示例#1
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 def get_moves(self, board):
     moves = []
     colorint = color2int(self.color)
     column, row = self.square.loc
     for columnint in [-1, 1]:
         takeloc = (chr(ord(column) + columnint), row + colorint)
         if (takeloc in board.squares and board.squares[takeloc].has_piece(
                 opposite_color(self.color))):
             moves.append(takeloc)
         enpassantloc = (chr(ord(column) + columnint), row)
         if (enpassantloc in board.squares
                 and board.squares[enpassantloc].has_piece(
                     opposite_color(self.color))
                 and board.squares[enpassantloc].get_piece().name == 'pawn'
                 and board.squares[enpassantloc].get_piece().double_advance
                 == board.move - 1):
             moves.append(takeloc)
     advanceloc = (column, row + colorint)
     if advanceloc in board.squares and not board.squares[
             advanceloc].has_piece():
         moves.append(advanceloc)
     if is_pawn_starting_row(self.color, self.square.loc):
         advanceloc2 = (column, row + colorint * 2)
         if not (board.squares[advanceloc2].has_piece()
                 or board.squares[advanceloc].has_piece()):
             moves.append(advanceloc2)
     return moves
示例#2
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 def in_check(self, color):
     other_color = opposite_color(color)
     for piece in self.get_pieces(other_color):
         if (piece.name != 'king' and  # king can't give check
                 self.get_king_loc(color) in piece.get_moves(self)):
             return True
     return False
示例#3
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文件: AI.py 项目: alexrockhill/chess
 def make_decision(self, board, color):
     activity_mat = self.pieces2activity_mat(
         board.pieces[color], board.pieces[opposite_color(color)])
     self.propagate(activity_mat)
     output_activity_mat = self.layer2activity_mat(self.output_layer)
     piece, move = self.activity_mat2move(output_activity_mat, board,
                                          board.pieces[color])
     board.make_move(piece, move)
     self.check_promotion_or_game_end(board)
示例#4
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 def score_position(self, color):
     score = 0
     opposite_king_loc = self.get_king_loc(opposite_color(color))
     opposite_king_moves = self.get_moves(
         self.pieces[opposite_color(color)]['king'][0])
     for name in self.pieces[color]:
         score += len(self.pieces[color][name]) * self.score_dict[
             name]  # Piece score
         for piece in self.pieces[color][name]:
             for move in self.get_moves(piece):
                 if move == opposite_king_loc and not opposite_king_moves:  # checkmate
                     score += np.inf
                 elif move in opposite_king_moves or move == opposite_king_loc:  # king pressure
                     score += 1
     for name in self.pieces[opposite_color(color)]:
         score -= len(
             self.pieces[opposite_color(color)][name]) * self.score_dict[
                 name]  # Opponent piece negative score
     return score
示例#5
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 def check_check_mate(self):
     if self.check_repeated_moves():
         self.game_over = True
         return 'Draw by repetition'
     color = int2color(self.move)  # potentially checkmated player's turn
     for piece in self.get_pieces(color):
         if len(self.get_moves(piece)) > 0:
             return False
     self.game_over = True
     return 'Check mate %s' % opposite_color(color) if self.in_check(
         color) else 'Draw by stalemate'
示例#6
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 def get_direction_moves(self, board, directions, one_move=False):
     moves = []
     for direction in directions:
         loc = move_loc(self.square.loc, direction)
         while (loc in board.squares
                and not board.squares[loc].has_piece()):
             moves.append(loc)
             if one_move:
                 break
             loc = move_loc(loc, direction)
         if (loc in board.squares and  # capturing case
                 board.squares[loc].has_piece(opposite_color(self.color))):
             moves.append(loc)
     return moves
示例#7
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 def draw(self, canvas, ss, coords):
     colorint = color2int(self.color)
     colorint2 = self.color == 'white'
     column, row = self.square.loc
     column, row = loc2int(column, row)
     coords = [(colorint2 - c) * colorint for c in coords]
     coords = [
         ss * row + ss * c if i % 2 else ss * column + ss * c
         for i, c in enumerate(coords)
     ]
     self.display = canvas.create_polygon(coords,
                                          fill=self.color,
                                          outline=opposite_color(
                                              self.color),
                                          tag='piece')
示例#8
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文件: AI.py 项目: alexrockhill/chess
 def train_king_hunt(self, n_games=1000):
     for n in tqdm(range(n_games)):
         board = Board()
         while not board.game_over and board.move < MAX_MOVES:
             color = int2color(board.move)
             activity_mat = self.pieces2activity_mat(
                 board.pieces[color], board.pieces[opposite_color(color)])
             self.propagate(activity_mat)
             output_activity_mat = self.layer2activity_mat(
                 self.output_layer)
             piece, move = self.activity_mat2move(output_activity_mat,
                                                  board,
                                                  board.pieces[color])
             print(piece.name, piece.square.loc, move)
             board.make_move(piece, move)
             score = board.score_position(color)
             output_loc = self.piece2output_layer(piece)
             self.back_propagate(self.output_layer[output_loc], score, 0)
示例#9
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 def get_moves(self, board):
     moves = []
     for first_direction in ['up', 'down', 'left', 'right']:
         if first_direction in ['up', 'down']:
             second_directions = ['left', 'right']
         elif first_direction in ['left', 'right']:
             second_directions = ['up', 'down']
         else:
             raise ValueError('Unrecognized direction')
         for second_direction in second_directions:
             loc = move_loc(self.square.loc, first_direction)
             loc = move_loc(loc, second_direction)
             loc = move_loc(loc, second_direction)
             if (loc in board.squares
                     and (not board.squares[loc].has_piece()
                          or board.squares[loc].has_piece(
                              opposite_color(self.color)))):
                 moves.append(loc)
     return moves