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bot.py
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from Block import *
from Cell4State import *
import time
class Tiedmagnets() :
def __init__(self) :
# print "Board formed"
self.Empty = '-'
self.Me = 'x'
self.Enemy = 'o'
self.MeNu = 0
self.EnemyNu = 1
# 4x4 blocks on the board
self.Blocks = [ Block() for block in range(16) ]
self.Normalize = 10000
self.Rows = [ 0 for row in range(4) ]
self.Cols = [ 0 for col in range(4) ]
self.Diags = [ 0 for diag in range(4) ]
self.Index = [ (blockno//4,blockno%4) for blockno in range(16) ]
self.RowS = [ [0,0,0] for row in range(4) ]
self.ColS = [ [0,0,0] for col in range(4) ]
self.DiagS = [ [0,0,0] for diag in range(4) ]
self.WinNu = 0
self.LoseNu = 1
self.DrawNu = 2
self.Weights = [ 5 , 3 , 3 , 5 , 3 , 7 , 7 , 3 , 3 , 7 , 7 , 3 , 5 , 3 , 3 , 5 ]
self.BlockWeight = 0.5
self.Maxdepth = 5
for block in range(16) :
self.Rows[self.Index[block][0]] += self.Blocks[block].BlockUtility
self.Cols[self.Index[block][1]] += self.Blocks[block].BlockUtility
if self.Index[block][0] == self.Index[block][1] :
self.Diags[0] += self.Blocks[block].BlockUtility
if self.Index[block][0] + self.Index[block][1] == 3 :
self.Diags[1] += self.Blocks[block].BlockUtility
self.PowersOf2 = [2**i for i in range(30)]
self.ExtensionGiven = False
# Current BoardUtility
self.BoardUtility = 0
# WasteMove / NoMove
self.WasteMove = (-1,-1)
# Board status
self.GameStatus = 0
def UpdateEnemyMove(self,EnemyMove) :
if EnemyMove == self.WasteMove :
return -1
BlockNo = (EnemyMove[0]//4) * 4 + (EnemyMove[1]//4)
BlockRow = EnemyMove[0] % 4
BlockCol = EnemyMove[1] % 4
# self.Blocks[BlockNo].UpdateForward((BlockRow,BlockCol),self.EnemyNu)
self.MakeMove(BlockNo,(BlockRow,BlockCol),self.EnemyNu)
return 4*BlockRow + BlockCol
def move(self, board, old_move, flag):
start = time.time()
# print "my bot called with" , old_move
BlockNo = self.UpdateEnemyMove(old_move)
# print "Block no" ,BlockNo
move,val = self.alphabetaRunner(self.Maxdepth,-1000000,1000000,self.MeNu,BlockNo)
print "returning move ",move
self.MakeMove((move[0]//4) * 4 + (move[1]//4),(move[0]%4,move[1]%4),self.MeNu)
print "Time taken : ", time.time() - start
return move
def CheckGameOver(self) :
# print "Inside CheckGameOver "
Draws = 0
for row in range(4) :
if self.RowS[row][self.WinNu] == 4 or self.RowS[row][self.LoseNu] == 4 :
return True
Draws += self.RowS[row][self.DrawNu]
for col in range(4) :
if self.ColS[col][self.WinNu] == 4 or self.ColS[col][self.LoseNu] == 4 :
return True
Draws += self.ColS[col][self.DrawNu]
for diag in range(2) :
if self.DiagS[diag][self.WinNu] == 4 or self.DiagS[diag][self.LoseNu] == 4 :
return True
Draws += self.DiagS[diag][self.DrawNu]
if Draws == 16 :
return True
# print "Returning False"
return False
def FindBoardUtility(self) :
ans = 0
# Board Based Utility
for row in range(4) :
if (self.RowS[row][self.WinNu] == 0 or self.RowS[row][self.LoseNu] == 0 ) and self.RowS[row][self.DrawNu] == 0 :
ans += self.NUtility(self.Rows[row])
for col in range(4) :
if (self.ColS[col][self.WinNu] == 0 or self.ColS[col][self.LoseNu] == 0 ) and self.ColS[col][self.DrawNu] == 0 :
ans += self.NUtility(self.Cols[col])
for diag in range(2) :
if (self.DiagS[diag][self.WinNu] == 0 or self.DiagS[diag][self.LoseNu] == 0 ) and self.DiagS[diag][self.DrawNu] == 0:
ans += self.NUtility(self.Diags[diag])
ans2 = 0
# WeightedSUm
for block in range(16) :
ans2 += self.Weights[block] * self.Blocks[block].BlockUtility
ans2 = float(ans2)/float(10)
# print "BoardUtility is " ,ans + ans2
return ans + ans2
def NUtility(self,val) :
if val > 0 :
sign = 1
else :
sign = -1
return sign * 10**(float(abs(val))/float(self.Normalize))
def MakeMove(self,BlockNo,Move,Player) :
PrevVal = self.Blocks[BlockNo].BlockUtility
self.Blocks[BlockNo].UpdateForward(Move,Player)
if self.Blocks[BlockNo].Status == "Won" :
self.RowS[self.Index[BlockNo][0]][self.WinNu] += 1
self.ColS[self.Index[BlockNo][1]][self.WinNu] += 1
if self.Index[BlockNo][0] == self.Index[BlockNo][1] :
self.DiagS[0][self.WinNu] += 1
if self.Index[BlockNo][0] + self.Index[BlockNo][1] == 3:
self.DiagS[1][self.WinNu] += 1
elif self.Blocks[BlockNo].Status == "Lost" :
self.RowS[self.Index[BlockNo][0]][self.LoseNu] += 1
self.ColS[self.Index[BlockNo][1]][self.LoseNu] += 1
if self.Index[BlockNo][0] == self.Index[BlockNo][1] :
self.DiagS[0][self.LoseNu] += 1
if self.Index[BlockNo][0] + self.Index[BlockNo][1] == 3:
self.DiagS[1][self.LoseNu] += 1
elif self.Blocks[BlockNo].EmptyCells == 0 :
self.RowS[self.Index[BlockNo][0]][self.DrawNu] += 1
self.ColS[self.Index[BlockNo][1]][self.DrawNu] += 1
if self.Index[BlockNo][0] == self.Index[BlockNo][1] :
self.DiagS[0][self.DrawNu] += 1
if self.Index[BlockNo][0] + self.Index[BlockNo][1] == 3:
self.DiagS[1][self.DrawNu] += 1
Change = self.Blocks[BlockNo].BlockUtility - PrevVal
self.Rows[self.Index[BlockNo][0]] += Change
self.Cols[self.Index[BlockNo][1]] += Change
# is on Diagonal0
if self.Index[BlockNo][0] == self.Index[BlockNo][1] :
self.Diags[0] += Change
# is on Diagonal1
if self.Index[BlockNo][0] + self.Index[BlockNo][1] == 3 :
self.Diags[1] += Change
def UndoMove(self,BlockNo,Move,Player) :
# print " in undo "
PrevVal = self.Blocks[BlockNo].BlockUtility
if self.Blocks[BlockNo].Status == "Won" :
self.RowS[self.Index[BlockNo][0]][self.WinNu] -= 1
self.ColS[self.Index[BlockNo][1]][self.WinNu] -= 1
if self.Index[BlockNo][0] == self.Index[BlockNo][1] :
self.DiagS[0][self.WinNu] -= 1
if self.Index[BlockNo][0] + self.Index[BlockNo][1] == 3:
self.DiagS[1][self.WinNu] -= 1
elif self.Blocks[BlockNo].Status == "Lost" :
self.RowS[self.Index[BlockNo][0]][self.LoseNu] -= 1
self.ColS[self.Index[BlockNo][1]][self.LoseNu] -= 1
if self.Index[BlockNo][0] == self.Index[BlockNo][1] :
self.DiagS[0][self.LoseNu] -= 1
if self.Index[BlockNo][0] + self.Index[BlockNo][1] == 3:
self.DiagS[1][self.LoseNu] -= 1
elif self.Blocks[BlockNo].EmptyCells == 0 :
self.RowS[self.Index[BlockNo][0]][self.DrawNu] -= 1
self.ColS[self.Index[BlockNo][1]][self.DrawNu] -= 1
if self.Index[BlockNo][0] == self.Index[BlockNo][1] :
self.DiagS[0][self.DrawNu] -= 1
if self.Index[BlockNo][0] + self.Index[BlockNo][1] == 3:
self.DiagS[1][self.DrawNu] -= 1
self.Blocks[BlockNo].UpdateBackward(Move,Player)
Change = self.Blocks[BlockNo].BlockUtility - PrevVal
self.Rows[self.Index[BlockNo][0]] += Change
self.Cols[self.Index[BlockNo][1]] += Change
# is on Diagonal0
if self.Index[BlockNo][0] == self.Index[BlockNo][1] :
self.Diags[0] += Change
# is on Diagonal1
if self.Index[BlockNo][0] + self.Index[BlockNo][1] == 3 :
self.Diags[1] += Change
def MoveSet(self,BlockNo) :
# print "Moveset inside BlockNo : ",BlockNo
AvailableMoves = []
for row in range(4) :
for col in LineState.AvailableMoves[ self.Blocks[BlockNo].Rows[row] ] :
AvailableMoves.append((row,col))
# print AvailableMoves
def comp(move1,move2) :
if self.Blocks[BlockNo].History[move1[0]][move1[1]] < self.Blocks[BlockNo].History[move2[0]][move2[1]] :
return -1
if self.Blocks[BlockNo].History[move1[0]][move1[1]] > self.Blocks[BlockNo].History[move2[0]][move2[1]] :
return 1
return 0
AvailableMoves = sorted(AvailableMoves,comp)
if len(AvailableMoves) == 0 :
print "this one is empty " ,BlockNo
for row in range(4) :
print self.Blocks[BlockNo].Rows[row]," ",LineState.AvailableMoves[ self.Blocks[BlockNo].Rows[row] ]
print self.Blocks[BlockNo].Cols[row]," ",LineState.AvailableMoves[ self.Blocks[BlockNo].Cols[row] ]
return AvailableMoves
def BlockVal(self,BlockNo) :
ans = self.Rows[self.Index[BlockNo][0]] + self.Cols[self.Index[BlockNo][1]]
if self.Index[BlockNo][0] == self.Index[BlockNo][1] :
ans += self.Diags[0]
if self.Index[BlockNo][0] + self.Index[BlockNo][1] == 3 :
ans += self.Diags[1]
ans += self.Blocks[BlockNo].BlockUtility
# print "for block ",BlockNo," ans = ",ans
return ans
def BlockSet(self,player) :
AvailableMoves = []
for block in range(16) :
if self.Blocks[block].Status == "War" and self.Blocks[block].EmptyCells > 0 :
AvailableMoves.append(block)
def comp(block1,block2) :
val1 = self.BlockVal(block1)
val2 = self.BlockVal(block2)
if val1 < val2 :
return -1
if val1 > val2 :
return 1
return 0
AvailableMoves = sorted(AvailableMoves,comp)
if player == self.EnemyNu :
AvailableMoves.reverse()
return AvailableMoves
def FindNextBlock(self,Move) :
return 4*Move[0] + Move[1]
def alphabetaRunner(self,depth,alpha,beta,player,BlockNo) :
if BlockNo != -1 and self.Blocks[BlockNo].Status == "War" and self.Blocks[BlockNo].EmptyCells > 0:
# print "inside Ruuner War BlockNo : ",BlockNo
MoveSet = self.MoveSet(BlockNo)
for i in range(len(MoveSet)) :
# Play according to assumption
self.MakeMove(BlockNo,MoveSet[i],player)
score = -self.alphabeta(depth - 1,-beta,-alpha,player^1,self.FindNextBlock(MoveSet[i]))
self.UndoMove(BlockNo,MoveSet[i],player)
if score >= alpha :
alpha = score
BestMove = MoveSet[i]
if score >= beta :
break
BestMove = (BestMove[0] + 4*self.Index[BlockNo][0] , BestMove[1] + 4*self.Index[BlockNo][1])
return (BestMove,alpha)
# We are at a free node
else :
# print "Inside Runner Free node"
MoveSet = self.BlockSet(player)
BestMove = self.WasteMove
for i in range(len(MoveSet)) :
if depth < 2 and not self.ExtensionGiven :
self.ExtensionGiven = True
move,score = self.alphabetaRunner(2,alpha,beta,player,MoveSet[i])
self.ExtensionGiven = False
else :
move,score = self.alphabetaRunner(depth-1,alpha,beta,player,MoveSet[i])
if score >= alpha :
BestMove = move
alpha = score
if score >= beta :
break
return BestMove,alpha
def alphabeta(self,depth,alpha,beta,player,BlockNo) :
# print "Inside alphabeta BlockNo : ",BlockNo," Player : ",player," depth : ",depth
if depth == 0 or self.CheckGameOver() :
# print "FindBoardUtility"
return self.FindBoardUtility()
# order the moves in the required order
if self.Blocks[BlockNo].Status == "War" :
# print "alphabeta - Inside War"
MoveSet = self.MoveSet(BlockNo)
BestMove = self.WasteMove
for i in range(len(MoveSet)) :
# Play according to assumption
self.MakeMove(BlockNo,MoveSet[i],player)
score = -self.alphabeta(depth - 1,-beta,-alpha,player^1,self.FindNextBlock(MoveSet[i]))
self.UndoMove(BlockNo,MoveSet[i],player)
# print "alpha ",alpha , "? score ",score
if score >= alpha :
alpha = score
BestMove = MoveSet[i]
if score >= beta :
break
# Update History Table
if BestMove != self.WasteMove :
self.Blocks[BlockNo].History[BestMove[0]][BestMove[1]] += self.PowersOf2[depth]
# print "Returning current as ",current
return alpha
# We are at a free node
else :
# print "Inside Not runners freenode"
MoveSet = self.BlockSet(player)
for i in range(len(MoveSet)) :
if depth-1 < 2 and not self.ExtensionGiven :
self.ExtensionGiven = True
score = self.alphabeta(2,alpha,beta,player,MoveSet[i])
self.ExtensionGiven = False
else :
score = self.alphabeta(depth-1,alpha,beta,player,MoveSet[i])
if score >= alpha :
alpha = score
if alpha >= beta :
break
return alpha