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game.py
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game.py
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import numpy as np
import tkinter
class Board(object):
"""
board for the game
"""
def __init__(self, **kwargs):
self.width = int(kwargs.get('width', 8))
self.height = int(kwargs.get('height', 8))
self.states = {} # board states, key:move as location on the board, value:player as pieces type
self.n_in_row = int(kwargs.get('n_in_row', 5)) # need how many pieces in a row to win
self.players = [1, 2] # player1 and player2
def init_board(self, start_player=0):
if self.width < self.n_in_row or self.height < self.n_in_row:
raise Exception('board width and height can not less than %d' % self.n_in_row)
self.current_player = self.players[start_player] # start player
self.availables = list(range(self.width * self.height)) # available moves
self.states = {} # board states, key:move as location on the board, value:player as pieces type
self.last_move = -1
def move_to_location(self, move):
"""
3*3 board's moves like:
6 7 8
3 4 5
0 1 2
and move 5's location is (1,2)
"""
h = move // self.width
w = move % self.width
return [h, w]
def location_to_move(self, location):
if(len(location) != 2):
return -1
h = location[0]
w = location[1]
move = h * self.width + w
if(move not in range(self.width * self.height)):
return -1
return move
def current_state(self):
"""return the board state from the perspective of the current player
shape: 4*width*height"""
square_state = np.zeros((4, self.width, self.height))
if self.states:
moves, players = np.array(list(zip(*self.states.items())))
move_curr = moves[players == self.current_player]
move_oppo = moves[players != self.current_player]
square_state[0][move_curr // self.width, move_curr % self.height] = 1.0
square_state[1][move_oppo // self.width, move_oppo % self.height] = 1.0
square_state[2][self.last_move //self.width, self.last_move % self.height] = 1.0 # last move indication
if len(self.states)%2 == 0:
square_state[3][:,:] = 1.0
return square_state[:,::-1,:]
def do_move(self, move):
self.states[move] = self.current_player
self.availables.remove(move)
self.current_player = self.players[0] if self.current_player == self.players[1] else self.players[1]
self.last_move = move
def has_a_winner(self):
width = self.width
height = self.height
states = self.states
n = self.n_in_row
moved = list(set(range(width * height)) - set(self.availables))
if(len(moved) < self.n_in_row*2 - 1):
return False, -1
for m in moved:
h = m // width
w = m % width
player = states[m]
if (w in range(width - n + 1) and
len(set(states.get(i, -1) for i in range(m, m + n))) == 1):
return True, player
if (h in range(height - n + 1) and
len(set(states.get(i, -1) for i in range(m, m + n * width, width))) == 1):
return True, player
if (w in range(width - n + 1) and h in range(height - n + 1) and
len(set(states.get(i, -1) for i in range(m, m + n * (width + 1), width + 1))) == 1):
return True, player
if (w in range(n - 1, width) and h in range(height - n + 1) and
len(set(states.get(i, -1) for i in range(m, m + n * (width - 1), width - 1))) == 1):
return True, player
return False, -1
def game_end(self):
"""Check whether the game is ended or not"""
win, winner = self.has_a_winner()
if win:
return True, winner
elif not len(self.availables):#
return True, -1
return False, -1
def get_current_player(self):
return self.current_player
class Point:
def __init__(self, x, y):
self.x = x;
self.y = y;
self.pixel_x = 30 + 30 * self.x
self.pixel_y = 30 + 30 * self.y
class Game(object):
"""
game server
"""
def __init__(self, board, **kwargs):
self.board = board
def click1(self, event): #click1 because keyword repetition
current_player = self.board.get_current_player()
if current_player == 1:
i = (event.x) // 30
j = (event.y) // 30
ri = (event.x) % 30
rj = (event.y) % 30
i = i-1 if ri<15 else i
j = j-1 if rj<15 else j
move = self.board.location_to_move((i, j))
if move in self.board.availables:
self.cv.create_oval(self.chess_board_points[i][j].pixel_x-10, self.chess_board_points[i][j].pixel_y-10, self.chess_board_points[i][j].pixel_x+10, self.chess_board_points[i][j].pixel_y+10, fill='black')
self.board.do_move(move)
def run(self):
current_player = self.board.get_current_player()
end, winner = self.board.game_end()
if current_player == 2 and not end:
player_in_turn = self.players[current_player]
move = player_in_turn.get_action(self.board)
self.board.do_move(move)
i, j = self.board.move_to_location(move)
self.cv.create_oval(self.chess_board_points[i][j].pixel_x-10, self.chess_board_points[i][j].pixel_y-10, self.chess_board_points[i][j].pixel_x+10, self.chess_board_points[i][j].pixel_y+10, fill='white')
end, winner = self.board.game_end()
if end:
if winner != -1:
self.cv.create_text(self.board.width*15+15, self.board.height*30+30, text="Game over. Winner is {}".format(self.players[winner]))
self.cv.unbind('<Button-1>')
else:
self.cv.create_text(self.board.width*15+15, self.board.height*30+30, text="Game end. Tie")
return winner
else:
self.cv.after(100, self.run)
def graphic(self, board, player1, player2):
"""
Draw the board and show game info
"""
width = board.width
height = board.height
p1, p2 = self.board.players
player1.set_player_ind(p1)
player2.set_player_ind(p2)
self.players = {p1: player1, p2:player2}
window = tkinter.Tk()
self.cv = tkinter.Canvas(window, height=height*30+60, width=width*30 + 30, bg = 'white')
self.chess_board_points = [[None for i in range(height)] for j in range(width)]
for i in range(width):
for j in range(height):
self.chess_board_points[i][j] = Point(i, j);
for i in range(width): #vertical line
self.cv.create_line(self.chess_board_points[i][0].pixel_x, self.chess_board_points[i][0].pixel_y, self.chess_board_points[i][width-1].pixel_x, self.chess_board_points[i][width-1].pixel_y)
for j in range(height): #rizontal line
self.cv.create_line(self.chess_board_points[0][j].pixel_x, self.chess_board_points[0][j].pixel_y, self.chess_board_points[height-1][j].pixel_x, self.chess_board_points[height-1][j].pixel_y)
self.button = tkinter.Button(window, text="start game!", command=self.run)
self.cv.bind('<Button-1>', self.click1)
self.cv.pack()
self.button.pack()
window.mainloop()
def start_play(self, player1, player2, start_player=0, is_shown=1):
"""
start a game between two players
"""
if start_player not in (0,1):
raise Exception('start_player should be 0 (player1 first) or 1 (player2 first)')
self.board.init_board(start_player)
if is_shown:
self.graphic(self.board, player1, player2)
else:
p1, p2 = self.board.players
player1.set_player_ind(p1)
player2.set_player_ind(p2)
players = {p1: player1, p2:player2}
while(1):
current_player = self.board.get_current_player()
print(current_player)
player_in_turn = players[current_player]
move = player_in_turn.get_action(self.board)
self.board.do_move(move)
if is_shown:
self.graphic(self.board, player1.player, player2.player)
end, winner = self.board.game_end()
if end:
return winner
def start_self_play(self, player, is_shown=0, temp=1e-3):
""" start a self-play game using a MCTS player, reuse the search tree
store the self-play data: (state, mcts_probs, z)
"""
self.board.init_board()
p1, p2 = self.board.players
states, mcts_probs, current_players = [], [], []
while(1):
move, move_probs = player.get_action(self.board, temp=temp, return_prob=1)
# store the data
states.append(self.board.current_state())
mcts_probs.append(move_probs)
current_players.append(self.board.current_player)
# perform a move
self.board.do_move(move)
end, winner = self.board.game_end()
if end:
# winner from the perspective of the current player of each state
winners_z = np.zeros(len(current_players))
if winner != -1:
winners_z[np.array(current_players) == winner] = 1.0
winners_z[np.array(current_players) != winner] = -1.0
#reset MCTS root node
player.reset_player()
if is_shown:
if winner != -1:
print("Game end. Winner is player:", winner)
else:
print("Game end. Tie")
return winner, zip(states, mcts_probs, winners_z)