示例#1
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def test_play_monopoly_no_monopoly_card():
    players = [SimplePlayer(Color.RED), SimplePlayer(Color.BLUE)]
    game = Game(players)

    action_to_execute = Action(players[0].color, ActionType.PLAY_MONOPOLY, ORE)

    with pytest.raises(ValueError):  # no monopoly
        game.execute(action_to_execute)
示例#2
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def test_play_year_of_plenty_no_year_of_plenty_card():
    players = [SimplePlayer(Color.RED), SimplePlayer(Color.BLUE)]
    game = Game(players)

    action_to_execute = Action(
        players[0].color, ActionType.PLAY_YEAR_OF_PLENTY, [ORE, WHEAT]
    )

    with pytest.raises(ValueError):  # no year of plenty card
        game.execute(action_to_execute)
示例#3
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def test_vps_to_win_config():
    players = [
        RandomPlayer(Color.RED),
        RandomPlayer(Color.BLUE),
    ]
    game = Game(players, vps_to_win=4)
    game.play()

    winning_color = game.winning_color()
    vps = get_actual_victory_points(game.state, winning_color)
    assert vps >= 4 and vps < 6
示例#4
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def test_create_sample_speed(benchmark):
    players = [
        SimplePlayer(Color.RED),
        SimplePlayer(Color.BLUE),
        SimplePlayer(Color.WHITE),
        SimplePlayer(Color.ORANGE),
    ]
    game = Game(players)
    for _ in range(30):
        game.play_tick()

    sample = benchmark(create_sample, game, players[1].color)
    assert isinstance(sample, dict)
    assert len(sample) > 0
示例#5
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def test_play_year_of_plenty_not_enough_resources():
    players = [SimplePlayer(Color.RED), SimplePlayer(Color.BLUE)]
    player_to_act = players[0]
    game = Game(players)
    game.state.resource_freqdeck = [0, 0, 0, 0, 0]
    player_deck_replenish(game.state, player_to_act.color, YEAR_OF_PLENTY)

    action_to_execute = Action(
        player_to_act.color,
        ActionType.PLAY_YEAR_OF_PLENTY,
        [ORE, WHEAT],
    )

    with pytest.raises(ValueError):  # not enough cards in bank
        game.execute(action_to_execute)
示例#6
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def test_copy():
    """Play 30 moves, copy game, ensure they look the same but not the same."""
    players = [
        SimplePlayer(Color.RED),
        SimplePlayer(Color.BLUE),
        SimplePlayer(Color.WHITE),
        SimplePlayer(Color.ORANGE),
    ]
    game = Game(players)
    for i in range(30):
        game.play_tick()

    game_copy = game.copy()
    assert json.dumps(game, cls=GameEncoder) == json.dumps(game_copy,
                                                           cls=GameEncoder)
    assert game_copy != game
示例#7
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def test_second_placement_takes_cards_from_bank():
    players = [
        SimplePlayer(Color.RED),
        SimplePlayer(Color.BLUE),
        SimplePlayer(Color.WHITE),
        SimplePlayer(Color.ORANGE),
    ]
    game = Game(players)
    assert sum(game.state.resource_freqdeck) == 19 * 5

    while not any(
        a.action_type == ActionType.ROLL for a in game.state.playable_actions
    ):
        game.play_tick()

    assert sum(game.state.resource_freqdeck) < 19 * 5
示例#8
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def test_end_turn_goes_to_next_player(fake_roll_dice):
    fake_roll_dice.return_value = (1, 2)  # not a 7

    players = [SimplePlayer(Color.RED), SimplePlayer(Color.BLUE)]
    game = Game(players)
    actions = []
    while not any(
        a.action_type == ActionType.ROLL for a in game.state.playable_actions
    ):
        actions.append(game.play_tick())

    p0_color = game.state.colors[0]
    p1_color = game.state.colors[1]
    assert (
        game.state.current_prompt == ActionPrompt.PLAY_TURN
        and game.state.current_color() == p0_color
    )
    assert game.state.playable_actions == [Action(p0_color, ActionType.ROLL, None)]

    game.execute(Action(p0_color, ActionType.ROLL, None))
    assert game.state.current_prompt == ActionPrompt.PLAY_TURN
    assert game.state.current_color() == p0_color
    assert player_has_rolled(game.state, p0_color)
    assert Action(p0_color, ActionType.END_TURN, None) in game.state.playable_actions

    game.execute(Action(p0_color, ActionType.END_TURN, None))
    assert game.state.current_prompt == ActionPrompt.PLAY_TURN
    assert game.state.current_color() == p1_color
    assert not player_has_rolled(game.state, p0_color)
    assert not player_has_rolled(game.state, p1_color)
    assert game.state.playable_actions == [Action(p1_color, ActionType.ROLL, None)]
示例#9
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def test_to_json_speed(benchmark):
    players = [
        SimplePlayer(Color.RED),
        SimplePlayer(Color.BLUE),
        SimplePlayer(Color.ORANGE),
        SimplePlayer(Color.WHITE),
    ]
    game = Game(players)

    result = benchmark(json.dumps, game, cls=GameEncoder)
    assert isinstance(result, str)
示例#10
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def test_copy_speed(benchmark):
    players = [
        SimplePlayer(Color.RED),
        SimplePlayer(Color.BLUE),
        SimplePlayer(Color.ORANGE),
        SimplePlayer(Color.WHITE),
    ]
    game = Game(players)

    result = benchmark(game.copy)
    assert result.seed == game.seed
示例#11
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    def reset(self):
        p0 = Player(Color.BLUE)
        players = [p0, RandomPlayer(Color.RED)]
        game = Game(players=players)
        self.game = game
        self.p0 = p0

        self._advance_until_p0_decision()

        observation = create_sample_vector(self.game, self.p0.color)
        return observation
示例#12
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def play_batch_core(num_games, players, game_config, accumulators=[]):
    for accumulator in accumulators:
        if isinstance(accumulator, SimulationAccumulator):
            accumulator.before_all()

    for _ in range(num_games):
        for player in players:
            player.reset_state()
        catan_map = (CatanMap(MINI_MAP_TEMPLATE) if game_config.catan_map
                     == "MINI" else CatanMap(BASE_MAP_TEMPLATE))
        game = Game(
            players,
            discard_limit=game_config.discard_limit,
            vps_to_win=game_config.vps_to_win,
            catan_map=catan_map,
        )
        game.play(accumulators)
        yield game

    for accumulator in accumulators:
        if isinstance(accumulator, SimulationAccumulator):
            accumulator.after_all()
示例#13
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def test_play_many_games():
    for _ in range(10):  # play 10 games
        players = [
            RandomPlayer(Color.RED),
            RandomPlayer(Color.BLUE),
            RandomPlayer(Color.WHITE),
            RandomPlayer(Color.ORANGE),
        ]
        game = Game(players)
        game.play()

        # Assert everything looks good
        for color in game.state.colors:
            cities = len(
                get_player_buildings(game.state, color, BuildingType.CITY))
            settlements = len(
                get_player_buildings(game.state, color,
                                     BuildingType.SETTLEMENT))
            longest = get_longest_road_color(game.state) == color
            largest = get_largest_army(game.state)[0] == color
            devvps = get_dev_cards_in_hand(game.state, color, VICTORY_POINT)
            assert (settlements + 2 * cities + 2 * longest + 2 * largest +
                    devvps) == get_actual_victory_points(game.state, color)
示例#14
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def get_feature_ordering(num_players=4):
    global FEATURE_ORDERING
    if FEATURE_ORDERING is None:
        players = [
            SimplePlayer(Color.RED),
            SimplePlayer(Color.BLUE),
            SimplePlayer(Color.WHITE),
            SimplePlayer(Color.ORANGE),
        ]
        players = players[:num_players]
        game = Game(players)
        sample = create_sample(game, players[0].color)
        FEATURE_ORDERING = sorted(sample.keys())
    return FEATURE_ORDERING
示例#15
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    def decide(self, game: Game, playable_actions):
        """
        For each move, will run N playouts, get statistics, and save into replay buffer.
        Every M decisions, will:
            - flush replay buffer to disk (for offline experiments)
            - report progress on games thus far to TensorBoard (tf.summary module)
            - update model by choosing L random samples from replay buffer
                and train model. do we need stability check? i think not.
                and override model path.
        Decision V1 looks like, predict and choose the one that creates biggest
            'distance' against enemies. Actually this is the same as maximizing wins.
        Decision V2 looks the same as V1, but minimaxed some turns in the future.
        """
        if len(playable_actions
               ) == 1:  # this avoids imbalance (if policy-learning)
            return playable_actions[0]

        start = time.time()

        # Run MCTS playouts for each possible action, save results for training.
        samples = []
        scores = []
        print(playable_actions)
        for action in playable_actions:
            print("Considering", action)
            action_applied_game_copy = game.copy()
            action_applied_game_copy.execute(action)
            sample = create_sample_vector(action_applied_game_copy, self.color)
            samples.append(sample)

            if TRAIN:
                # Save snapshots from the perspective of each player (more training!)
                counter = run_playouts(action_applied_game_copy, NUM_PLAYOUTS)
                mcts_labels = {k: v / NUM_PLAYOUTS for k, v in counter.items()}
                DATA_LOGGER.consume(action_applied_game_copy, mcts_labels)

                scores.append(mcts_labels.get(self.color, 0))

        # TODO: if M step, do all 4 things.
        if TRAIN and self.step % FLUSH_EVERY == 0:
            self.update_model_and_flush_samples()

        # scores = get_model().call(tf.convert_to_tensor(samples))
        best_idx = np.argmax(scores)
        best_action = playable_actions[best_idx]

        if TRAIN:
            print("Decision took:", time.time() - start)
        self.step += 1
        return best_action
示例#16
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def test_serialization():
    game = Game(players=[
        SimplePlayer(Color.RED),
        SimplePlayer(Color.BLUE),
        SimplePlayer(Color.WHITE),
        SimplePlayer(Color.ORANGE),
    ])

    string = json.dumps(game, cls=GameEncoder)
    result = json.loads(string)

    # Loosely assert looks like expected
    assert isinstance(result["robber_coordinate"], list)
    assert isinstance(result["tiles"], list)
    assert isinstance(result["edges"], list)
    assert isinstance(result["nodes"], dict)
    assert isinstance(result["actions"], list)
示例#17
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    def decide(self, game: Game, playable_actions: Iterable[Action]):
        """Should return one of the playable_actions.

        Args:
            game (Game): complete game state. read-only.
            playable_actions (Iterable[Action]): options to choose from
        Return:
            action (Action): Chosen element of playable_actions
        """
        decided_action = super().decide(game, playable_actions)

        # Log simple dataset of simple features and MCTS Score
        results = run_playouts(game.copy(), NUM_SIMULATIONS)
        vector = simple_feature_vector(game, self.color)
        vector["LABEL"] = results[self.color] / float(NUM_SIMULATIONS)
        RECORDS.append(vector)

        return decided_action
示例#18
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def test_execute_action_on_copies_doesnt_conflict():
    players = [
        SimplePlayer(Color.RED),
        SimplePlayer(Color.BLUE),
        SimplePlayer(Color.WHITE),
        SimplePlayer(Color.ORANGE),
    ]
    game = Game(players)
    p0_color = game.state.colors[0]
    game.execute(Action(p0_color, ActionType.BUILD_SETTLEMENT, 0))

    action = Action(p0_color, ActionType.BUILD_ROAD, (0, 1))

    game_copy = game.copy()
    game_copy.execute(action)

    game_copy = game.copy()
    game_copy.execute(action)

    game.execute(action)
示例#19
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    def decide(self, game: Game, playable_actions):
        if len(playable_actions) == 1:
            return playable_actions[0]

        best_value = float("-inf")
        best_actions = []
        for action in playable_actions:
            game_copy = game.copy()
            game_copy.execute(action)

            key = player_key(game_copy.state, self.color)
            value = game_copy.state.player_state[f"{key}_ACTUAL_VICTORY_POINTS"]
            if value == best_value:
                best_actions.append(action)
            if value > best_value:
                best_value = value
                best_actions = [action]

        return random.choice(best_actions)
示例#20
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def test_rolling_a_seven_triggers_default_discard_limit(fake_roll_dice):
    fake_roll_dice.return_value = (1, 6)
    players = [SimplePlayer(Color.RED), SimplePlayer(Color.BLUE)]
    game = Game(players)
    while not any(
        a.action_type == ActionType.ROLL for a in game.state.playable_actions
    ):
        game.play_tick()

    until_nine = 9 - player_num_resource_cards(game.state, players[1].color)
    player_deck_replenish(game.state, players[1].color, WHEAT, until_nine)
    assert player_num_resource_cards(game.state, players[1].color) == 9
    game.play_tick()  # should be player 0 rolling.

    assert len(game.state.playable_actions) == 1
    assert game.state.playable_actions == [
        Action(players[1].color, ActionType.DISCARD, None)
    ]

    game.play_tick()
    assert player_num_resource_cards(game.state, players[1].color) == 5
示例#21
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    def decide(self, game: Game, playable_actions):
        # if len(game.state.actions) > 10:
        #     import sys

        #     sys.exit(1)
        actions = list_prunned_actions(game) if self.prunning else playable_actions
        if len(actions) == 1:
            return actions[0]

        start = time.time()
        root = StateNode(self.color, game.copy(), None, self.prunning)
        for _ in range(self.num_simulations):
            root.run_simulation()

        print(
            f"{str(self)} took {time.time() - start} secs to decide {len(playable_actions)}"
        )

        return root.choose_best_action()
示例#22
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    def decide(self, game: Game, playable_actions):
        actions = self.get_actions(game)
        if len(actions) == 1:
            return actions[0]

        if self.epsilon is not None and random.random() < self.epsilon:
            return random.choice(playable_actions)

        start = time.time()
        state_id = str(len(game.state.actions))
        node = DebugStateNode(state_id,
                              self.color)  # i think it comes from outside
        deadline = start + MAX_SEARCH_TIME_SECS
        result = self.alphabeta(game.copy(), self.depth, float("-inf"),
                                float("inf"), deadline, node)
        # print("Decision Results:", self.depth, len(actions), time.time() - start)
        # if game.state.num_turns > 10:
        #     render_debug_tree(node)
        #     breakpoint()
        return result[0]
示例#23
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    def after(self, game: Game):
        winner = game.winning_color()
        if winner is None:
            return  # throw away data

        for color in game.state.colors:
            cities = len(
                get_player_buildings(game.state, color, BuildingType.CITY))
            settlements = len(
                get_player_buildings(game.state, color,
                                     BuildingType.SETTLEMENT))
            longest = get_longest_road_color(game.state) == color
            largest = get_largest_army(game.state)[0] == color
            devvps = get_dev_cards_in_hand(game.state, color, VICTORY_POINT)

            self.cities[color] += cities
            self.settlements[color] += settlements
            self.longest[color] += longest
            self.largest[color] += largest
            self.devvps[color] += devvps

        self.num_games += 1
示例#24
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    def decide(self, game: Game, playable_actions):
        if len(playable_actions) == 1:
            return playable_actions[0]

        start = time.time()
        # num_playouts = PLAYOUTS_BUDGET // len(playable_actions)
        num_playouts = self.num_playouts

        best_action = None
        max_wins = None
        for action in playable_actions:
            action_applied_game_copy = game.copy()
            action_applied_game_copy.execute(action)

            counter = run_playouts(action_applied_game_copy, num_playouts)

            wins = counter[self.color]
            if max_wins is None or wins > max_wins:
                best_action = action
                max_wins = wins

        print(f"Greedy took {time.time() - start} secs to decide " +
              f"{len(playable_actions)} at {num_playouts} per action")
        return best_action
示例#25
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def test_seven_cards_dont_trigger_discarding(fake_roll_dice):
    fake_roll_dice.return_value = (1, 6)
    players = [SimplePlayer(Color.RED), SimplePlayer(Color.BLUE)]

    # Play initial build phase
    game = Game(players)
    while not any(
        a.action_type == ActionType.ROLL for a in game.state.playable_actions
    ):
        game.play_tick()

    until_seven = 7 - player_num_resource_cards(game.state, players[1].color)
    player_deck_replenish(game.state, players[1].color, WHEAT, until_seven)
    assert player_num_resource_cards(game.state, players[1].color) == 7
    game.play_tick()  # should be player 0 rolling.

    assert not any(
        a.action_type == ActionType.DISCARD for a in game.state.playable_actions
    )
示例#26
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def test_initial_build_phase():
    players = [SimplePlayer(Color.RED), SimplePlayer(Color.BLUE)]
    game = Game(players)
    actions = []
    while not any(
        a.action_type == ActionType.ROLL for a in game.state.playable_actions
    ):
        actions.append(game.play_tick())

    p0_color = game.state.colors[0]
    assert (
        actions[0].action_type == ActionType.BUILD_SETTLEMENT
        and actions[0].color == p0_color
    )
    assert (
        actions[1].action_type == ActionType.BUILD_ROAD and actions[1].color == p0_color
    )
    assert (
        actions[2].action_type == ActionType.BUILD_SETTLEMENT
        and actions[2].color != p0_color
    )
    assert (
        actions[3].action_type == ActionType.BUILD_ROAD and actions[3].color != p0_color
    )
    assert (
        actions[4].action_type == ActionType.BUILD_SETTLEMENT
        and actions[4].color != p0_color
    )
    assert (
        actions[5].action_type == ActionType.BUILD_ROAD and actions[5].color != p0_color
    )
    assert (
        actions[6].action_type == ActionType.BUILD_SETTLEMENT
        and actions[6].color == p0_color
    )
    assert (
        actions[7].action_type == ActionType.BUILD_ROAD and actions[7].color == p0_color
    )
    assert (
        game.state.current_prompt == ActionPrompt.PLAY_TURN
        and game.state.current_color() == p0_color
    )

    assert game.state.player_state["P0_ACTUAL_VICTORY_POINTS"] == 2
    assert game.state.player_state["P1_ACTUAL_VICTORY_POINTS"] == 2
    assert game.state.player_state["P0_VICTORY_POINTS"] == 2
    assert game.state.player_state["P1_VICTORY_POINTS"] == 2

    # assert there are 4 houses and 4 roads
    settlements = [
        building
        for building in game.state.board.buildings.values()
        if building[1] == BuildingType.SETTLEMENT
    ]
    assert len(settlements) == 4

    # assert should be house-road pairs, or together
    paths = game.state.board.continuous_roads_by_player(players[0].color)
    assert len(paths) == 1 or (
        len(paths) == 2 and len(paths[0]) == 1 and len(paths[1]) == 1
    )

    # assert should have resources from last house.
    # can only assert <= 3 b.c. player might place on a corner desert
    assert player_num_resource_cards(game.state, players[0].color) <= 3
    assert player_num_resource_cards(game.state, players[1].color) <= 3
示例#27
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def test_can_play_for_a_bit():  # assert no exception thrown
    players = [SimplePlayer(Color.RED), SimplePlayer(Color.BLUE)]
    game = Game(players)
    for _ in range(10):
        game.play_tick()
示例#28
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    size = 0
    objects = [obj]
    while objects:
        need_referents = []
        for obj in objects:
            if not isinstance(obj, BLACKLIST) and id(obj) not in seen_ids:
                seen_ids.add(id(obj))
                size += sys.getsizeof(obj)
                need_referents.append(obj)
        objects = get_referents(*need_referents)
    return size


game = Game([
    RandomPlayer(Color.RED),
    RandomPlayer(Color.BLUE),
    RandomPlayer(Color.WHITE),
    RandomPlayer(Color.ORANGE),
])
game.play()
print(sys.getsizeof(game))
print(getsize(game))
print(game)

start = time.time()
copy.deepcopy(game)
end = time.time()
print("copy.deepcopy(game) took", end - start, "seconds")

start = time.time()
game.copy()
end = time.time()