217 lines
6.4 KiB
Python
217 lines
6.4 KiB
Python
from random import randint, choice
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import math
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from typing import Callable
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import chess
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from heuristics import h_shannon
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class PlayerInterface:
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board: chess.Board
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color: chess.Color
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# Returns your player name , as to be displayed during the game
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def getPlayerName(self) -> str:
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return " Not Defined "
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# Returns your move. The move must be a valid string of coordinates ("A1",
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# "D5", ...) on the grid or the special "PASS" move. A couple of two integers ,
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# which are the coordinates of where you want to put your piece on the board .
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# Coordinates are the coordinates given by the Goban . py method legal_moves ().
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def getPlayerMove(self) -> chess.Move:
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return chess.Move.null()
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# Inform you that the oponent has played this move. You must play it with no
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# search (just update your local variables to take it into account)
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def playOpponentMove(self, move):
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self.board.push(move)
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# Starts a new game , and give you your color . As defined in Goban . py : color =1
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# for BLACK , and color =2 for WHITE
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def newGame(self, color):
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self.board = chess.Board()
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self.color = color
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# You can get a feedback on the winner
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# This function gives you the color of the winner
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def endGame(self, color):
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pass
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class RandomPlayer(PlayerInterface):
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# Returns your player name , as to be displayed during the game
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def getPlayerName(self) -> str:
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return "Random Player"
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def playOpponentMove(self, move):
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self.board.push(move)
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def getPlayerMove(self):
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"""
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Renvoie un mouvement au hasard sur la liste des mouvements possibles. Pour avoir un choix au hasard, il faut
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construire explicitement tous les mouvements. Or, generate_legal_moves() nous donne un itérateur.
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"""
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move = choice([m for m in self.board.generate_legal_moves()])
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self.board.push(move)
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return move
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def minmax(
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board: chess.Board,
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heuristic: Callable[[chess.Board, chess.Color], float],
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color: chess.Color,
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depth: int = 3,
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) -> chess.Move:
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def aux(
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board: chess.Board,
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heuristic: Callable[[chess.Board, chess.Color], float],
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color: chess.Color,
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depth: int = 3,
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) -> tuple[float, chess.Move]:
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wantMax = board.turn == color
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if depth == 0 or board.is_game_over():
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return heuristic(board, color), board.peek()
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if wantMax:
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acc = -math.inf, chess.Move.null()
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for move in board.generate_legal_moves():
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board.push(move)
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acc = max(
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acc,
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(
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aux(board, heuristic=heuristic, color=color, depth=depth - 1)[
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0
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],
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move,
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),
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key=lambda t: t[0],
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)
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board.pop()
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else: # minimizing player
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acc = math.inf, chess.Move.null()
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for move in board.generate_legal_moves():
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board.push(move)
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acc = min(
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acc,
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(
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aux(board, heuristic=heuristic, color=color, depth=depth - 1)[
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0
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],
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move,
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),
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key=lambda t: t[0],
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)
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board.pop()
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return acc
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_, move = aux(board, heuristic, color, depth)
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return move
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class MinMaxPlayer(PlayerInterface):
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depth = 3
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# Returns your player name , as to be displayed during the game
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def getPlayerName(self) -> str:
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return "MinMax Player"
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def getPlayerMove(self):
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move = minmax(
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self.board, heuristic=h_shannon, color=self.color, depth=self.depth
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)
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self.board.push(move)
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return move
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def alphabeta(
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board: chess.Board,
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heuristic: Callable[[chess.Board, chess.Color], float],
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color: chess.Color,
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depth: int = 3,
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) -> chess.Move:
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def aux(
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board: chess.Board,
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heuristic: Callable[[chess.Board, chess.Color], float],
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color: chess.Color,
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alpha=-math.inf,
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beta=math.inf,
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depth: int = 3,
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) -> tuple[float, chess.Move]:
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wantMax = board.turn == color
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if depth == 0 or board.is_game_over():
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return heuristic(board, color), board.peek()
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if wantMax:
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acc = -math.inf, chess.Move.null()
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for move in board.generate_legal_moves():
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board.push(move)
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value = (
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aux(
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board,
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alpha=alpha,
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beta=beta,
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heuristic=heuristic,
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color=color,
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depth=depth - 1,
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)[0],
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move,
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)
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acc = max(
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acc,
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value,
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key=lambda t: t[0],
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)
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board.pop()
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if acc[0] >= beta:
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break # beta cutoff
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alpha = max(alpha, value[0])
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else:
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acc = math.inf, chess.Move.null()
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for move in board.generate_legal_moves():
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board.push(move)
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value = (
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aux(
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board,
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alpha=alpha,
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beta=beta,
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heuristic=heuristic,
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color=color,
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depth=depth - 1,
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)[0],
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move,
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)
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acc = min(
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acc,
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value,
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key=lambda t: t[0],
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)
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board.pop()
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if acc[0] <= alpha:
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break # alpha cutoff
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beta = min(beta, value[0])
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return acc
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_, move = aux(board, heuristic=heuristic, color=color, depth=depth)
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return move
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class AlphaBetaPlayer(PlayerInterface):
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depth = 5
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# Returns your player name , as to be displayed during the game
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def getPlayerName(self) -> str:
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return "AlphaBeta Player"
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def getPlayerMove(self):
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move = alphabeta(
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self.board, heuristic=h_shannon, color=self.color, depth=self.depth
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)
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self.board.push(move)
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return move
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