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AI.py
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# -*- coding: utf-8 -*-
"""
Created on Thu Dec 28 21:52:40 2017
@author: Yale
"""
class AI:
#random AI
#Override method "MakeMove" for more complex moves
def __init__(self):
#Constructs the BasicAI agent, and starts it playing the game
self.turn = 0
self.board = []
self.units = []
self.enemyUnits = []
self.totalAllies = {'11':6,'10':1,'9':1,'8':2,'7':3,'6':4,'5':4,'4':4,'3':5,'2':8,'1':1,'0':1}
self.totalEnemies = {'11':6,'10':1,'9':1,'8':2,'7':3,'6':4,'5':4,'4':4,'3':5,'2':8,'1':1,'0':1}
self.hiddenEnemies = {'11':6,'10':1,'9':1,'8':2,'7':3,'6':4,'5':4,'4':4,'3':5,'2':8,'1':1,'0':1}
self.hiddenAllies = {'11':6,'10':1,'9':1,'8':2,'7':3,'6':4,'5':4,'4':4,'3':5,'2':8,'1':1,'0':1}
self.lastMoved = None
'''
def Setup(self):
""" Implements Setup part of protocol. Always uses the same setup. Override to create custom setups """
#sys.stderr.write("BasicAI Setup here...\n");
setup = sys.stdin.readline().split(' ')
if len(setup) != 4:
sys.stderr.write("BasicAI setup fails, expected 4 tokens, got " + str(len(setup)) + " "+str(setup) + "\n")
self.colour = setup[0]
self.opponentName = setup[1]
self.width = int(setup[2])
self.height = int(setup[3])
for x in range(0, self.width):
self.board.append([])
for y in range(0, self.height):
self.board[x].append(None)
if self.colour == "RED":
print "FB8sB479B8\nBB31555583\n6724898974\n967B669999"
elif self.colour == "BLUE":
print "967B669999\n6724898974\nBB31555583\nFB8sB479B8"
return True
'''
def MoveCycle(self):
#BasicAI MakeMove here...
if self.InterpretResult() == False or self.ReadBoard() == False or self.MakeMove() == False:
return False
self.turn += 1
return self.InterpretResult()
def MakeMove(self):
#Randomly moves any moveable piece, or prints "NO_MOVE" if there are none
#TODO: Over-ride this function in base classes with more complex move behavior
if len(self.units) <= 0:
return False
index = random.randint(0, len(self.units)-1)
startIndex = index
directions = ("UP", "DOWN", "LEFT", "RIGHT")
while True:
piece = self.units[index]
if piece != None and piece.mobile():
dirIndex = random.randint(0, len(directions)-1)
startDirIndex = dirIndex
while True:
#sys.stderr.write("Trying index " + str(dirIndex) + "\n")
p = move(piece.x, piece.y, directions[dirIndex],1)
if p[0] >= 0 and p[0] < self.width and p[1] >= 0 and p[1] < self.height:
target = self.board[p[0]][p[1]]
if target == None or (target.colour != piece.colour and target.colour != "NONE" and target.colour != "BOTH"):
print str(piece.x) + " " + str(piece.y) + " "+directions[dirIndex]
return True
dirIndex = (dirIndex + 1) % len(directions)
if startDirIndex == dirIndex:
break
index = (index + 1) % len(self.units)
if startIndex == index:
print "NO_MOVE"
return True
def ReadBoard(self):
""" Reads in the board.
On the very first turn, sets up the self.board structure
On subsequent turns, the board is simply read, but the self.board structure is not updated here.
"""
#sys.stderr.write("BasicAI ReadBoard here...\n");
for y in range(0,self.height):
row = sys.stdin.readline().strip()
if len(row) < self.width:
sys.stderr.write("Row has length " + str(len(row)) + " vs " + str(self.width) + "\n")
return False
for x in range(0,self.width):
if self.turn == 0:
if row[x] == '.':
pass
elif row[x] == '#':
self.board[x][y] = Piece(oppositeColour(self.colour), '?',x,y)
self.enemyUnits.append(self.board[x][y])
elif row[x] == '+':
self.board[x][y] = Piece("NONE", '+', x, y)
else:
self.board[x][y] = Piece(self.colour, row[x],x,y)
self.units.append(self.board[x][y])
else:
pass
return True
def InterpretResult(self):
""" Interprets the result of a move, and updates the board.
The very first move is ignored.
On subsequent moves, the self.board structure is updated
"""
#sys.stderr.write("BasicAI InterpretResult here...\n")
result = sys.stdin.readline().split(' ')
#sys.stderr.write(" Read status line \"" + str(result) + "\"\n")
if self.turn == 0:
return True
if result[0].strip() == "QUIT": #Make sure we exit when the manager tells us to!
return False
if result[0].strip() == "NO_MOVE": #No move was made, don't need to update anything
return True
if len(result) < 4: #Should be at least 4 tokens (X Y DIRECTION OUTCOME) in any other case
return False
x = int(result[0].strip())
y = int(result[1].strip())
#sys.stderr.write(" Board position " + str(x) + " " + str(y) + " is OK!\n")
direction = result[2].strip()
multiplier = 1
outcome = result[3].strip()
outIndex = 3
if is_integer(outcome):
multiplier = int(outcome)
outcome = result[4].strip()
outIndex = 4
p = move(x,y,direction, multiplier)
#Determine attacking piece
attacker = self.board[x][y]
self.board[x][y] = None
if attacker == None:
return False
lastMoved = attacker
defender = self.board[p[0]][p[1]]
#Update attacker's position (Don't overwrite the board yet though)
attacker.x = p[0]
attacker.y = p[1]
attacker.positions.insert(0, (attacker.x, attacker.y))
#Determine ranks of pieces if supplied
if len(result) >= outIndex + 3:
if defender == None:
return False
attacker.rank = result[outIndex+1].strip()
if attacker.beenRevealed == False:
if attacker.colour == self.colour:
self.hiddenAllies[attacker.rank] -= 1
elif attacker.colour == oppositeColour(self.colour):
self.hiddenEnemies[attacker.rank] -= 1
attacker.beenRevealed = True
defender.rank = result[outIndex+2].strip()
if defender.beenRevealed == False:
if defender.colour == self.colour:
self.hiddenAllies[defender.rank] -= 1
elif defender.colour == oppositeColour(self.colour):
self.hiddenEnemies[defender.rank] -= 1
defender.beenRevealed = True
if outcome == "OK":
self.board[p[0]][p[1]] = attacker
elif outcome == "KILLS":
self.board[p[0]][p[1]] = attacker
if defender.colour == self.colour:
self.totalAllies[defender.rank] -= 1
self.units.remove(defender)
elif defender.colour == oppositeColour(self.colour):
self.totalEnemies[defender.rank] -= 1
self.enemyUnits.remove(defender)
elif outcome == "DIES":
if attacker.colour == self.colour:
self.totalAllies[attacker.rank] -= 1
self.units.remove(attacker)
elif attacker.colour == oppositeColour(self.colour):
self.totalEnemies[attacker.rank] -= 1
self.enemyUnits.remove(attacker)
elif outcome == "BOTHDIE":
self.board[p[0]][p[1]] = None
if defender.colour == self.colour:
self.totalAllies[defender.rank] -= 1
self.units.remove(defender)
elif defender.colour == oppositeColour(self.colour):
self.totalEnemies[defender.rank] -= 1
self.enemyUnits.remove(defender)
if attacker.colour == self.colour:
self.totalAllies[attacker.rank] -= 1
self.units.remove(attacker)
elif attacker.colour == oppositeColour(self.colour):
self.totalEnemies[attacker.rank] -= 1
self.enemyUnits.remove(attacker)
elif outcome == "FLAG":
#sys.stderr.write(" Game over!\n")
return False
elif outcome == "ILLEGAL":
#sys.stderr.write(" Illegal move!\n")
return False
else:
#sys.stderr.write(" Don't understand outcome \"" + outcome + "\"!\n");
return False
#sys.stderr.write(" Completed interpreting move!\n");
return True