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random_bot.py
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import time
import sys
import random
import copy
from base_client import LiacBot
WHITE = 1
BLACK = -1
NONE = 0
MEU = 0
MAX = sys.maxint
# BOT =========================================================================
class RandomBot(LiacBot):
name = 'Random Bot'
def __init__(self):
super(RandomBot, self).__init__()
self.last_move = None
def on_move(self, state):
print "Generating a move...,"
board = Board(state)
if state['bad_move']:
print(state['bad_move'])
print "bad"
print "bad"
print "bad"
#raw_input()
#moves = board.generate()
nMoves = self.negamax(4, board, -MAX, MAX)
nMoves = nMoves[0][0]
#nMoves = board.evaluate(moves)
self.last_move = nMoves
print(nMoves)
self.send_move(nMoves[0], nMoves[1])
#move = random.choice(moves)
#self.last_move = move
#print(move)
#self.send_move(move[0], move[1])
def on_game_over(self, state):
print('Game Over.')
sys.exit()
def negamax(self, depth, board, alpha, beta):
#print "profundidade[",depth
if depth == 0:
return ([],board.evaluate())
moves = board.generate()
if len(moves) == 0:
return ([],board.evaluate())
#max = -sys.maxint - 1
myMove = []
#j = 0
for move in moves:
#j = j+1
#print "jogada", j
board.moves = []
#print move
posO, posNova, tipoMinha, tipoInimigo, idMinha, idInimigo = board.make_move(move)
board.my_team = -board.my_team
board.my_pieces, board.enemy_pieces = board.enemy_pieces, board.my_pieces
score = self.negamax(depth - 1, board, -beta, -alpha)
score = (score[0],-score[1])
board.my_team = -board.my_team
board.my_pieces, board.enemy_pieces = board.enemy_pieces, board.my_pieces
board.unmake_move(posO, posNova, tipoMinha, tipoInimigo, idMinha, idInimigo)
if score[1] >= beta:
n_move = [move]
n_move.append(score[0])
myMove = n_move
return (myMove,score[1])
else:
alpha = score[1]
n_move = [move]
n_move.append(score[0])
myMove = n_move
return (myMove,alpha)
def negamax2(self, depth, board):
#print "profundidade[",depth
if depth == 0:
return ([],board.evaluate())
moves = board.generate()
if len(moves) == 0:
return ([],board.evaluate())
max = -sys.maxint - 1
myMove = []
#j = 0
for move in moves:
#j = j+1
#print "jogada", j
board.moves = []
posO, posNova, tipoMinha, tipoInimigo, idMinha, idInimigo = board.make_move(move)
board.my_team = -board.my_team
board.my_pieces, board.enemy_pieces = board.enemy_pieces, board.my_pieces
score = self.negamax(depth - 1, board)
score = (score[0],-score[1])
board.my_team = -board.my_team
board.my_pieces, board.enemy_pieces = board.enemy_pieces, board.my_pieces
board.unmake_move(posO, posNova, tipoMinha, tipoInimigo, idMinha, idInimigo)
if score[1] > max:
max = score[1]
n_move = [move]
n_move.append(score[0])
myMove = n_move
return (myMove,max)
# =============================================================================
# MODELS ======================================================================
class Board(object):
# pega todos movimentos possiveis, copia o mapa do tabuleiro. Para cada movimento possivel, faz evaluation simples
# retorna o movimento com o melhor evaluation
def evaluate(self):
totalMeu = 0
totalOponente = 0
i = 0
j = 0
if self.my_team == BLACK:
for p in self.my_pieces['p']:
totalMeu = totalMeu+7-p.position[0]
i = i+1
for p in self.enemy_pieces['p']:
totalOponente = totalOponente+p.position[0]
j = j+10
else:
for p in self.my_pieces['p']:
i = i+1
totalMeu = totalMeu+p.position[0]
for p in self.enemy_pieces['p']:
totalOponente = totalOponente+7-p.position[0]
j = j+10
#funcao de avaliacao. simples
points = 9 * (len(self.my_pieces['q'])-len(self.enemy_pieces['q'])) + 3 * (len(self.my_pieces['n'])-len(self.enemy_pieces['n'])) + 5 * (len(self.my_pieces['r'])-len(self.enemy_pieces['r'])) + (len(self.my_pieces['p'])-len(self.enemy_pieces['p']))
#print (points)
#print self.my_team
return (points)
def __init__(self, state, board = None, move = None):
if board == None:
self.cells = [[None for j in xrange(8)] for i in xrange(8)]
self.my_pieces = {
'r': [],
'p': [],
'q': [],
'n': [],
}
self.enemy_pieces = {
'r': [],
'p': [],
'q': [],
'n': [],
}
self.state = state
self.moves = []
self.my_team = state['who_moves']
MEU = state['who_moves']
PIECES = {
'r': Rook,
'p': Pawn,
'q': Queen,
'n': Knight,
}
c = state['board']
i = 0
#print "INICIAL"
for row in xrange(7, -1, -1):
for col in xrange(0, 8):
if c[i] != '.':
identificacao = c[i].lower()
cls = PIECES[identificacao]
team = BLACK if identificacao == c[i] else WHITE
piece = cls(self, team, (row, col), row*8+col)
self.cells[row][col] = piece
if team == self.my_team:
self.my_pieces[identificacao].append(piece)
else:
self.enemy_pieces[identificacao].append(piece)
i += 1
def make_move(self, move):
#print "MAKE"
p = self.cells[move[1][0]][move[1][1]]
myPiece = self.cells[move[0][0]] [move[0][1]]
idMinha = myPiece.pk
clsE= None
idInimigo = None
#print self.cells[7][0]
#print self.cells[7][6]
#print "POSICAO 00 self.cells[7][6]"
pName = type(p).__name__
if(p is not None):
#print "minha pegou",type(myPiece), myPiece.position
#print pName
if(pName == "Pawn"):
#print "removed ",pName," from ",p.position
clsE = Pawn
self.enemy_pieces['p'].remove(p)
elif(pName == "Rook"):
#print "removed ",pName," from ",p.position
self.enemy_pieces['r'].remove(p)
clsE = Rook
elif(pName == "Queen"):
#print "removed ",pName," from ",p.position
self.enemy_pieces['q'].remove(p)
clsE = Queen
elif(pName == "Knight"):
#print "removed ",pName," from ",p.position
self.enemy_pieces['n'].remove(p)
clsE = Knight
idInimigo = p.pk
try:
#index = self.my_pieces['p'].index(myPiece)
#pc = self.my_pieces['p'].pop(index)
#print "REMOVIDA ",pc.position,"-", pc.pk," ",type(pc)
#print "REMOVIDA ",myPiece.position,"-", myPiece.pk," ",type(myPiece)
self.my_pieces['p'].remove(myPiece)
#print "remove MYPIECE",type(myPiece).__name__,"FROM p ",myPiece.position
myPiece.position = move[1]
self.my_pieces['p'].append(myPiece)
#print "===and added to ", myPiece.position
clsM = Pawn
except ValueError:
try:
#index = self.my_pieces['q'].index(myPiece)
#pc = self.my_pieces['q'].pop(index)
#print "REMOVIDA ",pc.position,"-", pc.pk," ",type(pc)
#print "REMOVIDA ",myPiece.position,"-", myPiece.pk," ",type(myPiece)
self.my_pieces['q'].remove(myPiece)
#print "remove MYPIECE",type(myPiece).__name__,"FROM q ",myPiece.position
myPiece.position = move[1]
self.my_pieces['q'].append(myPiece)
#print "===and added to ", myPiece.position
clsM = Queen
except ValueError:
try:
#index = self.my_pieces['n'].index(myPiece)
#pc = self.my_pieces['n'].pop(index)
#print "REMOVIDA ",pc.position,"-", pc.pk," ",type(pc)
#print "REMOVIDA ",myPiece.position,"-", myPiece.pk," ",type(myPiece)
self.my_pieces['n'].remove(myPiece)
#print "remove MYPIECE",type(myPiece).__name__,"FROM n ",myPiece.position
myPiece.position = move[1]
self.my_pieces['n'].append(myPiece)
#print "===and added to ", myPiece.position
clsM = Knight
except ValueError:
try:
#index = self.my_pieces['r'].index(myPiece)
#pc = self.my_pieces['r'].pop(index)
#print "REMOVIDA ",pc.position,"-", pc.pk," ",type(pc)
#print "REMOVIDA ",myPiece.position,"-", myPiece.pk," ",type(myPiece)
self.my_pieces['r'].remove(myPiece)
#print "remove MYPIECE",type(myPiece).__name__,"FROM r ",myPiece.position
myPiece.position = move[1]
self.my_pieces['r'].append(myPiece)
#print "===and added to ", myPiece.position
clsM = Rook
except ValueError:
print "ERRORERRORERRORERRORERRORERRORERRORERRORERRORERRORERRORERRORERRORERRORERRORERRORERROR"
self.cells[move[1][0]] [move[1][1]] = myPiece
self.cells[move[0][0]] [move[0][1]] = None
#adjust position variable inside
self.cells[move[1][0]] [move[1][1]].position = move[1]
#if not type(p).__name__==pName:
# print "MEGAERRRO"
# print type(p).__name__,"!=",pName
# print type(myPiece).__name__
# return
#print clsM
return move[0], move[1], clsM, clsE, idMinha, idInimigo
def unmake_move(self, posO, posNova, clsM, clsE, idMinha, idInimigo):
#print "UNMAKE"
minha = clsM(self, self.my_team, posO, idMinha)
mineX = posNova[0]
mineY = posNova[1]
#print clsM
try:
self.my_pieces['p'].remove(minha)
#print "devolveu ",type(minha).__name__," da posicao ",self.cells[mineX][mineY].position
self.cells[posO[0]][posO[1]] = minha
#print "===para a posicao ",minha.position
self.my_pieces['p'].append(minha)
except ValueError:
try:
self.my_pieces['q'].remove(minha)
#print "devolveu ",type(minha).__name__," da posicao ",self.cells[mineX][mineY].position
self.cells[posO[0]][posO[1]] = minha
#print "===para a posicao ",minha.position
self.my_pieces['q'].append(minha)
except ValueError:
try:
self.my_pieces['n'].remove(minha)
#print "devolveu ",type(minha).__name__," da posicao ",self.cells[mineX][mineY].position
self.cells[posO[0]][posO[1]] = minha
#print "===para a posicao ",minha.position
self.my_pieces['n'].append(minha)
except ValueError:
try:
self.my_pieces['r'].remove(minha)
#print "devolveu ",type(minha).__name__," da posicao ",self.cells[mineX][mineY].position
self.cells[posO[0]][posO[1]] = minha
#print "===para a posicao ",minha.position
self.my_pieces['r'].append(minha)
except ValueError:
print "ERRORERRORERRORERRORERRORERROR"
self.cells[posO[0]][posO[1]].position = posO
self.cells[mineX][mineY] = None
if(idInimigo is not None):
inimigo = clsE(self, -self.my_team, posNova, idInimigo)
self.cells[mineX][mineY] = inimigo
self.cells[mineX][mineY].position = inimigo.position
enemyName = type(inimigo).__name__
if(enemyName == "Pawn"):
self.enemy_pieces['p'].append(inimigo)
#print "DEVOLVEU INIMIGO PARA ",inimigo.position
elif(enemyName == "Rook"):
self.enemy_pieces['r'].append(inimigo)
#print "DEVOLVEU INIMIGO PARA ",inimigo.position
elif(enemyName == "Queen"):
self.enemy_pieces['q'].append(inimigo)
#print "DEVOLVEU INIMIGO PARA ",inimigo.position
elif(enemyName == "Knight"):
self.enemy_pieces['n'].append(inimigo)
#print "DEVOLVEU INIMIGO PARA ",inimigo.position
def __getitem__(self, pos):
if not 0 <= pos[0] <= 7 or not 0 <= pos[1] <= 7:
return None
return self.cells[pos[0]][pos[1]]
def __setitem__(self, pos, value):
self._cells[pos[0]][pos[1]] = value
def is_empty(self, pos):
return self[pos] is None
def generate(self):
moves = []
for piece in self.my_pieces['r']:
ms = piece.generate()
ms = [(piece.position, m) for m in ms]
self.moves.extend(ms)
for piece in self.my_pieces['n']:
ms = piece.generate()
ms = [(piece.position, m) for m in ms]
self.moves.extend(ms)
for piece in self.my_pieces['q']:
ms = piece.generate()
ms = [(piece.position, m) for m in ms]
self.moves.extend(ms)
for piece in self.my_pieces['p']:
ms = piece.generate()
ms = [(piece.position, m) for m in ms]
self.moves.extend(ms)
return self.moves
class Piece(object):
myType = None
def __init__(self):
self.board = None
self.team = None
self.position = None
self.pk = None
#self.type = None
def __eq__(self, other):
if other is None:
return False
if self.pk == other.pk:
return True
else:
return False
def generate(self):
pass
def is_opponent(self, piece):
return piece is not None and piece.team != self.team
class Pawn(Piece):
def __init__(self, board, team, position,pk):
self.board = board
self.team = team
self.position = position
self.pk = pk
def generate(self):
moves = []
my_row, my_col = self.position
d = self.team
# Movement to 1 forward
pos = (my_row + d*1, my_col)
if 0<=pos[0]<=7:
if self.board.is_empty(pos):
moves.append(pos)
# Normal capture to right
pos = (my_row + d*1, my_col+1)
piece = self.board[pos]
if self.is_opponent(piece):
moves.append(pos)
# Normal capture to left
pos = (my_row + d*1, my_col-1)
piece = self.board[pos]
if self.is_opponent(piece):
moves.append(pos)
return moves
class Rook(Piece):
def __init__(self, board, team, position,pk):
self.board = board
self.team = team
self.position = position
self.pk = pk
def _col(self, dir_):
my_row, my_col = self.position
d = -1 if dir_ < 0 else 1
for col in xrange(1, abs(dir_)):
yield (my_row, my_col + d*col)
def _row(self, dir_):
my_row, my_col = self.position
d = -1 if dir_ < 0 else 1
for row in xrange(1, abs(dir_)):
yield (my_row + d*row, my_col)
def _gen(self, moves, gen, idx):
for pos in gen(idx):
piece = self.board[pos]
if piece is None:
moves.append(pos)
continue
elif piece.team != self.team:
moves.append(pos)
break
def generate(self):
moves = []
my_row, my_col = self.position
self._gen(moves, self._col, 8-my_col) # RIGHT
self._gen(moves, self._col, -my_col-1) # LEFT
self._gen(moves, self._row, 8-my_row) # TOP
self._gen(moves, self._row, -my_row-1) # BOTTOM
return moves
class Bishop(Piece):
def __init__(self, board, team, position, pk):
self.board = board
self.team = team
self.position = position
self.pk = pk
def _gen(self, moves, row_dir, col_dir):
my_row, my_col = self.position
for i in xrange(1, 8):
row = row_dir*i
col = col_dir*i
q_row, q_col = my_row+row, my_col+col
if not 0 <= q_row <= 7 or not 0 <= q_col <= 7:
break
piece = self.board[q_row, q_col]
if piece is not None:
if piece.team != self.team:
moves.append((q_row, q_col))
break
moves.append((q_row, q_col))
def generate(self):
moves = []
self._gen(moves, row_dir=1, col_dir=1) # TOPRIGHT
self._gen(moves, row_dir=1, col_dir=-1) # TOPLEFT
self._gen(moves, row_dir=-1, col_dir=-1) # BOTTOMLEFT
self._gen(moves, row_dir=-1, col_dir=1) # BOTTOMRIGHT
return moves
class Queen(Piece):
def __init__(self, board, team, position,pk):
self.board = board
self.team = team
self.position = position
self.pk = pk
def _col(self, dir_):
my_row, my_col = self.position
d = -1 if dir_ < 0 else 1
for col in xrange(1, abs(dir_)):
yield (my_row, my_col + d*col)
def _row(self, dir_):
my_row, my_col = self.position
d = -1 if dir_ < 0 else 1
for row in xrange(1, abs(dir_)):
yield (my_row + d*row, my_col)
def _gen_rook(self, moves, gen, idx):
for pos in gen(idx):
piece = self.board[pos]
if piece is None:
moves.append(pos)
continue
elif piece.team != self.team:
moves.append(pos)
break
def _gen_bishop(self, moves, row_dir, col_dir):
my_row, my_col = self.position
for i in xrange(1, 8):
row = row_dir*i
col = col_dir*i
q_row, q_col = my_row+row, my_col+col
if not 0 <= q_row <= 7 or not 0 <= q_col <= 7:
break
piece = self.board[q_row, q_col]
if piece is not None:
if piece.team != self.team:
moves.append((q_row, q_col))
break
moves.append((q_row, q_col))
def generate(self):
moves = []
my_row, my_col = self.position
self._gen_rook(moves, self._col, 8-my_col) # RIGHT
self._gen_rook(moves, self._col, -my_col-1) # LEFT
self._gen_rook(moves, self._row, 8-my_row) # TOP
self._gen_rook(moves, self._row, -my_row-1) # BOTTOM
self._gen_bishop(moves, row_dir=1, col_dir=1) # TOPRIGHT
self._gen_bishop(moves, row_dir=1, col_dir=-1) # TOPLEFT
self._gen_bishop(moves, row_dir=-1, col_dir=-1) # BOTTOMLEFT
self._gen_bishop(moves, row_dir=-1, col_dir=1) # BOTTOMRIGHT
return moves
class Knight(Piece):
def __init__(self, board, team, position,pk):
self.board = board
self.team = team
self.position = position
self.pk = pk
def _gen(self, moves, row, col):
if not 0 <= row <= 7 or not 0 <= col <= 7:
return
piece = self.board[(row, col)]
if piece is None or self.is_opponent(piece):
moves.append((row, col))
def generate(self):
moves = []
my_row, my_col = self.position
self._gen(moves, my_row+1, my_col+2)
self._gen(moves, my_row+1, my_col-2)
self._gen(moves, my_row-1, my_col+2)
self._gen(moves, my_row-1, my_col-2)
self._gen(moves, my_row+2, my_col+1)
self._gen(moves, my_row+2, my_col-1)
self._gen(moves, my_row-2, my_col+1)
self._gen(moves, my_row-2, my_col-1)
return moves
# =============================================================================
if __name__ == '__main__':
color = 0
port = 50200
if len(sys.argv) > 1:
if sys.argv[1] == 'black':
color = 1
port = 50100
bot = RandomBot()
bot.port = port
bot.start()