"""Games, or Adversarial Search (Chapter 5)""" from collections import namedtuple import random from utils import argmax from canvas import Canvas 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 alphabeta_full_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_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_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_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." 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_full_search(state, game) def play_game(game, *players): """Play an n-person, move-alternating game.""" state = game.initial while True: for player in players: move = player(game, state) state = game.result(state, move) if game.terminal_test(state): game.display(state) return game.utility(state, game.to_move(game.initial)) # ______________________________________________________________________________ # 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 '<%s>' % self.__class__.__name__ 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 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 Canvas_TicTacToe(Canvas): """Play a 3x3 TicTacToe game on HTML canvas TODO: Add restart button """ def __init__(self, varname, player_1='human', player_2='random', id=None, width=300, height=300): valid_players = ('human', 'random', 'alphabeta') if player_1 not in valid_players or player_2 not in valid_players: raise TypeError("Players must be one of {}".format(valid_players)) Canvas.__init__(self, varname, id, width, height) self.ttt = TicTacToe() self.state = self.ttt.initial self.turn = 0 self.strokeWidth(5) self.players = (player_1, player_2) self.draw_board() self.font("Ariel 30px") def mouse_click(self, x, y): player = self.players[self.turn] if self.ttt.terminal_test(self.state): return if player == 'human': x, y = int(3*x/self.width) + 1, int(3*y/self.height) + 1 if (x, y) not in self.ttt.actions(self.state): # Invalid move return move = (x, y) elif player == 'alphabeta': move = alphabeta_player(self.ttt, self.state) else: move = random_player(self.ttt, self.state) self.state = self.ttt.result(self.state, move) self.turn ^= 1 self.draw_board() def draw_board(self): self.clear() self.stroke(0, 0, 0) offset = 1/20 self.line_n(0 + offset, 1/3, 1 - offset, 1/3) self.line_n(0 + offset, 2/3, 1 - offset, 2/3) self.line_n(1/3, 0 + offset, 1/3, 1 - offset) self.line_n(2/3, 0 + offset, 2/3, 1 - offset) board = self.state.board for mark in board: if board[mark] == 'X': self.draw_x(mark) elif board[mark] == 'O': self.draw_o(mark) if self.ttt.terminal_test(self.state): # End game message utility = self.ttt.utility(self.state, self.ttt.to_move(self.ttt.initial)) if utility == 0: self.text_n('Game Draw!', 0.1, 0.1) else: self.text_n('Player {} wins!'.format(1 if utility>0 else 2), 0.1, 0.1) else: # Print which player's turn it is self.text_n("Player {}'s move({})".format(self.turn+1, self.players[self.turn]), 0.1, 0.1) self.update() def draw_x(self, position): self.stroke(0, 255, 0) x, y = [i-1 for i in position] offset = 1/15 self.line_n(x/3 + offset, y/3 + offset, x/3 + 1/3 - offset, y/3 + 1/3 - offset) self.line_n(x/3 + 1/3 - offset, y/3 + offset, x/3 + offset, y/3 + 1/3 - offset) def draw_o(self, position): self.stroke(255, 0, 0) x, y = [i-1 for i in position] self.arc_n(x/3 + 1/6, y/3 + 1/6, 1/9, 0, 360)