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logic.py
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logic.py
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import operator
import random
import sys
DIRECTIONS = [(0, 1), (1, -1), (1, 0), (1, 1)]
STONES = ['B', 'W']
INF = sys.maxsize
EASY_DIFFICULTY = 'AI Easy'
MEDIUM_DIFFICULTY = 'AI Medium'
class Game:
def __init__(self, board, difficulty, hints, heuristic_params):
self.board = board
self.difficulty = difficulty
self.total_stones = 0
self.playing = False
self.win = False
self.is_player_turn = bool(random.getrandbits(1))
self.current_turn = 'W'
self.turn = 1
self.player_stone, self.computer_stone = '', ''
self.winner = ''
self.hints = hints
self.heuristic_params = list(heuristic_params)
def __is_position_outside_of_the_board(self, position):
row, col = position
return row < 0 or col < 0 or row > self.board.BOARD_SIZE or col > self.board.BOARD_SIZE
def is_valid_move(self, position):
row, col = position
return not self.__is_position_outside_of_the_board(position) and self.board.grid[row][col] == '-'
def __put_stone(self, position, stone):
row, col = position
self.board.grid[row][col] = stone
def __get_chain_length(self, position, direction, direction_operator, stone):
chain_length = 0
last_position = position
current_position = tuple(map(direction_operator, position, direction))
while not self.__is_position_outside_of_the_board(current_position):
row, col = current_position
current_stone = self.board.grid[row][col]
if current_stone == stone:
chain_length += 1
else:
return chain_length, last_position
last_position = current_position
current_position = tuple(map(direction_operator, current_position, direction))
return chain_length, last_position
def __get_max_chain_length(self, position, direction, stone):
chain_length = 1
chain_length += self.__get_chain_length(position, direction, operator.add, stone)[0]
chain_length += self.__get_chain_length(position, direction, operator.sub, stone)[0]
return chain_length
def __check_five_in_a_row(self, position, stone):
for direction in DIRECTIONS:
if self.__get_max_chain_length(position, direction, stone) == 5:
return True
return False
def __check_if_exists_one_open_row_with_n_stones(self, n, stone, both_ends=True):
for i in range(self.board.BOARD_SIZE + 1):
for j in range(self.board.BOARD_SIZE + 1):
if self.board.grid[i][j] == stone:
for direction in DIRECTIONS:
if self.__get_max_chain_length((i, j), direction, stone) == n:
position_1 = self.__get_chain_length((i, j), direction, operator.add, stone)[1]
position_1 = tuple(map(operator.add, position_1, direction))
position_2 = self.__get_chain_length((i, j), direction, operator.sub, stone)[1]
position_2 = tuple(map(operator.sub, position_2, direction))
if not self.__is_position_outside_of_the_board(position_1) and \
not self.__is_position_outside_of_the_board(position_2):
tile1 = self.board.grid[position_1[0]][position_1[1]]
tile2 = self.board.grid[position_2[0]][position_2[1]]
if both_ends:
if tile1 == '-' and tile2 == '-':
return True
else:
if tile1 == '-' or tile2 == '-':
return True
return False
def __check_if_move_forms_two_open_rows_of_three_stones(self, position, stone):
for direction in DIRECTIONS:
if self.__get_max_chain_length(position, direction, stone) == 3:
position1 = self.__get_chain_length(position, direction, operator.add, stone)[1]
position1 = tuple(map(operator.add, position1, direction))
position2 = self.__get_chain_length(position, direction, operator.sub, stone)[1]
position2 = tuple(map(operator.sub, position2, direction))
if not self.__is_position_outside_of_the_board(position1) and \
not self.__is_position_outside_of_the_board(position2):
tile1 = self.board.grid[position1[0]][position1[1]]
tile2 = self.board.grid[position2[0]][position2[1]]
if tile1 == '-' and tile2 == '-':
return self.__check_if_exists_one_open_row_with_n_stones(3, stone)
return False
def __check_if_exists_one_row_with_four_stones(self, stone):
for i in range(self.board.BOARD_SIZE + 1):
for j in range(self.board.BOARD_SIZE + 1):
if self.board.grid[i][j] == stone:
for direction in DIRECTIONS:
if self.__get_max_chain_length((i, j), direction, stone) == 4:
return True
return False
def __check_if_move_forms_two_rows_of_four_stones(self, position, stone):
for direction in DIRECTIONS:
if self.__get_max_chain_length(position, direction, stone) == 4:
return self.__check_if_exists_one_row_with_four_stones(stone)
return False
def __check_winner(self, stone):
for i in range(self.board.BOARD_SIZE + 1):
for j in range(self.board.BOARD_SIZE + 1):
if self.board.grid[i][j] == stone:
if self.__check_five_in_a_row((i, j), stone):
return True
return False
def __generate_possible_moves(self, stone):
moves = []
for i in range(0, self.board.BOARD_SIZE + 1):
for j in range(0, self.board.BOARD_SIZE + 1):
if self.board.grid[i][j] == '-':
if not self.__check_if_move_forms_two_open_rows_of_three_stones((i, j), stone) and \
not self.__check_if_move_forms_two_rows_of_four_stones((i, j), stone):
moves.append((i, j))
return moves
def __heuristic(self, stone):
score = 0
if self.__check_winner(stone):
score += self.heuristic_params[0] # starting value: 150_000
if self.__check_if_exists_one_open_row_with_n_stones(4, stone):
score += self.heuristic_params[1] # starting value: 15_000
if self.__check_if_exists_one_open_row_with_n_stones(4, stone, False):
score += self.heuristic_params[2] # starting value: 10_000
if self.__check_if_exists_one_open_row_with_n_stones(4, 'B' if stone != 'B' else 'W'):
score -= self.heuristic_params[3] # starting value: 100_000
if self.__check_if_exists_one_open_row_with_n_stones(4, 'B' if stone != 'B' else 'W', False):
score -= self.heuristic_params[4] # starting value: 50_000
if self.__check_if_exists_one_open_row_with_n_stones(3, stone):
score += self.heuristic_params[5] # starting value: 10_000
if self.__check_if_exists_one_open_row_with_n_stones(3, 'B' if stone != 'B' else 'W'):
score -= self.heuristic_params[6] # starting value: 12_000
if self.__check_if_exists_one_open_row_with_n_stones(2, stone):
score += self.heuristic_params[7] # starting value: 1_000
return score
def __max_value(self, alfa, beta, current_depth, max_depth):
if current_depth >= max_depth or self.__check_winner(self.player_stone):
return [], self.__heuristic(self.player_stone)
val_max = -INF
optimal_move = []
moves = self.__generate_possible_moves(self.computer_stone)
for move in moves:
self.board.grid[move[0]][move[1]] = self.computer_stone
new_move, move_value = self.__min_value(alfa, beta, current_depth + 1, max_depth)
self.board.grid[move[0]][move[1]] = '-'
if val_max < move_value:
val_max = move_value
optimal_move = move
if val_max >= beta:
return optimal_move, val_max
alfa = max(val_max, alfa)
return optimal_move, val_max
def __min_value(self, alfa, beta, current_depth, max_depth):
if current_depth >= max_depth or self.__check_winner(self.computer_stone):
return [], self.__heuristic(self.computer_stone)
val_min = INF
optimal_move = []
moves = self.__generate_possible_moves(self.player_stone)
for move in moves:
self.board.grid[move[0]][move[1]] = self.player_stone
new_move, move_value = self.__max_value(alfa, beta, current_depth + 1, max_depth)
self.board.grid[move[0]][move[1]] = '-'
if val_min > move_value:
val_min = move_value
optimal_move = move
if alfa >= val_min:
return optimal_move, val_min
beta = min(val_min, beta)
return optimal_move, val_min
def __minimax_alfa_beta(self, max_depth):
move, _ = self.__max_value(-INF, INF, 0, max_depth)
return move
def __bfs(self, stone):
moves = []
for i in range(0, self.board.BOARD_SIZE + 1):
for j in range(0, self.board.BOARD_SIZE + 1):
if self.board.grid[i][j] != '-':
for direction in DIRECTIONS:
new_i, new_j = i + direction[0], j + direction[1]
if self.is_valid_move((new_i, new_j)) and \
not self.__check_if_move_forms_two_open_rows_of_three_stones((new_i, new_j), stone) and \
not self.__check_if_move_forms_two_rows_of_four_stones((new_i, new_j), stone):
moves.append((new_i, new_j))
new_i, new_j = i - direction[0], j - direction[1]
if self.is_valid_move((new_i, new_j)) and \
not self.__check_if_move_forms_two_open_rows_of_three_stones((new_i, new_j), stone) and \
not self.__check_if_move_forms_two_rows_of_four_stones((new_i, new_j), stone):
moves.append((new_i, new_j))
return moves
def __best_bfs_move(self, stone):
moves = self.__bfs(stone)
if len(moves) == 0:
return random.randint(0, self.board.BOARD_SIZE), random.randint(0, self.board.BOARD_SIZE)
best_score = -INF
best_move = ()
for move in moves:
self.board.grid[move[0]][move[1]] = stone
score = self.__heuristic(stone)
if score > best_score:
best_score = score
best_move = move
self.board.grid[move[0]][move[1]] = '-'
return best_move
def __computer_move(self, stone):
if self.difficulty == EASY_DIFFICULTY or self.turn < 4:
i, j = random.randint(0, self.board.BOARD_SIZE), random.randint(0, self.board.BOARD_SIZE)
elif self.difficulty == MEDIUM_DIFFICULTY:
i, j = self.__best_bfs_move(stone)
else:
i, j = self.__minimax_alfa_beta(1)
while not self.is_valid_move((i, j)) or \
self.__check_if_move_forms_two_open_rows_of_three_stones((i, j), self.computer_stone) or \
self.__check_if_move_forms_two_rows_of_four_stones((i, j), self.computer_stone):
if self.difficulty == EASY_DIFFICULTY or self.turn < 4:
i, j = random.randint(0, self.board.BOARD_SIZE), random.randint(0, self.board.BOARD_SIZE)
elif self.difficulty == MEDIUM_DIFFICULTY:
i, j = self.__best_bfs_move(stone)
else:
i, j = self.__minimax_alfa_beta(1)
self.__put_stone((i, j), stone)
def switch_turn(self):
if self.current_turn == 'B':
self.current_turn = 'W'
else:
self.current_turn = 'B'
def __first_turn_for_computer(self):
self.__computer_move('B')
self.__computer_move('W')
self.__computer_move('B')
def first_turn_for_player(self, position):
if self.is_player_turn and self.total_stones < 3:
if self.is_valid_move(position):
row, col = position
self.board.last_position = [row, col]
if self.total_stones == 1:
self.__put_stone(position, 'W')
else:
self.__put_stone(position, 'B')
self.total_stones += 1
if self.total_stones == 3:
self.turn = 2
self.is_player_turn = False
self.__second_turn_for_computer()
def first_turn(self):
if not self.is_player_turn:
self.__first_turn_for_computer()
self.total_stones = 3
self.turn = 2
self.is_player_turn = True
def second_turn_for_player(self, position, mouse_position):
if self.is_player_turn:
if self.total_stones < 4:
color = 'B' if self.board.mouse_in_black(mouse_position) else 'W' if self.board.mouse_in_white(
mouse_position) else ''
if color == 'W':
self.player_stone = 'W'
self.computer_stone = 'B'
elif color == 'B':
self.player_stone = 'B'
self.computer_stone = 'W'
self.computer_turn()
if self.player_stone == '':
if self.is_valid_move(position):
row, col = position
self.board.last_position = [row, col]
if self.total_stones == 3:
self.__put_stone(position, 'B')
self.total_stones += 1
else:
self.__put_stone(position, 'W')
self.total_stones += 1
self.turn = 3
self.is_player_turn = False
self.__third_turn_for_computer()
else:
self.turn = 4
def __second_turn_for_computer(self):
if not self.is_player_turn:
choice = random.randint(1, 3)
if choice == 1:
self.player_stone = 'B'
self.computer_stone = 'W'
self.computer_turn()
elif choice == 2:
self.player_stone = 'W'
self.computer_stone = 'B'
else:
self.__computer_move('B')
self.__computer_move('W')
if choice == 3:
self.total_stones += 2
self.turn = 3
else:
self.turn = 4
self.is_player_turn = True
def third_turn_for_player(self, mouse_position):
if self.is_player_turn:
color = 'B' if self.board.mouse_in_black(mouse_position) else 'W' if self.board.mouse_in_white(
mouse_position) else ''
if color == 'B':
self.player_stone = 'B'
self.computer_stone = 'W'
elif color == 'W':
self.player_stone = 'W'
self.computer_stone = 'B'
if color != '':
self.turn = 4
self.computer_turn()
def __third_turn_for_computer(self):
if not self.is_player_turn:
random.shuffle(STONES)
colour = STONES[0]
if colour == 'B':
self.player_stone = 'W'
self.computer_stone = 'B'
else:
self.player_stone = 'B'
self.computer_stone = 'W'
self.computer_turn()
self.turn = 4
def computer_turn(self):
if self.current_turn == self.computer_stone:
self.__computer_move(self.computer_stone)
if self.__check_winner(self.computer_stone):
self.game_over()
self.winner = 'C'
else:
self.total_stones += 1
if self.total_stones == self.board.BOARD_SIZE * self.board.BOARD_SIZE:
self.game_over()
else:
self.switch_turn()
def player_turn(self, position):
if self.current_turn == self.player_stone:
if self.is_valid_move(position) and not self.__check_if_move_forms_two_open_rows_of_three_stones(
position, self.player_stone) and \
not self.__check_if_move_forms_two_rows_of_four_stones(position, self.player_stone):
row, col = position
self.board.last_position = [row, col]
self.board.grid[row][col] = self.player_stone
if self.__check_winner(self.player_stone):
self.game_over()
self.winner = 'P'
else:
self.total_stones += 1
if self.total_stones == self.board.BOARD_SIZE * self.board.BOARD_SIZE:
self.win = True
self.playing = False
else:
self.switch_turn()
self.computer_turn()
def get_hints(self):
if self.hints and self.turn > 3:
move_score_dict = {}
moves = self.__generate_possible_moves(self.player_stone)
for move in moves:
self.board.grid[move[0]][move[1]] = self.player_stone
score = self.__heuristic(self.player_stone)
self.board.grid[move[0]][move[1]] = '-'
move_score_dict[move] = score
sorted_dict = dict(
sorted(move_score_dict.items(), key=lambda item: (item[1], item[0][0], item[0][1]), reverse=True))
first_5_items_dict = []
for i in range(min(5, len(sorted_dict))):
first_5_items_dict.append(list(sorted_dict.items())[i])
return [value[0] for value in first_5_items_dict]
else:
return []
def reset(self):
self.board.reset()
self.total_stones = 0
self.playing = True
self.win = False
self.is_player_turn = bool(random.getrandbits(1))
self.turn = 1
self.winner = ''
self.player_stone, self.computer_stone = '', ''
self.current_turn = 'W'
def game_over(self):
self.playing = False
self.win = True