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game_agent.py
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game_agent.py
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"""Finish all TODO items in this file to complete the isolation project, then
test your agent's strength against a set of known agents using tournament.py
and include the results in your report.
"""
import random
class SearchTimeout(Exception):
"""Subclass base exception for code clarity. """
pass
def custom_score(game, player):
"""The idea is to reward agent by giving it rewards on position of the legal moves on the board
If position is the center agent will recieve the biggest reward, for every circle further from center
agent is recieving less and less points.
If number of possible moves are all close to the center agent will have big reward.
In this Heuristic we are doing that for both us and opponent player, the idea is to maximize our score over opponents
by having more positions close to center.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
#checking if we have a winner
if game.is_loser(player):
return -1e500
if game.is_winner(player):
return 1e500
#Getting legal moves for our opponent and for our player
player_legal_moves = game.get_legal_moves(player)
opponent_legal_moves = game.get_legal_moves(game.get_opponent(player))
#setting scores for our opponent and for us to 0
score = 0
score_opp = 0
#going through all legal moves for our player and collecting score per move
for move in player_legal_moves:
#Check if move is in center:
if move == (3, 3):
score += 10
#firs circle around center
elif move in [(2, 2), (2, 3), (2, 4), (3, 2), (3, 4), (4, 2), (4, 3), (4, 4)]:
score += 6
#second circle around center
elif move in [(1, 1), (1, 2), (1, 3), (1, 4), (1, 5), (2, 1), (2, 5), (3, 1), (3, 5), (4, 1), (4, 5), (5, 1), (5, 2), (5, 3), (5, 4), (5, 5)]:
score += 4
#edges
else:
score += 2
#Going through all legal moves for our opponent and collecting score per move
for move in opponent_legal_moves:
#Check if move is in center:
if move == (3, 3):
score_opp += 10
elif move in [(2, 2), (2, 3), (2, 4), (3, 2), (3, 4), (4, 2), (4, 3), (4, 4)]:
score_opp += 6
elif move in [(1, 1), (1, 2), (1, 3), (1, 4), (1, 5), (2, 1), (2, 5), (3, 1), (3, 5), (4, 1), (4, 5), (5, 1), (5, 2), (5, 3), (5, 4), (5, 5)]:
score_opp += 4
else:
score_opp += 2
return float(score - score_opp)
def custom_score_2(game, player):
""" The goal of this heuristic is to check how many moves our opponent will have after we play cirtain move
by the rule of Isolation we want to minimize this number.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
#Checking if we have the winner yet
if game.is_loser(player):
return -1e500
if game.is_winner(player):
return 1e500
#getting list of all legal moves for OUR plyer
legal_moves = game.get_legal_moves(player)
#setting some value to be default value
#We need to minimize this number so any big number which is not realistic will work
best_value = 100
#Going through list of legal moves for our player
for move in legal_moves:
#getting state of the board if we perform that move
one_move_to_futre = game.forecast_move(move)
#getting legal moves for a opponent according to the new state
one_move_to_futre_legal_moves = one_move_to_futre.get_legal_moves(game.get_opponent(player))
#checking if number of those moves are less then current best value, if yes we change best_value to number of those moves
if len(one_move_to_futre_legal_moves) < best_value:
best_value = len(one_move_to_futre_legal_moves)
return float(best_value)
def custom_score_3(game, player):
"""
The idea is to reward agent by giving it rewards on position of the legal moves on the board
If position is the center agent will recieve the biggest reward, for every circle further from center
agent is recieving less and less points.
If number of possible moves are all close to the center agent will have big reward.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
#Checking if we have a winner
if game.is_loser(player):
return -1e500
if game.is_winner(player):
return 1e500
#Getting list of all legal moves for our player
player_legal_moves = game.get_legal_moves(player)
opponent_legal_moves = game.get_legal_moves(game.get_opponent(player))
#The score is set to be 0 as default
score = 0
score_opp = 0
#Going through all possible moves
for move in player_legal_moves:
if move in opponent_legal_moves:
score += 10
else:
score -= 1
for move in opponent_legal_moves:
if move in player_legal_moves:
score_opp -=10
else:
score_opp += 1
# for move in player_legal_moves:
# #Check if move is in center:
# if move == (3, 3):
# score += 10
# #This check is for the places around the center position
# elif move in [(2, 2), (2, 3), (2, 4), (3, 2), (3, 4), (4, 2), (4, 3), (4, 4)]:
# score += 6
# #Second circle from center
# elif move in [(1, 1), (1, 2), (1, 3), (1, 4), (1, 5), (2, 1), (2, 5), (3, 1), (3, 5), (4, 1), (4, 5), (5, 1), (5, 2), (5, 3), (5, 4), (5, 5)]:
# score += 4
# #All to the edges
# else:
# score += 2
return float(score - score_opp)
def custom_score_4(game, player):
"""This eval function is mentioned in the classes
By subtracting number of our moves by 2 times opponent moves we are chasing him by trying to minimize that difference
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
#This logic is used to check if we have winner of looser
if game.is_loser(player):
return -1e500
if game.is_winner(player):
return 1e500
#We first get number of possible moves for our player
player_legal_moves = len(game.get_legal_moves(player))
#Then we get number of possible moves for opponent player
opponent_legal_moves = len(game.get_legal_moves(game.get_opponent(player)))
return float(player_legal_moves - 2*opponent_legal_moves)
class IsolationPlayer:
"""Base class for minimax and alphabeta agents -- this class is never
constructed or tested directly.
******************** DO NOT MODIFY THIS CLASS ********************
Parameters
----------
search_depth : int (optional)
A strictly positive integer (i.e., 1, 2, 3,...) for the number of
layers in the game tree to explore for fixed-depth search. (i.e., a
depth of one (1) would only explore the immediate sucessors of the
current state.)
score_fn : callable (optional)
A function to use for heuristic evaluation of game states.
timeout : float (optional)
Time remaining (in milliseconds) when search is aborted. Should be a
positive value large enough to allow the function to return before the
timer expires.
"""
def __init__(self, search_depth=3, score_fn=custom_score_3, timeout=10.):
self.search_depth = search_depth
self.score = score_fn
self.time_left = None
self.TIMER_THRESHOLD = timeout
class MinimaxPlayer(IsolationPlayer):
"""Game-playing agent that chooses a move using depth-limited minimax
search. You must finish and test this player to make sure it properly uses
minimax to return a good move before the search time limit expires.
"""
def get_move(self, game, time_left):
"""Search for the best move from the available legal moves and return a
result before the time limit expires.
************** YOU DO NOT NEED TO MODIFY THIS FUNCTION *************
For fixed-depth search, this function simply wraps the call to the
minimax method, but this method provides a common interface for all
Isolation agents, and you will replace it in the AlphaBetaPlayer with
iterative deepening search.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
time_left : callable
A function that returns the number of milliseconds left in the
current turn. Returning with any less than 0 ms remaining forfeits
the game.
Returns
-------
(int, int)
Board coordinates corresponding to a legal move; may return
(-1, -1) if there are no available legal moves.
"""
self.time_left = time_left
# Initialize the best move so that this function returns something
# in case the search fails due to timeout
best_move = (-1, -1)
try:
# The try/except block will automatically catch the exception
# raised when the timer is about to expire.
return self.minimax(game, self.search_depth)
except SearchTimeout:
pass # Handle any actions required after timeout as needed
# Return the best move from the last completed search iteration
return best_move
def minimax_helper(self, game, depth, max_player=True):
"""Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
depth : int - number which represents to what depth should we search our game tree
max_player: boolean - to represent which player is currently on the move (considering our game tree)
Returns
-------
best_value - float value which represent the best_value which is on the node of the best_move to be performed
(int, int)
Board coordinates corresponding to a legal move; may return
(-1, -1) if there are no available legal moves.
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
#Checking if we came to depth of zero, in that case we back-proped to the root and we are ready to value our position
#For valuing we are using our heuristic functions, and we return -1, -1 as NaN value for our move
if depth == 0:
return self.score(game, self), (-1, -1)
#If lenght of list of legal moves is 0 we return utility, witch iz -inf for MIN player, MAX player will have +inf in case of winning
# or we return 0. if non of players won
if len(game.get_legal_moves()) == 0:
return game.utility(self), (-1, -1)
#Setting default values for the best move
best_move = (-1, -1)
best_value = 0
#We are setting WORST cases values for our best_value variable
#NOTE: I've used 1e500 to represent infinity value in the code
# It is kinda hardcoded in another way to represent it, we can use float('-inf') or float('inf')
if max_player:
best_value = -1e500
else:
best_value = 1e500
#Getting list of all legal moves
list_of_moves = game.get_legal_moves()
#The meat of the minimax function
#We iterate through all legal moves from our list
for move in list_of_moves:
#creating 'new state' for our game, which is just look of our board when we perform move
new_state = game.forecast_move(move)
#calling recursively minimax_helper function on new_state, decresing our depth by one and using oposite value for our max_player agrument
current_val, _ = self.minimax_helper(new_state, depth-1, not max_player)
#This is logic if MAX is currently on the move
if max_player:
#getting temp value which will be max of current best_value and calculated value from recursive call
temp_value = max(best_value, current_val)
#if temp value choose current_val to be max, temp_value will be differnt to best_value (-inf)
if temp_value != best_value:
#Setting new values for our best_value and new value for best_move
best_value, best_move = current_val, move
#This is logic for MIN player
else:
temp_value = min(best_value, current_val)
if temp_value != best_value:
best_value, best_move = current_val, move
return best_value, best_move
def minimax(self, game, depth, max_player=True):
"""Implement depth-limited minimax search algorithm as described in
the lectures.
This should be a modified version of MINIMAX-DECISION in the AIMA text.
https://github.com/aimacode/aima-pseudocode/blob/master/md/Minimax-Decision.md
**********************************************************************
You MAY add additional methods to this class, or define helper
functions to implement the required functionality.
**********************************************************************
Parameters
----------
game : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
Returns
-------
(int, int)
The board coordinates of the best move found in the current search;
(-1, -1) if there are no legal moves
Notes
-----
(1) You MUST use the `self.score()` method for board evaluation
to pass the project tests; you cannot call any other evaluation
function directly.
(2) If you use any helper functions (e.g., as shown in the AIMA
pseudocode) then you must copy the timer check into the top of
each helper function or else your agent will timeout during
testing.
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
#Calling helper function for minimax algo
best_value, best_move = self.minimax_helper(game, depth, max_player)
return best_move
class AlphaBetaPlayer(IsolationPlayer):
"""Game-playing agent that chooses a move using iterative deepening minimax
search with alpha-beta pruning. You must finish and test this player to
make sure it returns a good move before the search time limit expires.
"""
def get_move(self, game, time_left):
"""Search for the best move from the available legal moves and return a
result before the time limit expires.
Modify the get_move() method from the MinimaxPlayer class to implement
iterative deepening search instead of fixed-depth search.
**********************************************************************
NOTE: If time_left() < 0 when this function returns, the agent will
forfeit the game due to timeout. You must return _before_ the
timer reaches 0.
**********************************************************************
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
time_left : callable
A function that returns the number of milliseconds left in the
current turn. Returning with any less than 0 ms remaining forfeits
the game.
Returns
-------
(int, int)
Board coordinates corresponding to a legal move; may return
(-1, -1) if there are no available legal moves.
"""
self.time_left = time_left
# Initialize the best move so that this function returns something
# in case the search fails due to timeout
best_move = None
#First check if we have legal moves to perform
#This will assure to return some value if there is no moves to be performed
if len(game.get_legal_moves()) == 0:
best_move = (-1, -1)
return best_move
try:
#Iterative deepening
#Setting depth to 0 for start of iterative deepening
depth = 0
#using while True to represent infinity loop
#loop will be stopped when time for the turn runs out
while True:
#calling alphabeta function on current game state and depth
move = self.alphabeta(game, depth)
#setting new value for best_move to be the best move return by alphabeta algorithm
best_move = move
#increasing the depth by one
depth += 1
print(depth)
except SearchTimeout:
pass # Handle any actions required after timeout as needed
# Return the best move from the last completed search iteration
return best_move
def alphabeta_helper(self, game, depth, alpha, beta, max_player):
"""Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
depth : int - number which represents to what depth should we search our game tree
alpha - best already explored option along path to the root for maximizer
beta - best already explored option along path to the root for minimizer
max_player: boolean - to represent which player is currently on the move (considering our game tree)
Returns
-------
best_value - float value which represent the best_value which is on the node of the best_move to be performed
(int, int)
Board coordinates corresponding to a legal move; may return
(-1, -1) if there are no available legal moves.
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
#Setting default value to (-1, -1) as our
best_move = (-1, -1)
#Checking if we came to depth of zero, in that case we back-proped to the root and we are ready to value our position
#For valuing we are using our heuristic functions, and we return -1, -1 as NaN value for our move
if depth == 0:
return self.score(game, self), best_move
#If lenght of list of legal moves is 0 we return utility, witch iz -inf for MIN player, MAX player will have +inf in case of winning
# or we return 0. if non of players won
if len(game.get_legal_moves()) == 0:
return game.utility(self), best_move
best_value = 0
#We are setting WORST cases values for our best_value variable
#NOTE: I've used 1e500 to represent infinity value in the code
# It is kinda hardcoded in another way to represent it, we can use float('-inf') or float('inf')
if max_player:
best_value = -1e500
else:
best_value = 1e500
#Getting list of all legal moves
list_of_moves = game.get_legal_moves()
#The meat of the minimax function
#We iterate through all legal moves from our list
for move in list_of_moves:
#creating 'new_state' which is look of our gameboard after some move is performed
new_state = game.forecast_move(move)
#recursively calling alphabeta_player with new_state created, depth decreased by one and opposite value of the current one for max_player arg
current_val, _ = self.alphabeta_helper(new_state, depth-1, alpha, beta, not max_player)
#this logic is for MAX player
if max_player:
#getting temp value which will be max of current best_value and calculated value from recursive call
temp_value = max(best_value, current_val)
#if temp value choose current_val to be max, temp_value will be differnt to best_value (-inf)
if temp_value != best_value:
#setting new value for best_value and best_move
best_value, best_move = current_val, move
#checking if beta is less or equal to best_value (value on the node)
#If that is the case we can safely break from the loop and not loop to dipper parts of the tree in that direction
if beta <= best_value:
break
#setting new values for alpha, max value between -inf (default one) and bet_value
alpha = max(alpha, best_value)
#This logic is for MIN player
else:
temp_value = min(best_value, current_val)
if temp_value != best_value:
best_value, best_move = current_val, move
#checking if alpha is bigger or equal to best_value (value on the node)
#If that is the case we can safely break from the loop and not loop to dipper parts of the tree in that direction
if alpha >= best_value:
break
#setting new values for beta, min value between -inf (default one) and bet_value
beta = min(beta, best_value)
return best_value, best_move
def alphabeta(self, game, depth, alpha=float("-inf"), beta=float("inf")):
"""Implement depth-limited minimax search with alpha-beta pruning as
described in the lectures.
This should be a modified version of ALPHA-BETA-SEARCH in the AIMA text
https://github.com/aimacode/aima-pseudocode/blob/master/md/Alpha-Beta-Search.md
**********************************************************************
You MAY add additional methods to this class, or define helper
functions to implement the required functionality.
**********************************************************************
Parameters
----------
game : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
alpha : float
Alpha limits the lower bound of search on minimizing layers
beta : float
Beta limits the upper bound of search on maximizing layers
Returns
-------
(int, int)
The board coordinates of the best move found in the current search;
(-1, -1) if there are no legal moves
Notes
-----
(1) You MUST use the `self.score()` method for board evaluation
to pass the project tests; you cannot call any other evaluation
function directly.
(2) If you use any helper functions (e.g., as shown in the AIMA
pseudocode) then you must copy the timer check into the top of
each helper function or else your agent will timeout during
testing.
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
#calling alphabeta helper function
best_value, best_move = self.alphabeta_helper(game, depth, alpha, beta, True)
return best_move