示例#1
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def callBot(game_info):
    lines = game_info.split('\n')

    victory_cell = lines[1].split(' ')

    cell = Board()
    cell.update(lines[3:11])

    you = lines[12]
    return bot(victory_cell, cell, you)
示例#2
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    def test_getResult(self):
        x = Board()

        x.data = np.array([['E', 'W', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'W', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'B', 'W', 'E', 'E', 'E', 'E'],
                           ['E', 'E', 'B', 'W', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'E', 'W', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'E', 'B', 'W', 'E', 'E', 'E'],
                           ['E', 'B', 'B', 'B', 'B', 'B', 'B', 'W'],
                           ['E', 'B', 'B', 'B', 'B', 'B', 'B', 'B']])
        self.assertEqual(x.getResult(), (20, 7))
示例#3
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 def test_getRow(self):
     x = Board()
     y = ['1', '2', '3', '4', '5', '6', '7', '8']
     x.data = np.array([['B'] * 8] * 8)
     r = np.random.permutation(8)
     for i in range(8):
         x.data[i, r[i]] = 'W'
     for i in range(8):
         z = x.getRow(y[i])
         for j in range(8):
             if j == r[i]:
                 self.assertEqual(z[j], 'W')
             else:
                 self.assertEqual(z[j], 'B')
示例#4
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 def test_getColumn(self):
     x = Board()
     y = ['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h']
     x.data = np.array([['B'] * 8] * 8)
     r = np.random.permutation(8)
     for i in range(8):
         x.data[r[i], i] = 'W'
     for i in range(8):
         z = x.getColumn(y[i])
         for j in range(8):
             if j == r[i]:
                 self.assertEqual(z[j], 'W')
             else:
                 self.assertEqual(z[j], 'B')
示例#5
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    def __init__(self, row, col):
        self.nrows = row  #Number of rows and columns in the game screen
        self.ncols = col

        #Board is a class. The next line initialises Board by supplying it with the no of rows and columns and returns the matrix
        #The matrix, here, refers to the mathematical matrix which can be compared to the graphical screen divided into rows and columns
        self.matrix = Board(row, col).create_matrix()
示例#6
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    def test_isDirectionPlaceable(self):
        x = Board()

        x.data = np.array([['E', 'W', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'W', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'B', 'W', 'E', 'E', 'E', 'E'],
                           ['E', 'E', 'B', 'W', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'E', 'W', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'E', 'B', 'W', 'E', 'E', 'E'],
                           ['E', 'B', 'B', 'B', 'B', 'B', 'B', 'W'],
                           ['E', 'B', 'B', 'B', 'B', 'B', 'B', 'B']])
        for (r, c) in itertools.product(list('12345678'), list('abcdefgh')):
            position = c + r
            if position in ["a2", "a3", "b4", "c6", "a7"]:
                self.assertTrue(x.isDirectionPlaceable(position, (0, 1), 'W'))
            else:
                self.assertFalse(x.isDirectionPlaceable(position, (0, 1), 'W'))
示例#7
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    def test_setNextTurn(self):
        x = Game()
        y = Board()

        x.winner = "DRAW"
        self.assertFalse(x.setNextTurn("d3"))
        x.winner = None
        self.assertTrue(x.setNextTurn("d3"))
        y.data = np.array([['E', 'E', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'E', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'E', 'E', 'B', 'E', 'E', 'E', 'E'],
                           ['E', 'E', 'E', 'B', 'B', 'E', 'E', 'E'],
                           ['E', 'E', 'E', 'B', 'W', 'E', 'E', 'E'],
                           ['E', 'E', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'E', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'E', 'E', 'E', 'E', 'E', 'E', 'E']])
        self.assertTrue(np.array_equal(x.board.data, y.data))
        self.assertEqual(x.history, ["d3"])
        self.assertFalse(x.setNextTurn("e6"))
        self.assertTrue(x.setNextTurn("NULL"))
        self.assertEqual(x.getWinner(), "BLACK")
def compute_heuristic_score(victory_cell, cell, you):
    p1_score = 0
    p2_score = 0
    p1_cell = 0
    p2_cell = 0
    empty_cell = 0
    my_victory_cell = 0
    opp_victory_cell = 0
    my_corner = 0
    new_board = Board()
    board_scores = [[120, -20, 20, 5, 5, 20, -20, 120],
                    [-20, -40, -5, -5, -5, -5, -40, -20],
                    [20, -5, 15, 3, 3, 15, -5, 20], [5, -5, 3, 3, 3, 3, -5, 5],
                    [5, -5, 3, 3, 3, 3, -5, 5], [20, -5, 15, 3, 3, 15, -5, 20],
                    [-20, -40, -5, -5, -5, -5, -40, -20],
                    [120, -20, 20, 5, 5, 20, -20, 120]]

    for i in [0, 7]:
        for j in [0, 7]:
            if cell[i][j] == you:
                my_corner += 1

    for i in victory_cell:
        c = new_board.getColumnId(i[0])
        r = new_board.getRowId(i[1])
        if cell[r][c] == you:
            my_victory_cell += 1
        elif cell[r][c] != 'E':
            opp_victory_cell += 1

    if (opp_victory_cell >= 3 and my_victory_cell == 0) or (my_victory_cell == 0 and my_corner > 0) or \
            (my_victory_cell == 4 and my_corner >= 2):
        for i in victory_cell:
            c = new_board.getColumnId(i[0])
            r = new_board.getRowId(i[1])
            if board_scores[r][c] <= 0:
                board_scores[r][c] += 20
            else:
                board_scores[r][c] += 60

    for r in range(8):
        for c in range(8):
            if cell[r][c] == you:
                p1_cell += 1
                p1_score += board_scores[r][c]
            elif cell[r][c] != 'E':
                p2_cell += 1
                p2_score += board_scores[r][c]
            else:
                empty_cell += 1
    if empty_cell > 0:
        return p1_score - p2_score
    else:
        return p1_cell - p2_cell
示例#9
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 def test_getValue(self):
     x = Board()
     x.data = np.array([['B'] * 8] * 8)
     r = np.random.choice(64, 5, replace=False)
     for i in r:
         x.data[i // 8, i % 8] = 'W'
     for i, a in enumerate(['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h']):
         for j, b in enumerate(['1', '2', '3', '4', '5', '6', '7', '8']):
             if i + 8 * j in r:
                 self.assertEqual(x.getValue(a + b), 'W')
             else:
                 self.assertEqual(x.getValue(a + b), 'B')
示例#10
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    def test_getDirectionFlips(self):
        x = Board()

        x.data = np.array([['E', 'W', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'W', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'B', 'W', 'E', 'E', 'E', 'E'],
                           ['E', 'E', 'B', 'W', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'E', 'W', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'E', 'B', 'W', 'E', 'E', 'E'],
                           ['E', 'B', 'B', 'B', 'B', 'B', 'B', 'W'],
                           ['E', 'B', 'B', 'B', 'B', 'B', 'B', 'B']])
        for (r, c) in itertools.product(list('12345678'), list('abcdefgh')):
            position = c + r
            if position == "a2":
                self.assertEqual(
                    set(x.getDirectionFlips(position, (0, 1), 'W')),
                    set([(1, 1)]))
            elif position == "a3":
                self.assertEqual(
                    set(x.getDirectionFlips(position, (0, 1), 'W')),
                    set([(2, 1), (2, 2)]))
            elif position == "b4":
                self.assertEqual(
                    set(x.getDirectionFlips(position, (0, 1), 'W')),
                    set([(3, 2)]))
            elif position == "c6":
                self.assertEqual(
                    set(x.getDirectionFlips(position, (0, 1), 'W')),
                    set([(5, 3)]))
            elif position == "a7":
                self.assertEqual(
                    set(x.getDirectionFlips(position, (0, 1), 'W')),
                    set([(6, 1), (6, 2), (6, 3), (6, 4), (6, 5), (6, 6)]))
            else:
                self.assertEqual(x.getDirectionFlips(position, (0, 1), 'W'),
                                 [])
示例#11
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 def test_isOutOfRange(self):
     x = Board()
     for i in range(-1, 9):
         for j in range(-1, 9):
             if i < 0:
                 self.assertTrue(x.isOutOfRange(i, j))
             elif j < 0:
                 self.assertTrue(x.isOutOfRange(i, j))
             else:
                 try:
                     x.data[i, j]
                     self.assertFalse(x.isOutOfRange(i, j))
                 except:
                     self.assertTrue(x.isOutOfRange(i, j))
示例#12
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    def test_update(self):
        x = Board()
        y = Board()

        x.update([
            "E E E E E E E E", "B E E E E E E E", "E B E E E E E E",
            "E E B E B E E E", "W B B E W E E E", "E E E B B E E E",
            "E B E E E W E E", "W E E W E E E E"
        ])
        y.data = np.array([['E', 'E', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['B', 'E', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'E', 'B', 'E', 'B', 'E', 'E', 'E'],
                           ['W', 'B', 'B', 'E', 'W', 'E', 'E', 'E'],
                           ['E', 'E', 'E', 'B', 'B', 'E', 'E', 'E'],
                           ['E', 'B', 'E', 'E', 'E', 'W', 'E', 'E'],
                           ['W', 'E', 'E', 'W', 'E', 'E', 'E', 'E']])
        self.assertTrue(np.array_equal(x.data, y.data))
示例#13
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    def test_place(self):
        x = Board()
        y = Board()

        x.data = np.array([['E', 'E', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['B', 'E', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'E', 'B', 'E', 'B', 'E', 'E', 'E'],
                           ['W', 'B', 'B', 'E', 'W', 'E', 'E', 'E'],
                           ['E', 'E', 'E', 'B', 'B', 'E', 'E', 'E'],
                           ['E', 'B', 'E', 'E', 'E', 'W', 'E', 'E'],
                           ['W', 'E', 'E', 'W', 'E', 'E', 'E', 'E']])
        y.data = np.array([['E', 'E', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['B', 'E', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'B', 'E', 'E', 'E', 'E', 'E', 'E'],
                           ['E', 'E', 'B', 'E', 'B', 'E', 'E', 'E'],
                           ['W', 'W', 'W', 'W', 'W', 'E', 'E', 'E'],
                           ['E', 'E', 'E', 'B', 'W', 'E', 'E', 'E'],
                           ['E', 'B', 'E', 'E', 'E', 'W', 'E', 'E'],
                           ['W', 'E', 'E', 'W', 'E', 'E', 'E', 'E']])
        x.place("d5", 'W')
        self.assertTrue(np.array_equal(x.data, y.data))
def minimax_max(victory_cell, cell, you, depth):
    possible_positions = []
    if type(cell) is tuple:
        new_board = Board()
        for i in range(8):
            for j in range(8):
                new_board.data[i][j] = cell[i][j]

        for (r, c) in itertools.product(list('12345678'), list('abcdefgh')):
            if new_board.isPlaceable(c + r, you):
                possible_positions.append(c + r)
        move_states = {
            move: play_move(new_board, you, new_board.getColumnId(move[0]),
                            new_board.getRowId(move[1]))
            for move in possible_positions
        }
    else:
        for (r, c) in itertools.product(list('12345678'), list('abcdefgh')):
            if cell.isPlaceable(c + r, you):
                possible_positions.append(c + r)
        move_states = {
            move: play_move(cell, you, cell.getColumnId(move[0]),
                            cell.getRowId(move[1]))
            for move in possible_positions
        }

    best_move = None
    best_value = None

    if len(possible_positions) > 0:
        if depth == 1:
            for move, state in move_states.items():
                if best_move == None or minimax_min(victory_cell, state, you,
                                                    depth + 1) > best_value:
                    best_move = move
                    best_value = minimax_min(victory_cell, state, you,
                                             depth + 1)

            return best_move

        else:
            for move, state in move_states.items():
                if best_move == None or minimax_min(victory_cell, state, you,
                                                    depth + 1) > best_value:
                    best_value = minimax_min(victory_cell, state, you,
                                             depth + 1)
            return best_value

    return compute_heuristic_score(victory_cell, cell, you)
示例#15
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def minimax(curState, depth, alpha, beta, isMax):
    global bot
    global color
    global competitor
    global c_color
    game = Board()
    game.update(curState)

    result = evaluated(game)

    if (result != 'CONTINUE'):
        if (result == bot):
            return 999999
        elif result == 'DRAW':
            return 0
        else:
            return -999999

    score = 0
    if (depth == 0):
        b_nstep, c_nstep = numberOfStep(game, color)
        t_p, b_p, c_p = positionScore(game, color)
        score = findScoreCalculator(game, color)
        v_score = viectoryCellScore(game, color)
        if (b_p > c_p):
            score += 50
            if (t_p < 20):
                if (b_nstep > c_nstep):
                    score += 150
                else:
                    score += 50
            else:
                if (b_nstep > c_nstep):
                    score += 200
                else:
                    score += 100
        else:
            # c_p > t_p
            score -= 50
            if (t_p < 20):
                if (b_nstep > c_nstep):
                    score -= 50
                else:
                    score -= 150
            else:
                if (b_nstep > c_nstep):
                    score -= 100
                else:
                    score -= 200

        score += v_score
        if isMax:
            return score
        else:
            return -score

    if isMax:
        best = -999999
        listPosiblePositions = posiblePositions(game, color)
        for step in listPosiblePositions:
            newGame = Board()
            newGame.update(curState)
            newGame.place(step, color)
            newState = newGame.getCellLineList()

            best = max(best, minimax(newState, depth - 1, alpha, beta, False))
            alpha = max(alpha, best)
            if (beta <= alpha):
                break
        # print('max:', best)
        return best
    else:
        best = 999999
        listPosiblePositions = posiblePositions(game, c_color)
        for step in listPosiblePositions:
            newGame = Board()
            newGame.update(curState)
            newGame.place(step, c_color)
            newState = newGame.getCellLineList()

            best = min(best, minimax(newState, depth - 1, alpha, beta, True))
            beta = min(beta, best)
            if (beta <= alpha):
                break
        # print('min:', best)
        return best
示例#16
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 def test_getRowId(self):
     x = Board()
     y = ['1', '2', '3', '4', '5', '6', '7', '8']
     for i in range(8):
         self.assertEqual(x.getRowId(y[i]), i)
示例#17
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 def test_getColumnId(self):
     x = Board()
     y = ['a', 'b', 'c', 'd', 'e', 'f', 'g', 'h']
     for i in range(8):
         self.assertEqual(x.getColumnId(y[i]), i)
示例#18
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def minimax(victory_cell, cur_state, you, depth, isMax, alpha, beta):
    game = Board()
    game.update(cur_state)
    color = 'W' if you == "BLACK" else 'B'
    final = evaluated(victory_cell, game, color)

    if final == you:
        return 9999
    elif final != 'DRAW' and final != None:
        return -9999
    elif final == 'DRAW':
        return 0

    if depth == 0 and game.isPlayable(color):
        if isMax:
            return heuristic(victory_cell, game, you, True)
        else:
            return heuristic(victory_cell, game, you, False)
    if isMovesLeft(game, color) == False:
        return 0

    if isMax:
        best = -9999
        for (x, y) in itertools.product(list('12345678'), list('abcdefgh')):
            if game.isPlaceable(y + x, color):
                new_game = Board()
                new_game.update(cur_state)
                new_game.place(y + x, color)
                new_state = new_game.getCellLineList()

                best = max(
                    best,
                    minimax(victory_cell, new_state, you, depth - 1, False,
                            alpha, beta))
                alpha = max(alpha, best)
                if beta <= alpha:
                    break
                # print('max:', best)
        return best
    else:
        best = 9999
        for (x, y) in itertools.product(list('12345678'), list('abcdefgh')):
            if game.isPlaceable(y + x, color):
                new_game = Board()
                new_game.update(cur_state)
                new_game.place(y + x, color)
                new_state = new_game.getCellLineList()

                best = min(
                    best,
                    minimax(victory_cell, new_state, you, depth - 1, True,
                            alpha, beta))
                beta = min(beta, best)
                if beta <= alpha:
                    break
                # print('min:', best)
        return best
示例#19
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def findBestMove(state, depth):
    global best
    global color
    global victory_cells

    game = Board()
    game.update(state)

    bestMoveVal = -999999

    listPosiblePositions = posiblePositions(game, color)
    bestStep = listPosiblePositions[0]
    for step in listPosiblePositions:
        global best
        best = 0
        # create new game
        newGame = Board()
        newGame.update(state)
        newGame.place(step, color)
        # get state
        newState = newGame.getCellLineList()
        # get score of move
        moveVal = minimax(newState, depth, -999999, 999999, True)
        # update step
        if (moveVal > bestMoveVal):
            bestMoveVal = moveVal
            bestStep = step
    print('step:', bestStep)
    return bestStep
示例#20
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def minBot(victory_cell, cell_line, you, alpha, beta, depth):
    cell = Board()
    cell.update(cell_line)

    color = 'W' if you == "BLACK" else 'B'
    result = is_end(victory_cell, cell, color)
    if depth == 0 or result != None and result != you:
        return Heuristic(victory_cell, cell, color, False)
    # elif result != None and result != you:
    #     return 999998, None, None
    elif result == you:
        return -999998, None, None

    minv = 999999

    px = None
    py = None
    cur_weight = getWeightSquares(cell, color)

    for (x, y) in itertools.product(list('12345678'), list('abcdefgh')):
        if cell.isPlaceable(y + x, color):
            new_cell = Board()
            new_cell.update(cell_line)
            new_cell.place(y + x, color)

            new_state = new_cell.getCellLineList()
            competitior = 'BLACK' if you != "BLACK" else 'WHITE'
            (m, max_x, max_y) = maxBot(victory_cell, new_state, competitior,
                                       alpha, beta, depth - 1)
            m -= cur_weight
            if m < minv:
                minv = m
                px = x
                py = y
            if minv <= alpha:
                return (minv, px, py)

            if minv < beta:
                beta = minv
    return minv, px, py
示例#21
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def BestMove(victory_cell, cur_state, you, depth):
    global best
    game = Board()
    game.update(cur_state)
    color = 'W' if you == "BLACK" else 'B'
    px = None
    py = None
    bestVal = -9999
    for (x, y) in itertools.product(list('12345678'), list('abcdefgh')):
        if game.isPlaceable(y + x, color):
            global best
            best = 0
            new_game = Board()
            new_game.update(cur_state)
            new_game.place(y + x, color)
            new_state = new_game.getCellLineList()
            moveVal = minimax(victory_cell, new_state, you, depth, True, -9999,
                              9999) + prior_spot(y + x) / 2
            if moveVal > bestVal:
                px = x
                py = y
                bestVal = moveVal
    return px, py