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"""Games, or Adversarial Search (Chapter 5)"""
SnShine
a validé
from collections import namedtuple
import random
import itertools
import copy
from utils import argmax, vector_add
SnShine
a validé
GameState = namedtuple('GameState', 'to_move, utility, board, moves')
# ______________________________________________________________________________
# Minimax Search
def minimax_decision(state, game):
"""Given a state in a game, calculate the best move by searching
forward all the way to the terminal states. [Figure 5.3]"""
player = game.to_move(state)
def max_value(state):
if game.terminal_test(state):
return game.utility(state, player)
v = -infinity
for a in game.actions(state):
v = max(v, min_value(game.result(state, a)))
return v
def min_value(state):
if game.terminal_test(state):
return game.utility(state, player)
v = infinity
for a in game.actions(state):
v = min(v, max_value(game.result(state, a)))
return v
# Body of minimax_decision:
return argmax(game.actions(state),
# ______________________________________________________________________________
dice_rolls = list(itertools.combinations_with_replacement([1, 2, 3, 4, 5, 6], 2))
direction = {'W' : -1, 'B' : 1}
"""Return the best move for a player after dice are thrown. The game tree
includes chance nodes along with min and max nodes. [Figure 5.11]"""
player = game.to_move(state)
def max_value(state, dice_roll):
v = -infinity
for a in game.actions(state):
v = max(v, chance_node(state, a))
game.dice_roll = dice_roll
def min_value(state, dice_roll):
v = infinity
for a in game.actions(state):
v = min(v, chance_node(state, a))
game.dice_roll = dice_roll
return v
def chance_node(state, action):
res_state = game.result(state, action)
if game.terminal_test(res_state):
return game.utility(res_state, player)
for val in dice_rolls:
game.dice_roll = tuple(map((direction[res_state.to_move]).__mul__, val))
util = 0
if res_state.to_move == player:
util = max_value(res_state, game.dice_roll)
else:
util = min_value(res_state, game.dice_roll)
sum_chances += util * (1/36 if val[0] == val[1] else 1/18)
return sum_chances / num_chances
# Body of expectiminimax:
return argmax(game.actions(state),
key=lambda a: chance_node(state, a), default=None)
def alphabeta_search(state, game):
"""Search game to determine best action; use alpha-beta pruning.
As in [Figure 5.7], this version searches all the way to the leaves."""
player = game.to_move(state)
def max_value(state, alpha, beta):
if game.terminal_test(state):
return game.utility(state, player)
v = -infinity
for a in game.actions(state):
v = max(v, min_value(game.result(state, a), alpha, beta))
if v >= beta:
return v
alpha = max(alpha, v)
return v
def min_value(state, alpha, beta):
if game.terminal_test(state):
return game.utility(state, player)
v = infinity
for a in game.actions(state):
v = min(v, max_value(game.result(state, a), alpha, beta))
if v <= alpha:
return v
beta = min(beta, v)
return v
beta = infinity
v = min_value(game.result(state, a), best_score, beta)
if v > best_score:
best_score = v
def alphabeta_cutoff_search(state, game, d=4, cutoff_test=None, eval_fn=None):
"""Search game to determine best action; use alpha-beta pruning.
This version cuts off search and uses an evaluation function."""
player = game.to_move(state)
def max_value(state, alpha, beta, depth):
if cutoff_test(state, depth):
return eval_fn(state)
v = -infinity
for a in game.actions(state):
v = max(v, min_value(game.result(state, a),
alpha, beta, depth + 1))
if v >= beta:
return v
alpha = max(alpha, v)
return v
def min_value(state, alpha, beta, depth):
if cutoff_test(state, depth):
return eval_fn(state)
v = infinity
for a in game.actions(state):
v = min(v, max_value(game.result(state, a),
alpha, beta, depth + 1))
if v <= alpha:
return v
beta = min(beta, v)
return v
# Body of alphabeta_cutoff_search starts here:
# The default test cuts off at depth d or at a terminal state
cutoff_test = (cutoff_test or
(lambda state, depth: depth > d or
game.terminal_test(state)))
eval_fn = eval_fn or (lambda state: game.utility(state, player))
beta = infinity
v = min_value(game.result(state, a), best_score, beta, 1)
if v > best_score:
best_score = v
# ______________________________________________________________________________
# Players for Games
def query_player(game, state):
"""Make a move by querying standard input."""
print("current state:")
game.display(state)
print("available moves: {}".format(game.actions(state)))
print("")
move = None
if game.actions(state):
move_string = input('Your move? ')
try:
move = eval(move_string)
except NameError:
move = move_string
else:
print('no legal moves: passing turn to next player')
return move
def random_player(game, state):
"""A player that chooses a legal move at random."""
return random.choice(game.actions(state)) if game.actions(state) else None
def alphabeta_player(game, state):
return alphabeta_search(state, game)
def expectiminimax_player(game, state):
return expectiminimax(state, game)
# ______________________________________________________________________________
# Some Sample Games
class Game:
"""A game is similar to a problem, but it has a utility for each
state and a terminal test instead of a path cost and a goal
test. To create a game, subclass this class and implement actions,
result, utility, and terminal_test. You may override display and
successors or you can inherit their default methods. You will also
need to set the .initial attribute to the initial state; this can
be done in the constructor."""
"""Return a list of the allowable moves at this point."""
"""Return the state that results from making a move from a state."""
def utility(self, state, player):
"""Return the value of this final state to player."""
def terminal_test(self, state):
"""Return True if this is a final state for the game."""
def to_move(self, state):
"""Return the player whose move it is in this state."""
return state.to_move
def display(self, state):
def __repr__(self):
return '<{}>'.format(self.__class__.__name__)
def play_game(self, *players):
"""Play an n-person, move-alternating game."""
state = self.initial
while True:
for player in players:
move = player(self, state)
state = self.result(state, move)
if self.terminal_test(state):
self.display(state)
return self.utility(state, self.to_move(self.initial))
"""The game represented in [Figure 5.2]. Serves as a simple test case."""
succs = dict(A=dict(a1='B', a2='C', a3='D'),
B=dict(b1='B1', b2='B2', b3='B3'),
C=dict(c1='C1', c2='C2', c3='C3'),
D=dict(d1='D1', d2='D2', d3='D3'))
utils = dict(B1=3, B2=12, B3=8, C1=2, C2=4, C3=6, D1=14, D2=5, D3=2)
initial = 'A'
return self.succs[state][move]
def utility(self, state, player):
if player == 'MAX':
return self.utils[state]
else:
return -self.utils[state]
def terminal_test(self, state):
return state not in ('A', 'B', 'C', 'D')
def to_move(self, state):
class Fig52Extended(Game):
"""Similar to Fig52Game but bigger. Useful for visualisation"""
succs = {i:dict(l=i*3+1, m=i*3+2, r=i*3+3) for i in range(13)}
utils = dict()
def actions(self, state):
return sorted(list(self.succs.get(state, {}).keys()))
def result(self, state, move):
return self.succs[state][move]
def utility(self, state, player):
if player == 'MAX':
return self.utils[state]
else:
return -self.utils[state]
def terminal_test(self, state):
return state not in range(13)
def to_move(self, state):
return 'MIN' if state in {1, 2, 3} else 'MAX'
class TicTacToe(Game):
"""Play TicTacToe on an h x v board, with Max (first player) playing 'X'.
A state has the player to move, a cached utility, a list of moves in
the form of a list of (x, y) positions, and a board, in the form of
a dict of {(x, y): Player} entries, where Player is 'X' or 'O'."""
def __init__(self, h=3, v=3, k=3):
self.h = h
self.v = v
self.k = k
moves = [(x, y) for x in range(1, h + 1)
for y in range(1, v + 1)]
self.initial = GameState(to_move='X', utility=0, board={}, moves=moves)
"""Legal moves are any square not yet taken."""
return state.moves
if move not in state.moves:
return state # Illegal move has no effect
board = state.board.copy()
board[move] = state.to_move
moves = list(state.moves)
moves.remove(move)
return GameState(to_move=('O' if state.to_move == 'X' else 'X'),
utility=self.compute_utility(board, move, state.to_move),
board=board, moves=moves)
"""Return the value to player; 1 for win, -1 for loss, 0 otherwise."""
return state.utility if player == 'X' else -state.utility
def terminal_test(self, state):
"""A state is terminal if it is won or there are no empty squares."""
return state.utility != 0 or len(state.moves) == 0
def display(self, state):
board = state.board
for x in range(1, self.h + 1):
for y in range(1, self.v + 1):
def compute_utility(self, board, move, player):
"""If 'X' wins with this move, return 1; if 'O' wins return -1; else return 0."""
if (self.k_in_row(board, move, player, (0, 1)) or
self.k_in_row(board, move, player, (1, 0)) or
self.k_in_row(board, move, player, (1, -1)) or
self.k_in_row(board, move, player, (1, 1))):
return +1 if player == 'X' else -1
else:
return 0
def k_in_row(self, board, move, player, delta_x_y):
"""Return true if there is a line through move on board for player."""
(delta_x, delta_y) = delta_x_y
x, y = move
while board.get((x, y)) == player:
n += 1
x, y = x + delta_x, y + delta_y
x, y = move
while board.get((x, y)) == player:
n += 1
x, y = x - delta_x, y - delta_y
return n >= self.k
class ConnectFour(TicTacToe):
"""A TicTacToe-like game in which you can only make a move on the bottom
row, or in a square directly above an occupied square. Traditionally
played on a 7x6 board and requiring 4 in a row."""
def __init__(self, h=7, v=6, k=4):
TicTacToe.__init__(self, h, v, k)
return [(x, y) for (x, y) in state.moves
if y == 1 or (x, y - 1) in state.board]
class Backgammon(Game):
"""A two player game where the goal of each player is to move all the
checkers off the board. The moves for each state are determined by
rolling a pair of dice."""
def __init__(self):
"""Initial state of the game"""
self.dice_roll = tuple(map((direction['W']).__mul__, random.choice(dice_rolls)))
# TODO : Add bar to Board class where a blot is placed when it is hit.
point = {'W' : 0, 'B' : 0}
board = [point.copy() for index in range(24)]
board[0]['B'] = board[23]['W'] = 2
board[5]['W'] = board[18]['B'] = 5
board[7]['W'] = board[16]['B'] = 3
board[11]['B'] = board[12]['W'] = 5
self.allow_bear_off = {'W' : False, 'B' : False}
self.initial = GameState(to_move='W',
utility=0,
board=board,
moves=self.get_all_moves(board, 'W'))
"""Return a list of legal moves for a state."""
player = state.to_move
moves = state.moves
if len(moves) == 1 and len(moves[0]) == 1:
return moves
legal_moves = []
for move in moves:
board = copy.deepcopy(state.board)
if self.is_legal_move(board, move, self.dice_roll, player):
legal_moves.append(move)
return legal_moves
def result(self, state, move):
board = copy.deepcopy(state.board)
player = state.to_move
self.move_checker(board, move[0], self.dice_roll[0], player)
if len(move) == 2:
self.move_checker(board, move[1], self.dice_roll[1], player)
to_move = ('W' if player == 'B' else 'B')
return GameState(to_move=to_move,
utility=self.compute_utility(board, move, player),
board=board,
moves=self.get_all_moves(board, to_move))
def utility(self, state, player):
"""Return the value to player; 1 for win, -1 for loss, 0 otherwise."""
return state.utility if player == 'W' else -state.utility
def terminal_test(self, state):
"""A state is terminal if one player wins."""
return state.utility != 0
def get_all_moves(self, board, player):
"""All possible moves for a player i.e. all possible ways of
choosing two checkers of a player from the board for a move
at a given state."""
all_points = board
taken_points = [index for index, point in enumerate(all_points)
if self.checkers_at_home(board, player) == 1:
return [(taken_points[0], )]
moves = list(itertools.permutations(taken_points, 2))
moves = moves + [(index, index) for index, point in enumerate(all_points)
return moves
def display(self, state):
"""Display state of the game."""
board = state.board
player = state.to_move
print("current state : ")
for index, point in enumerate(board):
print("point : ", index, " W : ", point['W'], " B : ", point['B'])
print("to play : ", player)
def compute_utility(self, board, move, player):
"""If 'W' wins with this move, return 1; if 'B' wins return -1; else return 0."""
util = {'W' : 1, 'B' : '-1'}
if board[idx][player] > 0:
return 0
return util[player]
def checkers_at_home(self, board, player):
"""Return the no. of checkers at home for a player."""
sum_range = range(0, 7) if player == 'W' else range(17, 24)
count = 0
for idx in sum_range:
count = count + board[idx][player]
def is_legal_move(self, board, start, steps, player):
"""Move is a tuple which contains starting points of checkers to be
moved during a player's turn. An on-board move is legal if both the destinations
are open. A bear-off move is the one where a checker is moved off-board.
It is legal only after a player has moved all his checkers to his home."""
dest1, dest2 = vector_add(start, steps)
dest_range = range(0, 24)
move1_legal = move2_legal = False
if dest1 in dest_range:
if self.is_point_open(player, board[dest1]):
self.move_checker(board, start[0], steps[0], player)
move1_legal = True
else:
if self.allow_bear_off[player]:
self.move_checker(board, start[0], steps[0], player)
move1_legal = True
if not move1_legal:
return False
if dest2 in dest_range:
if self.is_point_open(player, board[dest2]):
move2_legal = True
else:
if self.allow_bear_off[player]:
move2_legal = True
return move1_legal and move2_legal
def move_checker(self, board, start, steps, player):
"""Move a checker from starting point by a given number of steps"""
dest = start + steps
dest_range = range(0, 24)
board[start][player] -= 1
board[dest][player] += 1
if self.checkers_at_home(board, player) == 15:
self.allow_bear_off[player] = True
def is_point_open(self, player, point):
"""A point is open for a player if the no. of opponent's
checkers already present on it is 0 or 1. A player can
move a checker to a point only if it is open."""
opponent = 'B' if player == 'W' else 'W'
def play_game(self, *players):
"""Play backgammon."""
state = self.initial
while True:
for player in players:
saved_dice_roll = self.dice_roll
move = player(self, state)
self.dice_roll = saved_dice_roll
if move is not None:
state = self.result(state, move)
self.dice_roll = tuple(map((direction[player]).__mul__,
random.choice(dice_rolls)))
if self.terminal_test(state):
self.display(state)
return self.utility(state, self.to_move(self.initial))