"""Games, or Adversarial Search (Chapter 5)""" from collections import namedtuple import random import itertools import copy from utils import argmax, vector_add infinity = float('inf') 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), key=lambda a: min_value(game.result(state, a))) # ______________________________________________________________________________ def expectiminimax(state, game): """Returns 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): if game.terminal_test(state): return game.utility(state, player) v = -infinity for a in game.actions(state): v = max(v, chance_node(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, chance_node(state, a)) return v def chance_node(state, action): res_state = game.result(state, action) sum_chances = 0 num_chances = 21 dice_rolls = list(itertools.combinations_with_replacement([1, 2, 3, 4, 5, 6], 2)) if res_state.to_move == 'W': for val in dice_rolls: game.dice_roll = (-val[0], -val[1]) sum_chances += max_value(res_state) * (1/36 if val[0] == val[1] else 1/18) elif res_state.to_move == 'B': for val in dice_rolls: game.dice_roll = val sum_chances += min_value(res_state) * (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)) 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) # Functions used by alphabeta 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 # Body of alphabeta_cutoff_search: best_score = -infinity beta = infinity best_action = None for a in game.actions(state): v = min_value(game.result(state, a), best_score, beta) if v > best_score: best_score = v best_action = a return best_action 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) # Functions used by alphabeta 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)) best_score = -infinity beta = infinity best_action = None for a in game.actions(state): v = min_value(game.result(state, a), best_score, beta, 1) if v > best_score: best_score = v best_action = a return best_action # ______________________________________________________________________________ # 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_string = input('Your move? ') try: move = eval(move_string) except NameError: move = move_string return move def random_player(game, state): """A player that chooses a legal move at random.""" return random.choice(game.actions(state)) 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.""" def actions(self, state): """Return a list of the allowable moves at this point.""" raise NotImplementedError def result(self, state, move): """Return the state that results from making a move from a state.""" raise NotImplementedError def utility(self, state, player): """Return the value of this final state to player.""" raise NotImplementedError def terminal_test(self, state): """Return True if this is a final state for the game.""" return not self.actions(state) def to_move(self, state): """Return the player whose move it is in this state.""" return state.to_move def display(self, state): """Print or otherwise display the state.""" print(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)) class Fig52Game(Game): """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' def actions(self, state): return 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 ('A', 'B', 'C', 'D') def to_move(self, state): return 'MIN' if state in 'BCD' else 'MAX' 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) def actions(self, state): """Legal moves are any square not yet taken.""" return state.moves def result(self, state, move): 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) def utility(self, state, player): """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): print(board.get((x, y), '.'), end=' ') print() 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 n = 0 # n is number of moves in row 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 n -= 1 # Because we counted move itself twice 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) def actions(self, state): 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): self.dice_roll = (-random.randint(1, 6), -random.randint(1, 6)) board = Board() self.initial = GameState(to_move='W', utility=0, board=board, moves=self.get_all_moves(board, 'W')) def actions(self, state): """Returns a list of legal moves for a state.""" player = state.to_move moves = state.moves legal_moves = [] for move in moves: board = copy.deepcopy(state.board) if board.is_legal_move(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 board.move_checker(move[0], self.dice_roll[0], player) board.move_checker(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, to_move), 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.points taken_points = [index for index, point in enumerate(all_points) if point.checkers[player] > 0] moves = list(itertools.permutations(taken_points, 2)) moves = moves + [(index, index) for index, point in enumerate(all_points) if point.checkers[player] >= 2] return moves def display(self, state): """Display state of the game.""" board = state.board player = state.to_move for index, point in enumerate(board.points): if point.checkers['W'] != 0 or point.checkers['B'] != 0: print("Point : ", index, " W : ", point.checkers['W'], " B : ", point.checkers['B']) print("player : ", player) def compute_utility(self, board, move, player): """If 'W' wins with this move, return 1; if 'B' wins return -1; else return 0.""" count = 0 for idx in range(0, 24): count = count + board.points[idx].checkers[player] if player == 'W' and count == 0: return 1 if player == 'B' and count == 0: return -1 return 0 class Board: """The board consists of 24 points. Each player('W' and 'B') initially has 15 checkers on board. Player 'W' moves from point 23 to point 0 and player 'B' moves from point 0 to 23. Points 0-7 are home for player W and points 17-24 are home for B.""" def __init__(self): """Initial state of the game""" # TODO : Add bar to Board class where a blot is placed when it is hit. self.points = [Point() for index in range(24)] self.points[0].checkers['B'] = self.points[23].checkers['W'] = 2 self.points[5].checkers['W'] = self.points[18].checkers['B'] = 5 self.points[7].checkers['W'] = self.points[16].checkers['B'] = 3 self.points[11].checkers['B'] = self.points[12].checkers['W'] = 5 self.allow_bear_off = {'W': False, 'B': False} def checkers_at_home(self, player): """Returns 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 + self.points[idx].checkers[player] return count def is_legal_move(self, 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.points[dest1].is_open_for(player): self.move_checker(start[0], steps[0], player) move1_legal = True else: if self.allow_bear_off[player]: self.move_checker(start[0], steps[0], player) move1_legal = True if not move1_legal: return False if dest2 in dest_range: if self.points[dest2].is_open_for(player): move2_legal = True else: if self.allow_bear_off[player]: move2_legal = True return move1_legal and move2_legal def move_checker(self, start, steps, player): """Moves a checker from starting point by a given number of steps""" dest = start + steps dest_range = range(0, 24) self.points[start].remove_checker(player) if dest in dest_range: self.points[dest].add_checker(player) if self.checkers_at_home(player) == 15: self.allow_bear_off[player] = True class Point: """A point is one of the 24 triangles on the board where the players' checkers are placed.""" def __init__(self): self.checkers = {'W':0, 'B':0} def is_open_for(self, player): """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' return self.checkers[opponent] <= 1 def add_checker(self, player): """Place a player's checker on a point.""" self.checkers[player] += 1 def remove_checker(self, player): """Remove a player's checker from a point.""" self.checkers[player] -= 1