins_left')
        self.add(self.train_static)

        self.score_label = Label(
            "CURRENT SCORE: Learning AI: %d | Static AI: %d" % (0, 0),
            StyleName='margins_left')
        self.add(self.score_label)

        self.game_over_message = Label("", StyleName='margins_left')
        self.add(self.game_over_message)

        StyleSheetCssText(margins)

        self.increase_depth = Button("Increase ply search depth.", self)
        self.decrease_depth = Button("Decrease ply search depth.", self)
        self.depth_label = Label("Current depth is " + str(self.depth_limit) +
                                 ".")
        self.depth_grid = Grid(StyleName='margins_left')
        self.depth_grid.resize(1, 3)
        self.depth_grid.setBorderWidth(2)
        self.depth_grid.setCellPadding(9)
        self.depth_grid.setCellSpacing(1)
        self.add(self.depth_grid)
        self.depth_grid.setWidget(0, 0, self.decrease_depth)
        self.depth_grid.setWidget(0, 1, self.depth_label)
        self.depth_grid.setWidget(0, 2, self.increase_depth)

        # initialize the board grid:
        self.g = Grid(StyleName='margins_left')
        self.g.resize(3, 3)
        self.g.setBorderWidth(2)
        self.g.setCellPadding(9)
        self.g.setCellSpacing(1)
        self.init()
        self.add(self.g)

        # initialize the contstants adjustment grid:
        self.adj_grid = Grid(StyleName='margins_left')
        self.adj_grid.resize(7, 4)
        self.adj_grid.setBorderWidth(2)
        self.adj_grid.setCellPadding(9)
        self.adj_grid.setCellSpacing(1)
        self.init_constants_adj_grid()
        self.add(self.adj_grid)

        self.reset_constants = Button(
            "Reset all of Learning AI's constants to 1.",
            self,
            StyleName='margins_left')
        self.add(self.reset_constants)

        self.state_to_grid()

    def init_constants_adj_grid(self):
        '''Initializes the grid that allows the TD_CONSTS to be adjusted.
    '''
        self.decr_buttons = {}
        self.adj_learning_labels = {}
        self.adj_static_labels = {}
        self.incr_buttons = {}
        td_keys = ['c1', 'c2', 'c3', 'c4', 'c5', 'c6']

        learning_ai_header = Label("Constant for the learning AI.")
        self.adj_grid.setWidget(0, 0, learning_ai_header)

        static_ai_header = Label("Constants for the static AI.")
        self.adj_grid.setWidget(0, 2, static_ai_header)

        for i, key in enumerate(td_keys):
            j = i + 1  # off by one because of header...
            self.adj_learning_labels[key] = Label(
                "Constant %d: %f" % (key[1], self.TD_CONSTS[key]))
            self.adj_grid.setWidget(j, 0, self.adj_learning_labels[key])

            self.decr_buttons[key] = Button('<', self)
            self.adj_grid.setWidget(j, 1, self.decr_buttons[key])

            self.adj_static_labels[key] = Label("Constant %d: %f" %
                                                (key[1], self.CONSTS[key]))
            self.adj_grid.setWidget(j, 2, self.adj_static_labels[key])

            self.incr_buttons[key] = Button('>', self)
            self.adj_grid.setWidget(j, 3, self.incr_buttons[key])

    def init(self):
        '''Initializes the grid on which the game is played.
    '''
        for y_board in range(3):
            for x_board in range(3):

                g = Grid()
                g.resize(3, 3)
                g.setBorderWidth(2)
                g.setCellPadding(9)
                g.setCellSpacing(1)
                for x_cell in range(3):
                    for y_cell in range(3):
                        b = Button('AI could play here.', self)
                        b.point = {
                            'x_cell': x_cell,
                            'y_cell': y_cell,
                            'y_board': y_board,
                            'x_board': x_board
                        }
                        g.setWidget(y_cell, x_cell, b)

                self.add(g)
                self.g.setWidget(y_board, x_board, g)

    def start_new_game(self):
        #g.__init__() nope, can't use this :(
        g.state = State()
        g.game_over = False

        self.depthLimit = 2
        self.human_first = True

        self.check_is_win()

        self.max_player = '-1'
        self.min_player = '-1'
        self.state_to_grid()

    def onClick(self, sender):
        self.check_adjusts(sender)
        if sender == self.reset_constants:
            self.TD_CONSTS = self.ONES_CONSTS
            self.sync_consts()

        if sender == self.increase_depth:
            self.depth_limit += 1
            self.depth_label.setText("Current depth is " +
                                     str(self.depth_limit) + ".")

        if sender == self.decrease_depth:
            self.depth_limit -= 1
            self.depth_label.setText("Current depth is " +
                                     str(self.depth_limit) + ".")

        if sender == self.train_td:
            self.state = State()

            self.static_ai_str = '2'
            self.td_ai_str = '1'

            self.state.next_piece = [1, 1, 1]
            Timer(250, notify=self.td_ai_turn)

        if sender == self.train_static:
            self.state = State()

            self.static_ai_str = '1'
            self.td_ai_str = '2'

            self.state.next_piece = [1, 1, 1]
            Timer(250, notify=self.static_ai_turn)

    def check_adjusts(self, sender):
        td_keys = ['c1', 'c2', 'c3', 'c4', 'c5', 'c6']
        for key in td_keys:
            if self.incr_buttons[key] == sender:
                self.change_td_const(key, '+')
            if self.decr_buttons[key] == sender:
                self.change_td_const(key, '-')
            self.TD_CONSTS = normalize(self.TD_CONSTS)
            self.adj_learning_labels[key].setText(
                "Constant %d: %f" % (key[1], self.TD_CONSTS[key]))
        self.sync_consts()

    def change_td_const(self, key, sign):
        if sign == '+':
            self.CONSTS[key] += INCREMENT_AMOUNT
        elif sign == '-':
            self.CONSTS[key] -= INCREMENT_AMOUNT

    def sync_consts(self):
        """Sync td rates with the current state.
    """
        td_keys = ['c1', 'c2', 'c3', 'c4', 'c5', 'c6']
        for key in td_keys:
            self.adj_learning_labels[key].setText(
                "Constant %d: %f" % (key[1], self.TD_CONSTS[key]))
            self.adj_static_labels[key].setText("Constant %d: %f" %
                                                (key[1], self.CONSTS[key]))

    def check_is_win(self, last_position={}):
        self.state_to_grid(
            prev_x_board=last_position['x_board'],
            prev_y_board=last_position['y_board'],
            prev_x_cell=last_position['x_cell'],
            prev_y_cell=last_position['y_cell'],
        )

        learning_ai_score = self.state.score[self.td_ai_str]
        static_ai_score = self.state.score[self.static_ai_str]
        self.score_label.setText(
            "CURRENT SCORE: Learning AI(%d): %d | Static AI(%d): %d" %
            (self.td_ai_str, learning_ai_score, self.static_ai_str,
             static_ai_score))
        self.state.printInfo()
        if is_over(self.state):
            if learning_ai_score > static_ai_score:
                msg = "the learning AI won with score %d vs %d." % (
                    learning_ai_score, static_ai_score)
            elif learning_ai_score < static_ai_score:
                msg = "the static AI won with score %d vs %d." % (
                    static_ai_score, learning_ai_score)
            elif learning_ai_score == static_ai_score:
                msg = "the game ended in a tie."
            self.game_round += 1
            game_over_message.setText("In game round " + str(self.game_round) +
                                      ", " + msg)
            return True
        else:
            return False

    def static_ai_turn(self):
        print "\n\nNaive AIs turn which plays the piece: ", self.state.next_piece[
            2]
        print "next piece is ", self.state.next_piece
        print "TD_CONSTS", self.TD_CONSTS
        (expectedUtility, next_state) = ab(self.state,
                                           self.CONSTS,
                                           depth_limit=self.depth_limit)

        last_position = find_last_move(self.state, next_state)

        self.state = next_state
        self.state.printInfo()

        over = self.check_is_win(last_position)
        print "back in static"
        if not over:
            self.pause_update = Timer(250, notify=self.td_ai_turn)
        else:
            return True

    def td_ai_turn(self):
        print "\n\nTD AI player starting turn. TD AI places the piece:", self.state.next_piece[
            2]
        print "TD_CONSTS after being adjusted are: ", self.TD_CONSTS

        # print, alpha-beta search etc.:
        (expectedUtility, state) = ab(self.state,
                                      self.TD_CONSTS,
                                      depth_limit=self.depth_limit)
        terminal_state = expectedUtility.terminal
        self.TD_CONSTS = td_learning(terminal_state, self.TD_CONSTS,
                                     self.state)
        self.sync_consts()  # reflect the new TD_CONSTS in the game.

        last_position = find_last_move(self.state, state)

        self.state = state

        state.printInfo()

        print "TD_CONSTS after being adjusted are: ", self.TD_CONSTS

        over = self.check_is_win(last_position)
        print "back in td"
        print "Is over ", over
        if not over:
            return Timer(250, notify=self.static_ai_turn)
        else:
            return True

    def will_buttons(self, y_board, x_board):
        # first we determine if the next_piece points to a playable board.
        board = self.state.boards
        piece = list(self.state.next_piece)
        playable = True
        if is_win(board[piece[0]][piece[1]]) or is_full(
                board[piece[0]][piece[1]]):
            playable = False
        if (not is_win(board[y_board][x_board])) and (not is_full(
                board[y_board][x_board])):
            if not playable:
                return True
            if playable:
                return (y_board == piece[0]) and (x_board == piece[1])
        return False

    def state_to_grid(self,
                      prev_x_board=-1,
                      prev_y_board=-1,
                      prev_x_cell=-1,
                      prev_y_cell=-1):
        board = self.state.boards
        for y_board in range(3):
            for x_board in range(3):

                # for this mini-grid, do i make buttons or dashes?
                will_make_buttons = self.will_buttons(y_board, x_board)

                g = Grid()
                g.resize(3, 3)
                g.setBorderWidth(2)
                g.setCellPadding(9)
                g.setCellSpacing(1)
                for y_cell in range(3):
                    for x_cell in range(3):

                        if board[y_board][x_board][y_cell][x_cell][
                                'cell'] == 0:
                            if will_make_buttons:
                                b = HTML(
                                    '<p style="color:blue">AI %d could<br>play here.</p>'
                                    % (self.state.next_piece[2]), self)
                            else:
                                b = HTML('-')

                        elif board[y_board][x_board][y_cell][x_cell][
                                'cell'] == 1:
                            if (prev_x_cell == x_cell and prev_y_cell == y_cell
                                    and prev_y_board == y_board
                                    and prev_x_board == x_board):
                                b = HTML('<p style="color:red">1</p>')
                            else:
                                b = HTML('1')
                        elif board[y_board][x_board][y_cell][x_cell][
                                'cell'] == 2:
                            if (prev_x_cell == x_cell and prev_y_cell == y_cell
                                    and prev_y_board == y_board
                                    and prev_x_board == x_board):
                                b = HTML('<p style="color:red">2</p>')
                            else:
                                b = HTML('2')
                        g.setWidget(y_cell, x_cell, b)

                self.add(g)
                self.g.setWidget(y_board, x_board, g)
예제 #11
0
class GridWidget(AbsolutePanel):
  def __init__(self):
    AbsolutePanel.__init__(self)

    StyleSheetCssText(margins) # initialize css...

    header = """<div><H2 align="center">Welcome to Unbeatable Tic-Tac-Toe!</H2><br>My <a href="https://github.com/chetweger/min-max-games/blob/master/ttt/ttt.py">implementation</a> uses the min-max search algorithm with alpha beta pruning and a transposition table!</div>"""
    header = HTML(header, StyleName='margins_both')
    self.add(header)

    self.ai_first = Button("AI first.", self, StyleName='margins_left')
    self.add(self.ai_first)

    self.new_game = Button("New game", self, StyleName='margins_left')
    self.add(self.new_game)

    self.g=Grid(StyleName='margins_left')
    self.g.resize(3, 3)
    self.g.setBorderWidth(2)
    self.g.setCellPadding(4)
    self.g.setCellSpacing(1)

    self.init()
    self.add(self.g)

    self.state = State()

    self.game_resolution=Label("", StyleName='margins_left')
    self.add(self.game_resolution)

  def start_new_game(self):
    self.state = State()
    self.game_over = False
    self.ai_first.setVisible(True)
    self.state_to_grid(self.state)

  def onClick(self, sender):
    if sender == self.ai_first:
      print 'player is ', self.state.player
      self.state.max_v = 1
      self.state.min_v = 2
      self.ai_first.setVisible(False)
      print 'button ai_first exists', hasattr(self, 'ai_first')

      self.state.print_me()
      next_state = ab(self.state)
      self.state = next_state
      self.state_to_grid(next_state)
      print '[after]player is ', self.state.player

    elif sender == self.new_game:
      self.start_new_game()

    else:
      print 'player is ', self.state.player
      '''
      self.g.setText(0, 1, 'wassup')
      self.g.setText(p['x'], p['y'], str(self.state.min_v))
      '''
      if self.ai_first.isVisible():
        print 'Setting state.max_v'
        self.state.max_v = 2
        self.state.min_v = 1
        self.ai_first.setVisible(False)
      p = sender.point
      self.g.setText(p['y'], p['x'], str(self.state.player))

      self.state = self.grid_to_state()
      self.check_for_tie() # end 1
      if is_win(self.state):
        self.state_to_grid(self.state, game_over=True, over_message='You won! This should not happen. This is a bug. Please email [email protected] describing the conditions of the game.')

      self.state.player = next_player(self.state.player)

      self.state.print_me()
      next_state = ab(self.state)
      self.state = next_state
      self.state_to_grid(next_state)
      self.check_for_tie() # end 1
      if is_win(self.state):
        self.state_to_grid(self.state, game_over=True, over_message='You lost! Better luck next time.')

  def check_for_tie(self):
    if is_over(self.state):
      self.state_to_grid(self.state, game_over=True, over_message='The game is a tie.')


  def state_to_grid(self, state, game_over=False, over_message=''):
    if over_message:
      self.game_resolution.setText(over_message)
      self.game_resolution.setVisible(True)
    else:
      self.game_resolution.setVisible(False)
    board = state.board
    for y in range(3):
      for x in range(3):
        if board[y][x] == 0:
          if not game_over:
            b = Button('Press', self)
            b.point = {'x':x, 'y':y}
            self.g.setWidget(y, x, b)
          else:
            self.g.setText(y, x, '-')
        elif board[y][x] == '1':
          self.g.setText(y, x, '1')
        elif board[y][x] == '2':
          self.g.setText(y, x, '2')
        else:
          print 'state_to_grid exception'
          #assert False

  def grid_to_state(self):
    next_state = State()
    for y in range(3):
      for x in range(3):
        if isinstance(self.g.getWidget(y, x), Button):
          print y, x
          next_state.board[y][x] = 0
        elif self.g.getText(y, x) == '1' or self.g.getText(y, x) == '2':
          next_state.board[y][x] = int(self.g.getText(y,x))
        else:
          print 'grid_to_state exception'
          #assert False
    next_state.min_v = self.state.min_v
    next_state.max_v = self.state.max_v
    next_state.player = self.state.player
    return next_state

  def init(self):
    for y in range(3):
      for x in range(3):
        b = Button('Press', self)
        b.point = {'x':x, 'y':y}
        self.g.setWidget(y, x, b)
예제 #12
0
class GridWidget(AbsolutePanel):
  def __init__(self):
    self.state = State()
    self.game_round = 0
    self.TD_CONSTS = {'c3': 1., 'c2': 1., 'c1': 1., 'c6': 1., 'c5': 1., 'c4': 1.}
    self.CONSTS   =  {'c3': .5, 'c2': 1., 'c1': 3., 'c6': .5, 'c5': .5, 'c4': .5}
    self.BEST_CONSTANTS = {'c3': 0.767944, 'c2': 1.049451, 'c1': 3.074038, 'c6': 0.220823, 'c5': 0.281883, 'c4': 0.605861}
    self.ONES_CONSTS = {'c3': 1., 'c2': 1., 'c1': 1., 'c6': 1., 'c5': 1., 'c4': 1.}
    AbsolutePanel.__init__(self)

    self.welcome_label = HTML('<H2 align="center">Welcome to Meta-Tic-Tac-Toe!</H2>To watch the AI play itself, press either "begin game" button.  Note: if there is a pop-up saying that the script is taking a long time to complete, this is not a bug - the AI is just taking a while to find the next move.  Select the option to continue the script.', StyleName='margins_both')
    self.add(self.welcome_label)

    self.depth_limit = 2

    self.train_td = Button("Begin game.  Learning AI first!", self, StyleName='margins_left')
    self.add(self.train_td)

    self.train_static = Button("Begin game.  Static AI first!", self, StyleName='margins_left')
    self.add(self.train_static)

    self.score_label = Label("CURRENT SCORE: Learning AI: %d | Static AI: %d"% (0,0), StyleName='margins_left')
    self.add(self.score_label)

    self.game_over_message = Label("", StyleName='margins_left')
    self.add(self.game_over_message)

    StyleSheetCssText(margins)

    self.increase_depth = Button("Increase ply search depth.", self)
    self.decrease_depth = Button("Decrease ply search depth.", self)
    self.depth_label = Label("Current depth is " + str(self.depth_limit) +".")
    self.depth_grid = Grid(StyleName='margins_left')
    self.depth_grid.resize(1, 3)
    self.depth_grid.setBorderWidth(2)
    self.depth_grid.setCellPadding(9)
    self.depth_grid.setCellSpacing(1)
    self.add(self.depth_grid)
    self.depth_grid.setWidget(0, 0, self.decrease_depth)
    self.depth_grid.setWidget(0, 1, self.depth_label)
    self.depth_grid.setWidget(0, 2, self.increase_depth)

    # initialize the board grid:
    self.g=Grid(StyleName='margins_left')
    self.g.resize(3, 3)
    self.g.setBorderWidth(2)
    self.g.setCellPadding(9)
    self.g.setCellSpacing(1)
    self.init()
    self.add(self.g)

    # initialize the contstants adjustment grid:
    self.adj_grid = Grid(StyleName='margins_left')
    self.adj_grid.resize(7, 4)
    self.adj_grid.setBorderWidth(2)
    self.adj_grid.setCellPadding(9)
    self.adj_grid.setCellSpacing(1)
    self.init_constants_adj_grid()
    self.add(self.adj_grid)

    self.reset_constants = Button("Reset all of Learning AI's constants to 1.", self, StyleName='margins_left')
    self.add(self.reset_constants)

    self.state_to_grid()

  def init_constants_adj_grid(self):
    '''Initializes the grid that allows the TD_CONSTS to be adjusted.
    '''
    self.decr_buttons = {}
    self.adj_learning_labels = {}
    self.adj_static_labels = {}
    self.incr_buttons = {}
    td_keys = ['c1', 'c2', 'c3', 'c4', 'c5', 'c6']

    learning_ai_header = Label("Constant for the learning AI.")
    self.adj_grid.setWidget(0, 0, learning_ai_header)

    static_ai_header = Label("Constants for the static AI.")
    self.adj_grid.setWidget(0, 2, static_ai_header)

    for i, key in enumerate(td_keys):
      j = i + 1 # off by one because of header...
      self.adj_learning_labels[key] = Label("Constant %d: %f" % (key[1], self.TD_CONSTS[key]))
      self.adj_grid.setWidget(j, 0, self.adj_learning_labels[key])

      self.decr_buttons[key] = Button('<', self)
      self.adj_grid.setWidget(j, 1, self.decr_buttons[key])

      self.adj_static_labels[key] = Label("Constant %d: %f" % (key[1], self.CONSTS[key]))
      self.adj_grid.setWidget(j, 2, self.adj_static_labels[key])

      self.incr_buttons[key] = Button('>', self)
      self.adj_grid.setWidget(j, 3, self.incr_buttons[key])

  def init(self):
    '''Initializes the grid on which the game is played.
    '''
    for y_board in range(3):
      for x_board in range(3):

        g=Grid()
        g.resize(3, 3)
        g.setBorderWidth(2)
        g.setCellPadding(9)
        g.setCellSpacing(1)
        for x_cell in range(3):
          for y_cell in range(3):
            b = Button('AI could play here.', self)
            b.point = {'x_cell':x_cell, 'y_cell':y_cell, 'y_board': y_board, 'x_board': x_board}
            g.setWidget(y_cell, x_cell, b)

        self.add(g)
        self.g.setWidget(y_board, x_board, g)

  def start_new_game(self):
    #g.__init__() nope, can't use this :(
    g.state = State()
    g.game_over = False

    self.depthLimit = 2
    self.human_first = True

    self.check_is_win()

    self.max_player = '-1'
    self.min_player = '-1'
    self.state_to_grid()


  def onClick(self, sender):
    self.check_adjusts(sender)
    if sender == self.reset_constants:
      self.TD_CONSTS = self.ONES_CONSTS
      self.sync_consts()

    if sender == self.increase_depth:
      self.depth_limit += 1
      self.depth_label.setText("Current depth is " + str(self.depth_limit) +".")

    if sender == self.decrease_depth:
      self.depth_limit -= 1
      self.depth_label.setText("Current depth is " + str(self.depth_limit) +".")

    if sender == self.train_td:
      self.state = State()

      self.static_ai_str = '2'
      self.td_ai_str = '1'

      self.state.next_piece = [1, 1, 1]
      Timer(250, notify=self.td_ai_turn)

    if sender == self.train_static:
      self.state = State()

      self.static_ai_str = '1'
      self.td_ai_str = '2'

      self.state.next_piece = [1, 1, 1]
      Timer(250, notify=self.static_ai_turn)

  def check_adjusts(self, sender):
    td_keys = ['c1', 'c2', 'c3', 'c4', 'c5', 'c6']
    for key in td_keys:
      if self.incr_buttons[key] == sender:
        self.change_td_const(key, '+')
      if self.decr_buttons[key] == sender:
        self.change_td_const(key, '-')
      self.TD_CONSTS = normalize(self.TD_CONSTS)
      self.adj_learning_labels[key].setText("Constant %d: %f" % (key[1], self.TD_CONSTS[key]))
    self.sync_consts()

  def change_td_const(self, key, sign):
    if sign == '+':
      self.CONSTS[key] += INCREMENT_AMOUNT
    elif sign == '-':
      self.CONSTS[key] -= INCREMENT_AMOUNT

  def sync_consts(self):
    """Sync td rates with the current state.
    """
    td_keys = ['c1', 'c2', 'c3', 'c4', 'c5', 'c6']
    for key in td_keys:
      self.adj_learning_labels[key].setText("Constant %d: %f" % (key[1], self.TD_CONSTS[key]))
      self.adj_static_labels[key].setText("Constant %d: %f" % (key[1], self.CONSTS[key]))

  def check_is_win(self, last_position={}):
    self.state_to_grid(prev_x_board=last_position['x_board'],
                       prev_y_board=last_position['y_board'],
                       prev_x_cell=last_position['x_cell'],
                       prev_y_cell=last_position['y_cell'],)

    learning_ai_score = self.state.score[self.td_ai_str]
    static_ai_score = self.state.score[self.static_ai_str]
    self.score_label.setText("CURRENT SCORE: Learning AI(%d): %d | Static AI(%d): %d" % (self.td_ai_str, learning_ai_score, self.static_ai_str, static_ai_score))
    self.state.printInfo()
    if is_over(self.state):
      if learning_ai_score > static_ai_score:
        msg = "the learning AI won with score %d vs %d." % (learning_ai_score, static_ai_score)
      elif learning_ai_score < static_ai_score:
        msg = "the static AI won with score %d vs %d." % (static_ai_score, learning_ai_score)
      elif learning_ai_score == static_ai_score:
        msg = "the game ended in a tie."
      self.game_round += 1
      game_over_message.setText("In game round " + str(self.game_round) + ", " + msg)
      return True
    else:
      return False

  def static_ai_turn(self):
    print "\n\nNaive AIs turn which plays the piece: ", self.state.next_piece[2]
    print "next piece is ", self.state.next_piece
    print "TD_CONSTS", self.TD_CONSTS
    (expectedUtility, next_state) = ab(self.state,
                                      self.CONSTS,
                                      depth_limit=self.depth_limit)

    last_position = find_last_move(self.state, next_state)

    self.state = next_state
    self.state.printInfo()

    over = self.check_is_win(last_position)
    print "back in static"
    if not over:
      self.pause_update = Timer(250, notify=self.td_ai_turn)
    else:
      return True

  def td_ai_turn(self):
    print "\n\nTD AI player starting turn. TD AI places the piece:", self.state.next_piece[2]
    print "TD_CONSTS after being adjusted are: ", self.TD_CONSTS

    # print, alpha-beta search etc.:
    (expectedUtility, state) = ab(self.state,
                                  self.TD_CONSTS,
                                  depth_limit=self.depth_limit)
    terminal_state = expectedUtility.terminal
    self.TD_CONSTS = td_learning(terminal_state, self.TD_CONSTS, self.state)
    self.sync_consts() # reflect the new TD_CONSTS in the game.

    last_position = find_last_move(self.state, state)

    self.state = state

    state.printInfo()

    print "TD_CONSTS after being adjusted are: ", self.TD_CONSTS

    over = self.check_is_win(last_position)
    print "back in td"
    print "Is over ", over
    if not over:
      return Timer(250, notify=self.static_ai_turn)
    else:
      return True

  def will_buttons(self, y_board, x_board):
    # first we determine if the next_piece points to a playable board.
    board = self.state.boards
    piece = list(self.state.next_piece)
    playable = True
    if is_win(board[piece[0]][piece[1]]) or is_full(board[piece[0]][piece[1]]):
      playable = False
    if (not is_win(board[y_board][x_board])) and (not is_full(board[y_board][x_board])):
      if not playable:
        return True
      if playable:
        return (y_board == piece[0]) and (x_board == piece[1])
    return False


  def state_to_grid(self, prev_x_board=-1, prev_y_board=-1, prev_x_cell=-1, prev_y_cell=-1):
    board = self.state.boards
    for y_board in range(3):
      for x_board in range(3):

        # for this mini-grid, do i make buttons or dashes?
        will_make_buttons = self.will_buttons(y_board, x_board)

        g=Grid()
        g.resize(3, 3)
        g.setBorderWidth(2)
        g.setCellPadding(9)
        g.setCellSpacing(1)
        for y_cell in range(3):
          for x_cell in range(3):

            if board[y_board][x_board][y_cell][x_cell]['cell'] == 0:
              if will_make_buttons:
                b = HTML('<p style="color:blue">AI %d could<br>play here.</p>' % (self.state.next_piece[2]), self)
              else:
                b = HTML('-')

            elif board[y_board][x_board][y_cell][x_cell]['cell'] == 1:
              if (prev_x_cell == x_cell and
                  prev_y_cell == y_cell and
                  prev_y_board == y_board and
                  prev_x_board == x_board):
                b = HTML('<p style="color:red">1</p>')
              else:
                b = HTML('1')
            elif board[y_board][x_board][y_cell][x_cell]['cell'] == 2:
              if (prev_x_cell == x_cell and
                  prev_y_cell == y_cell and
                  prev_y_board == y_board and
                  prev_x_board == x_board):
                b = HTML('<p style="color:red">2</p>')
              else:
                b = HTML('2')
            g.setWidget(y_cell, x_cell, b)

        self.add(g)
        self.g.setWidget(y_board, x_board, g)