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better_score3.py
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better_score3.py
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import numpy as np
import random
import copy
import time
COLOR_BLACK = -1
COLOR_WHITE = 1
COLOR_NONE = 0
boarder = 15
random.seed(0)
# don't change the class name
score = {
'ONE':7,
'TWO': 100,
'THREE': 450,
'FOUR': 2000,
'FIVE': 20000,
'JUMP_TWO':70,
'JUMP_THREE': 350,
'JUMP_FOUR': 500,
'DEAD_ONE': 1,
'DEAD_TWO': 10,
'DEAD_THREE': 50,
'DEAD_FOUR': 300,
'DEAD_JUMP_FOUR':250,
'DEAD_JUMP_FOUR2':270,
'DEAD_JUMP_THREE':35,
'DEAD_JUMP_TWO':5,
'DEAD': 0
}
class AI(object):
# chessboard_size, color, time_out passed from agent
def __init__(self, chessboard_size, color, time_out):
self.chessboard_size = chessboard_size
# You are white or black
self.color = color
# the max time you should use, your algorithm's run time must not exceed the time limit.
self.time_out = time_out
# You need add your decision into your candidate_list.
# System will get the end of your candidate_list as your decision .
self.candidate_list = []
# The input is current chessboard.
def go(self, chessboard):
# Clear candidate_list
self.candidate_list.clear()
# ==================================================================
# Write your algorithm here
# Here is the simplest sample:Random decision
# idx = np.where(chessboard == COLOR_NONE)
# idx = list(zip(idx[0], idx[1]))
# pos_idx = random.randint(0, len(idx)-1)
# new_pos = idx[pos_idx]
# ==============Find new pos========================================
# Make sure that the position of your decision in chess board is empty.
# If not, return error.
# assert chessboard[new_pos[0], new_pos[1]] == COLOR_NONE
# Add your decision into candidate_list, Records the chess board
# self.candidate_list.append(new_pos)
if len(self.candidate_list) == 0:
idx = np.where(chessboard == COLOR_NONE)
idx = list(zip(idx[0], idx[1]))
pos_idx = random.randint(0, len(idx) - 1)
new_pos = idx[pos_idx]
self.candidate_list.append(new_pos)
self.minmax(chessboard)
return self.candidate_list[-1]
# 判断坐标附近是不是有相邻点
def hasNeighbor(self, x, y, neighorNum, distance, chessboard):
xStart = x - distance if x - distance >= 0 else 0
yStart = y - distance if x - distance >= 0 else 0
xEnd = x + distance + 1 if x + distance <= boarder else boarder
yEnd = y + distance + 1 if x + distance <= boarder else boarder
for i in range(xStart, xEnd):
if i < 0 or i >= boarder:
continue
else:
for j in range(yStart, yEnd):
if j < 0 or j >= boarder: continue
if i == x and j == y:
continue
else:
if chessboard[i][j] != COLOR_NONE:
neighorNum = neighorNum - 1
if neighorNum <= 0:
return True
return False
# 给每一个角色的每一个棋子打分,仅仅是每一个棋子
def findPattern(self, chessboard, x, y, role):
result = 0
# 纵向计数
# reset()
count = 1
gap = -1
barrier = 0
has_barrier = False
good_barrier = False
counterCount = 0
i = y
while True:
i = i + 1
if i >= boarder:
barrier = barrier + 1
break
tempPoint = chessboard[x][i]
if tempPoint == COLOR_NONE:
if gap == -1 and i < boarder - 1 and chessboard[x][i + 1] == role:
gap = count
continue
else:
break
if tempPoint == role:
count = count + 1
continue
else:
barrier = barrier + 1
break
if barrier == 1 :
has_barrier = True
i = y
while True:
i = i - 1
if i < 0:
barrier = barrier + 1
break
tempPoint = chessboard[x][i]
if tempPoint == COLOR_NONE:
if gap == -1 and i > 0 and chessboard[x][i - 1] == role:
gap = 0
continue
else:
break
if tempPoint == role:
counterCount = counterCount + 1
gap = gap if gap == -1 else gap + 1
continue
else:
barrier = barrier + 1
break
if barrier == 1 :
if has_barrier == True:
if count > counterCount:
good_barrier = True
else:
if counterCount > count:
good_barrier = True
count += counterCount
result += self.makeScore(count, barrier, gap, good_barrier)/count
# 横向计数
count = 1
gap = -1
barrier = 0
has_barrier = False
good_barrier = False
counterCount = 0
# reset()
i = x
while True:
i = i + 1
if i >= boarder:
barrier = barrier + 1
break
tempPoint = chessboard[i][y]
if tempPoint == COLOR_NONE:
if gap == -1 and i < boarder - 1 and chessboard[i + 1][y] == role:
gap = count
continue
else:
break
if tempPoint == role:
count = count + 1
continue
else:
barrier = barrier + 1
break
if barrier == 1 :
has_barrier = True
i = x
while True:
i = i - 1
if i < 0:
barrier = barrier + 1
break
tempPoint = chessboard[i][y]
if tempPoint == COLOR_NONE:
if gap == -1 and i > 0 and chessboard[i][y] == role:
gap = 0
continue
else:
break
if tempPoint == role:
counterCount = counterCount + 1
gap = gap if gap == -1 else gap + 1
continue
else:
barrier = barrier + 1
break
if barrier == 1 :
if has_barrier == True:
if count > counterCount:
good_barrier = True
else:
if counterCount > count:
good_barrier = True
count += counterCount
# print(count, barrier, gap, good_barrier)
result += self.makeScore(count, barrier, gap, good_barrier)/count
# 左下到右上向计数
# reset()
count = 1
gap = -1
barrier = 0
has_barrier = False
good_barrier = False
counterCount = 0
i = x
j = y
while True:
i = i + 1
j = j + 1
if i >= boarder or j >= boarder:
barrier = barrier + 1
break
tempPoint = chessboard[i][j]
if tempPoint == COLOR_NONE:
if gap == -1 and i < boarder - 1 and j < boarder - 1 and chessboard[i + 1][j + 1] == role:
gap = count
continue
else:
break
if tempPoint == role:
count = count + 1
continue
else:
barrier = barrier + 1
break
if barrier == 1 :
has_barrier = True
i = x
j = y
while True:
i = i - 1
j = j - 1
if i < 0 or j < 0:
barrier = barrier + 1
break
tempPoint = chessboard[i][j]
if tempPoint == COLOR_NONE:
if gap == -1 and i > 0 and j > 0 and chessboard[i - 1][j - 1] == role:
gap = 0
continue
else:
break
if tempPoint == role:
counterCount = counterCount + 1
gap = gap if gap == -1 else gap + 1
continue
else:
barrier = barrier + 1
break
if barrier == 1 :
if has_barrier == True:
if count > counterCount:
good_barrier = True
else:
if counterCount > count:
good_barrier = True
count += counterCount
result += self.makeScore(count, barrier, gap, good_barrier)/count
# 左上右下向计数
count = 1
gap = -1
barrier = 0
has_barrier = False
good_barrier = False
counterCount = 0
# reset()
i = x
j = y
while True:
i = i - 1
j = j + 1
if i < 0 or j >= boarder:
barrier = barrier + 1
break
tempPoint = chessboard[i][j]
if tempPoint == COLOR_NONE:
if gap == -1 and i > 0 and j < boarder - 1 and chessboard[i - 1][j + 1] == role:
gap = count
continue
else:
break
if tempPoint == role:
count = count + 1
continue
else:
barrier = barrier + 1
break
if barrier == 1 :
has_barrier = True
i = x
j = y
while True:
i = i + 1
j = j - 1
if i >= boarder or j < 0:
barrier = barrier + 1
break
tempPoint = chessboard[i][j]
if tempPoint == COLOR_NONE:
if gap == -1 and i < boarder - 1 and j > 0 and chessboard[i + 1][j - 1] == role:
gap = 0
continue
else:
break
if tempPoint == role:
counterCount = counterCount + 1
gap = gap if gap == -1 else gap + 1
continue
else:
barrier = barrier + 1
break
if barrier == 1 :
if has_barrier == True:
if count > counterCount:
good_barrier = True
else:
if counterCount > count:
good_barrier = True
count += counterCount
result += self.makeScore(count, barrier, gap, good_barrier)/count
return result
# 与findPattern对接,规定每一种pattern的分数
def makeScore(self, count, barrier, gap, good_barrier):
# 没有空隙00000
if gap <= 0:
if count >= 5: return score['FIVE']
if barrier == 0:
if count == 4:
return score['FOUR']
elif count == 3:
return score['THREE']
elif count == 2:
return score['TWO']
elif count == 1:
return score['ONE']
elif barrier == 1:
if count == 4:
return score['DEAD_FOUR']
elif count == 3:
return score['DEAD_THREE']
elif count == 2:
return score['DEAD_TWO']
elif count == 1:
return score['DEAD_ONE']
elif barrier == 2:
return score['DEAD']
else:
return 0
# 空隙在第一个位置或者倒数第一个0_0000
elif gap == 1 or gap == count - 1:
if count >= 6: return score['FIVE']
if barrier == 0:
if count == 5:
return score['FOUR']
elif count == 4:
return score['JUMP_FOUR']
elif count == 3:
return score['JUMP_THREE']
elif count == 2:
return score['JUMP_TWO']
elif barrier == 1:
if count == 5:
if good_barrier:
return score['DEAD_FOUR']
else:
return score['FOUR']
elif count == 4:
if good_barrier:
return score['DEAD_JUMP_FOUR']
else:
return score['THREE']
elif count == 3:
if good_barrier:
return score['DEAD_JUMP_THREE']
else:
return score['TWO']
elif count == 2:
return score['DEAD_JUMP_TWO']
elif barrier == 2:
if count == 5:
return score['DEAD_FOUR']
elif count == 4:
return score['DEAD_FOUR']
else:
return score['DEAD']
else:
return 0
# 空隙在第二个位置或者倒数第二个00_0000
elif gap == 2 or gap == count - 2:
if count >= 7:
return score['FIVE']
if barrier == 0:
if count == 6:
return score['FOUR']
elif count == 5:
return score['JUMP_FOUR']
elif count == 4:
return score['JUMP_THREE']
elif barrier == 1:
if count == 6:
if good_barrier:
return score['DEAD_FOUR']
else:
return score['FOUR']
elif count == 5:
if good_barrier:
return score['DEAD_FOUR']
else:
return score['JUMP_FOUR']
elif count == 4:
return score['DEAD_JUMP_FOUR2']
elif barrier == 2:
if count == 6:
return score['DEAD_FOUR']
elif count == 5:
return score['DEAD_JUMP_FOUR']
elif count == 4:
return score['DEAD_JUMP_FOUR']
else:
return 0
elif gap == 3 or gap == count - 3:
if count >= 8:
return score['FIVE']
if barrier == 0:
if count == 7:
return score['FOUR']
if count == 6:
return score['JUMP_FOUR']
elif barrier == 1:
if count == 7:
if good_barrier:
return score['JUMP_FOUR']
else:
return score['FOUR']
elif count == 6:
return score['JUMP_FOUR']
elif barrier == 2:
if count == 7:
return score['DEAD_FOUR']
elif count == 6:
return score['DEAD_FOUR']
else:
return score['DEAD']
else:
return 0
elif gap == 4 or gap == count - 4:
if count >= 9:
return score['FIVE']
if barrier == 0:
if count == 8:
return score['FOUR']
if barrier == 1:
if count == 8:
return score['FOUR']
if barrier == 2:
if count == 8:
return score['DEAD_FOUR']
else:
return 0
else:
return 0
# 遍历棋盘所有位置,空白不打分,有棋子的地方就打分并把分数赋值给相应叫色,最后得到全局评估
def evaluation(self, chessboard, comp_color):
hum = 0
comp = 0
hum_color = self.revers_role(comp_color)
for i in range(0, boarder):
for j in range(0, boarder):
if chessboard[i][j] == comp_color:
comp += self.findPattern(chessboard, i, j, comp_color)
elif chessboard[i][j] == hum_color:
hum += self.findPattern(chessboard, i, j, hum_color)
else:
continue
# 空白直接跳过
return comp - hum
# 角色反转
def revers_role(self, role):
if role == COLOR_BLACK:
return COLOR_WHITE
elif role == COLOR_WHITE:
return COLOR_BLACK
else:
return COLOR_NONE
def is_win(self, x, y, chessboard, role):
count = 1
counterCount = 0
i = y
while True:
i = i + 1
if i >= boarder:
break
tempPoint = chessboard[x][i]
if tempPoint == role:
count = count + 1
continue
else:
break
i = y
while True:
i = i - 1
if i < 0:
break
tempPoint = chessboard[x][i]
if tempPoint == role:
counterCount = counterCount + 1
continue
else:
break
count += counterCount
if count == 5:
return True
# 横向计数
count = 1
counterCount = 0
i = x
while True:
i = i + 1
if i >= boarder:
break
tempPoint = chessboard[i][y]
if tempPoint == role:
count = count + 1
continue
else:
break
i = x
while True:
i = i - 1
if i < 0:
break
tempPoint = chessboard[i][y]
if tempPoint == role:
counterCount = counterCount + 1
continue
else:
break
count += counterCount
if count == 5:
return True
# 左下到右上向计数
count = 1
counterCount = 0
i = x
j = y
while True:
i = i + 1
j = j + 1
if i >= boarder or j >= boarder:
break
tempPoint = chessboard[i][j]
if tempPoint == role:
count = count + 1
continue
else:
break
i = x
j = y
while True:
i = i - 1
j = j - 1
if i < 0 or j < 0:
break
tempPoint = chessboard[i][j]
if tempPoint == role:
counterCount = counterCount + 1
continue
else:
break
count += counterCount
if count == 5:
return True
# 左上右下向计数
count = 1
counterCount = 0
i = x
j = y
while True:
i = i - 1
j = j + 1
if i < 0 or j >= boarder:
break
tempPoint = chessboard[i][j]
if tempPoint == role:
count = count + 1
continue
else:
break
i = x
j = y
while True:
i = i + 1
j = j - 1
if i >= boarder or j < 0:
break
tempPoint = chessboard[i][j]
if tempPoint == role:
counterCount = counterCount + 1
continue
else:
break
count += counterCount
if count == 5:
return True
return False
def minmax(self, chessboard):
def max_value(x, y, alpha, beta, depth, role):
chessboard[x][y] = role
if self.is_win(x, y, chessboard, role):
chessboard[x][y] = COLOR_NONE
return float('-inf'), x, y
if depth <= 0:
v = self.evaluation(chessboard, self.color)
# print("minvalue depth:", depth, "corod:(%d,%d)" % (x, y), "value:", v, "role:", role)
chessboard[x][y] = COLOR_NONE
return v, x, y
v = float('-inf')
new_going_list = set()
for i in range(x - 1 if x > 0 else 0, x + 2 if x <= boarder - 2 else boarder):
for j in range(y - 1 if y > 0 else 0, y + 2 if y <= boarder - 2 else boarder):
if self.hasNeighbor(i, j, 1, 1, chessboard) and chessboard[i][j] == COLOR_NONE:
new_going_list.add((i, j))
new_going_list = new_going_list.union(going_list)
new_going_list.remove((x, y))
for empty_point in new_going_list:
# print("put", i, j, "as", self.revers_role(role))
v = max(v, min_value(empty_point[0], empty_point[1], alpha, beta, depth - 1, self.revers_role(role))[0])
# print("minvalue depth:", depth, "corod:(%d,%d)" % (x, y), "value:", v, "role:", role)
# print("remove", i, j)
if v >= beta:
chessboard[x][y] = COLOR_NONE
return v, x, y
alpha = max(alpha, v)
chessboard[x][y] = COLOR_NONE
return v, x, y
def min_value(x, y, alpha, beta, depth, role):
chessboard[x][y] = role
if self.is_win(x, y, chessboard, role):
chessboard[x][y] = COLOR_NONE
return float('inf'), x, y
if depth <= 0:
v = self.evaluation(chessboard, self.color)
# print("minvalue depth:", depth, "corod:(%d,%d)" % (x, y), "value:", v, "role:", role)
chessboard[x][y] = COLOR_NONE
return v, x, y
v = float('inf')
new_going_list = set()
for i in range(x - 1 if x > 0 else 0, x + 2 if x <= boarder - 2 else boarder):
for j in range(y - 1 if y > 0 else 0, y + 2 if y <= boarder - 2 else boarder):
if self.hasNeighbor(i, j, 1, 1, chessboard) and chessboard[i][j] == COLOR_NONE:
new_going_list.add((i, j))
new_going_list = new_going_list.union(going_list)
new_going_list.remove((x, y))
for empty_point in new_going_list:
# print("put", i, j, "as", self.revers_role(role))
v = min(v, max_value(empty_point[0], empty_point[1], alpha, beta, depth - 1, self.revers_role(role))[0])
# print("minvalue depth:", depth, "corod:(%d,%d)" % (x, y), "value:", v, "role:", role)
# print("remove", i, j)
if v <= alpha:
chessboard[x][y] = COLOR_NONE
return v, x, y
beta = min(beta, v)
chessboard[x][y] = COLOR_NONE
return v, x, y
bestScore = float('-inf')
beta = float('inf')
bestAction = None
center = int((boarder - 1) / 2)
going_list = set()
for i in range(0, boarder):
for j in range(0, boarder):
if chessboard[i][j] == COLOR_NONE and self.hasNeighbor(i, j, 1, 1, chessboard):
going_list.add((i, j))
if not going_list:
bestAction = (center, center)
self.candidate_list.append(bestAction)
return
for empty_point in going_list:
point = min_value(empty_point[0], empty_point[1], bestScore, beta, 1, self.color)
# print("point:",point)
if point[0] > bestScore:
bestScore = point[0]
bestAction = (point[1], point[2])
self.candidate_list.append(bestAction)
return
if __name__ == "__main__":
chessboard = np.zeros((boarder,boarder), dtype=np.int)
blacklist = [(6,5), (7,6),(8,7),(7,8),(10,8),(11,5),(7,4),(10,6)]
for i in blacklist:
chessboard[i[0], i[1]] = 1
chessboard[7:11, 5] = -1
chessboard[8, 4:7] = -1
chessboard[8, 2] = 1
chessboard[5, 4] = -1
a = AI(15, -1, 16)
print("the final:",a.go(chessboard))