Exemplo n.º 1
0
 def __iter__(self):
     """Supports a preorder traversal on a view of self."""
     if not self.isEmpty():
         stack = LinkedStack()
         stack.push(self._root)
         while not stack.isEmpty():
             node = stack.pop()
             yield node.data
             if node.right != None:
                 stack.push(node.right)
             if node.left != None:
                 stack.push(node.left)
Exemplo n.º 2
0
 def preorder(self):
     """Supports a preorder traversal on a view of self."""
     current = self._root
     traversal = [current.data]
     tracking = LinkedStack()
     tracking.push(current.right)
     tracking.push(current.left)
     while not tracking.isEmpty():
         current = tracking.pop()
         traversal.append(current.data)
         for i in (current.right, current.left):
             if i:
                 tracking.push(i)
     return iter(traversal)
Exemplo n.º 3
0
        def build_states(cur_state):
            """
            Builds a tree of states starting from the current game state.
            Always chooses 2 random move options. (god knows why it's stupid)
            This method pre-fills the terminal states with scores of 1, -1, and 0.
            :param cur_state: Game
            :return: LinkedBST
            """
            states = LinkedBST()
            st = LinkedStack()
            states.root = BSTNode([deepcopy(cur_state.board), None, None])
            st.push(states.root)

            while not st.isEmpty():
                curr = st.pop()
                curr_board = curr.data[0]
                p1w = curr_board.game_over(player=1)
                p2w = curr_board.game_over(player=2)

                if p1w:
                    curr.data[1] = 1
                    continue
                elif p2w:
                    curr.data[1] = -1
                    continue

                cells = curr.data[0].free_cells()
                if not cells:
                    # No one won and no cells left - it's a tie.
                    curr.data[1] = 0
                    continue

                available = random.sample(cells, k=min(len(cells), 2))
                for cell in available:
                    new_board = deepcopy(curr.data[0].move(
                        cell,
                        player=1 if curr.data[0].get_turn() % 2 == 1 else 2))
                    curr.data[0].undo(cell)
                    if curr.left is None:
                        curr.left = BSTNode([new_board, None, cell])
                        st.add(curr.left)
                    elif curr.right is None:
                        curr.right = BSTNode([new_board, None, cell])
                        st.add(curr.right)
                    else:
                        break

            return states