Hive/player.py
2024-01-06 19:56:48 +01:00

477 lines
16 KiB
Python

import base as Base
import copy
import random
import time
import math
from PIL import Image, ImageDraw
from collections import deque
# Player template for HIVE --- ALP semestral work
# Vojta Vonasek, 2023
# PUT ALL YOUR IMPLEMENTATION INTO THIS FILE
def inBoard(p, q, size):
""" return True if (p,q) is valid coordinate """
return (q >= 0) and (q < size) and (p >= -(q//2)) and (p < (size - q//2))
def get_neighbors(p, q):
directions = [(0, -1), (1, -1), (1, 0), (0, 1), (-1, 1), (-1, 0)]
return [(p + dp, q + dq) for dp, dq in directions]
def has_neighbors(p, q, board, pp, pq):
# Check if the position (p, q) has at least one neighbor
board = copy.deepcopy(board)
board[pp][pq] = ""
for dp, dq in get_neighbors(0, 0):
neighbor_p, neighbor_q = p + dp, q + dq
if inBoard(neighbor_p, neighbor_q, 13) and board[neighbor_p][neighbor_q] != "":
return True
return False
class Piece:
def get_piece_info(self, myisupper):
class_to_letter = {
"Bee": "Q",
"Beetle": "B",
"Spider": "S",
"Grasshopper": "G",
"Ant": "A",
}
letter = class_to_letter[self.__class__.__name__]
if not myisupper:
letter = letter.lower()
return [letter, self.p, self.q]
def __repr__(self):
return ",".join(map(str, self.get_piece_info(True)+[self.team]))
def __str__(self):
return self.__repr__()
def validate_jumps(self, board):
valid_jumps = self.get_valid_jumps(board)
validated_jumps = []
for jump in valid_jumps:
if self.hive_integrity_check(board):
validated_jumps.append(jump)
return validated_jumps
def hive_integrity_check(self, board):
board_copy = {p: {q: board[p][q] for q in board[p]} for p in board}
# See if the hive falls apart without the piece (if so, then the move wasnt valid)
# Remove the piece from its current position
board_copy[self.p][self.q] = None
# Get all remaining pieces on the board
remaining_pieces = [
piece for row in board_copy.values() for piece in row.values() if piece
]
# Start BFS from a random piece
start_piece = remaining_pieces[0]
visited = set()
queue = deque([start_piece])
while queue:
current_piece = queue.popleft()
visited.add(current_piece)
# Get all neighbors of the current piece
for neighbor_p, neighbor_q in get_neighbors(
current_piece.p, current_piece.q
):
neighbor_piece = board_copy.get(neighbor_p, {}).get(neighbor_q)
if neighbor_piece and neighbor_piece not in visited:
queue.append(neighbor_piece)
# Check if all pieces are connected
return len(visited) == len(remaining_pieces)
def get_valid_jumps() -> list:
raise NotImplementedError
class Bee(Piece):
def __init__(self, p, q, team):
self.p = p
self.q = q
self.team = team
def get_valid_jumps(self, board) -> list:
valid_moves = []
for neighbor in get_neighbors(self.p, self.q):
if neighbor in board and board[neighbor] == "":
valid_moves.append(neighbor)
return valid_moves
class Beetle(Piece):
def __init__(self, p, q, team):
self.p = p
self.q = q
self.team = team
def get_valid_jumps(self, board):
valid_moves = get_neighbors(self.p, self.q)
checked = [v for v in valid_moves if has_neighbors(
v[0], v[1], board, self.p, self.q)]
return checked
class Spider(Piece):
def __init__(self, p, q, team):
self.p = p
self.q = q
self.team = team
def get_valid_jumps(self, board):
start = (self.p, self.q)
visited = set()
queue = deque([(start, 0)]) # Queue of (position, distance)
valid_moves = []
while queue:
current_position, current_distance = queue.popleft()
if current_distance == 3:
if has_neighbors(*current_position, board, self.p, self.q):
valid_moves.append(current_position)
continue
if current_position in visited:
continue
visited.add(current_position)
for p, q in get_neighbors(*current_position):
next_pos = (p, q)
if (inBoard(p, q, 13) and board[p][q] == "" and next_pos not in visited
and has_neighbors(p, q, board, self.p, self.q)):
queue.append((next_pos, current_distance + 1))
return valid_moves
class Grasshopper(Piece):
def __init__(self, p, q, team):
self.p = p
self.q = q
self.team = team
def get_valid_jumps(self, board):
# Generator function to yield valid moves
def generate_moves():
for dp, dq in get_neighbors(0, 0):
pos = (self.p + dp, self.q + dq)
while pos in board and board[pos] != "":
pos = (pos[0] + dp, pos[1] + dq)
if (
pos in board
and board[pos] == ""
and (pos[0] != self.p or pos[1] != self.q)
):
yield pos
valid_moves = list(generate_moves())
return valid_moves
class Ant(Piece):
def __init__(self, p, q, team):
self.p = p
self.q = q
self.team = team
def get_valid_jumps(self, board):
visited = set()
def explore(p, q, depth=0):
if depth >= 5: # Limit recursion depth
return []
valid_moves = []
for dp, dq in get_neighbors(0, 0):
new_p, new_q = p + dp, q + dq
next_pos = (new_p, new_q)
while (inBoard(next_pos[0], next_pos[1], 13) and
board[next_pos[0]][next_pos[1]] != "" and
next_pos not in visited):
visited.add(next_pos)
next_pos = (next_pos[0] + dp, next_pos[1] + dq)
if (inBoard(next_pos[0], next_pos[1], 13) and
board[next_pos[0]][next_pos[1]] == "" and
has_neighbors(next_pos[0], next_pos[1], board, self.p, self.q)):
visited.add(next_pos)
valid_moves.append(next_pos)
valid_moves.extend(
explore(next_pos[0], next_pos[1], depth + 1))
return valid_moves
return explore(self.p, self.q)
class Player(Base.Board):
def __init__(
self, playerName, myIsUpper, size, myPieces, rivalPieces
): # do not change this line
Base.Board.__init__(
self, myIsUpper, size, myPieces, rivalPieces
) # do not change this line
self.playerName = playerName
self.myIsUpper = myIsUpper
self.algorithmName = "just roll the dice, eh?"
self.tboard = dict()
self.can_place = lambda: sum([v for v in self.myPieces.values()])
def getAllEmptyCells(self):
result = []
for p in self.board:
for q in self.board[p]:
if self.isEmpty(p, q, self.board):
result.append([p, q])
return result
def getAllNonemptyCells(self):
result = []
for p in self.board:
for q in self.board[p]:
if not self.isEmpty(p, q, self.board):
result.append([p, q])
return result
def translate_board(self, board):
# mapper dict
piece_class_mapping = {
"Q": Bee,
"B": Beetle,
"S": Spider,
"G": Grasshopper,
"A": Ant,
}
translated_board = {p: {} for p in board}
total_pieces_count = 0
my_pieces_count = 0
for p, row in board.items():
for q, tile_content in row.items():
if tile_content.isalpha():
topmost_piece_letter = tile_content[-1]
is_upper = topmost_piece_letter.isupper()
piece_class = piece_class_mapping.get(
topmost_piece_letter.upper())
if piece_class:
piece_instance = piece_class(
p, q, is_upper == self.myIsUpper)
translated_board[p][q] = piece_instance
total_pieces_count += 1
if is_upper == self.myIsUpper:
my_pieces_count += 1
else:
translated_board[p][q] = topmost_piece_letter
else:
translated_board[p][q] = tile_content
return translated_board, total_pieces_count, my_pieces_count
@property
def queen_placed(self):
return any(isinstance(p, Bee) for p in self.myPieces)
def random_piece(self, pieces):
return random.choice(pieces) if pieces else None
def get_piece_class(self, letter):
return {"Q": Bee, "B": Beetle, "S": Spider, "G": Grasshopper, "A": Ant}.get(
letter.upper()
)
def get_unplaced_pieces(self):
unplaced_pieces = []
for piece_letter, count in self.myPieces.items():
for _ in range(count):
piece_class = self.get_piece_class(piece_letter)
unplaced_pieces.append(piece_class(None, None, True))
return unplaced_pieces
def get_valid_placements(self, translated_board, piece_to_place):
valid_placements = []
# If the board is empty, place the piece at the center.
if not any(row.values() for row in translated_board.values()):
return [(3, 6)]
# Iterate over each tile in the board
for p, row in translated_board.items():
for q, tile_content in row.items():
# Check if the tile is empty
if tile_content == "":
# Check if any neighbors are your pieces and none are opponent's pieces
neighbors = get_neighbors(p, q)
if any(
# Check if the neighboring tile is occupied by your team's piece
isinstance(translated_board.get(np, {}).get(nq), Piece) and
translated_board[np][nq].team == piece_to_place.team
for np, nq in neighbors
) and not any(
# Check if the neighboring tile is occupied by the opponent's piece
isinstance(translated_board.get(np, {}).get(nq), Piece) and
translated_board[np][nq].team != piece_to_place.team
for np, nq in neighbors
):
valid_placements.append((p, q))
return valid_placements
def mover(self):
movable_pieces = list()
for row in self.tboard.values():
for piece in row.values():
if piece and piece.team:
jumps = piece.validate_jumps(self.tboard)
if jumps:
movable_pieces.append((piece, jumps))
# -> can be None, usually the cause for an error
chosen_piece = self.random_piece(movable_pieces)
if chosen_piece:
new_p, new_q = random.choice(chosen_piece[1])
return chosen_piece[0].get_piece_info(self.myIsUpper) + [new_p, new_q]
return "failed"
def placer(self):
piece_to_place = self.random_piece(self.get_unplaced_pieces())
if piece_to_place:
valid_placements = self.get_valid_placements(
self.tboard, piece_to_place)
new_p, new_q = random.choice(valid_placements)
return piece_to_place.get_piece_info(self.myIsUpper)[:1] + [
None,
None,
new_p,
new_q,
]
def update(self):
trb, total_pieces_count, my_pieces_count = self.translate_board(
self.board)
self.tboard = trb
p = self
return total_pieces_count, my_pieces_count
def move(self):
total_pieces_count, my_pieces_count = self.update()
bee_unplaced = "q" in [k.lower() for k in self.myPieces.keys()] and {
k.lower(): v for k, v in self.myPieces.items()}["q"] != 0
if bee_unplaced and (total_pieces_count > 3 or random.choice([True, False])):
queen_bee = self.get_piece_class('Q')(None, None, True)
valid_placements = self.get_valid_placements(
self.tboard, queen_bee)
if valid_placements:
new_p, new_q = random.choice(valid_placements)
return queen_bee.get_piece_info(self.myIsUpper)[:1] + [None, None, new_p, new_q]
elif total_pieces_count == 0:
piece_to_place = self.random_piece(self.get_unplaced_pieces())
return (
piece_to_place.get_piece_info(self.myIsUpper)[
:1] + [None, None, 3, 6]
)
elif total_pieces_count == 1:
for _, row in self.tboard.items():
for _, piece in row.items():
if piece:
adjacent_positions = get_neighbors(piece.p, piece.q)
random_position = self.random_piece(adjacent_positions)
piece_to_place = self.random_piece(
self.get_unplaced_pieces())
return (
piece_to_place.get_piece_info(self.myIsUpper)[:1]
+ [None, None, *random_position]
)
elif self.myMove <= 4:
return self.placer()
choice = random.choice(["move", "place"])
print(choice)
if choice == "place" and bool(self.can_place):
return self.placer()
else:
return self.mover()
def updatePlayers(move, activePlayer, passivePlayer):
"""write move made by activePlayer player
this method assumes that all moves are correct, no checking is made
"""
if len(move) == 0:
return
animal, p, q, newp, newq = move
if p == None and q == None:
# placing new animal
activePlayer.myPieces[animal] -= 1
passivePlayer.rivalPieces = activePlayer.myPieces.copy()
else:
# just moving animal
# delete its old position
activePlayer.board[p][q] = activePlayer.board[p][q][:-1]
passivePlayer.board[p][q] = passivePlayer.board[p][q][:-1]
activePlayer.board[newp][newq] += animal
passivePlayer.board[newp][newq] += animal
if __name__ == "__main__":
boardSize = 13
smallFigures = {
"q": 1,
"a": 2,
"b": 2,
"s": 2,
"g": 2,
} # key is animal, value is how many is available for placing
bigFigures = {
figure.upper(): smallFigures[figure] for figure in smallFigures
} # same, but with upper case
P1 = Player("player1", False, 13, smallFigures, bigFigures)
P2 = Player("player2", True, 13, bigFigures, smallFigures)
filename = "begin.png"
P1.saveImage(filename)
moveIdx = 0
while True:
move = P1.move()
print("P1 returned", move)
updatePlayers(move, P1, P2) # update P1 and P2 according to the move
filename = "moves/move-{:03d}-player1.png".format(moveIdx)
P1.saveImage(filename)
move = P2.move()
print("P2 returned", move)
updatePlayers(move, P2, P1) # update P2 and P1 according to the move
filename = "moves/move-{:03d}-player2.png".format(moveIdx)
P1.saveImage(filename)
moveIdx += 1
P1.myMove = moveIdx
P2.myMove = moveIdx
if moveIdx > 50:
print("End of the test game")
break