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game_agent.py
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import random
import math
def terminal_test(state):
"""Determines if the game state from the point of view of the given player is a terminal state
by checking the player's utility value and the number of the player's legal moves
Parameters
----------
state: `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
Returns
-------
boolean
True if the terminal conditions are met, False otherwise
"""
return state.utility(state.active_player) != 0 or not state.get_legal_moves(state.active_player)
class SearchTimeout(Exception):
"""Subclass base exception for code clarity. """
pass
def custom_score(game, player):
"""Calculates and returns the difference between the number of the agent's moves and
the weighted number of the opponent's moves
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
# Return '-inf' if the game is a lose, 'inf' if a win
if game.is_loser(player):
return float("-inf")
if game.is_winner(player):
return float("inf")
# Assign a weight to use for the opponent's moves
weight = 1.6
# Get each player's number of legal moves
own_moves = len(game.get_legal_moves(player))
# Include the weight to the opponent's legal moves
opp_moves = weight * len(game.get_legal_moves(game.get_opponent(player)))
# Return the calculated heuristic value
return float(own_moves - opp_moves)
def custom_score_2(game, player):
"""Calculates and returns the agent's distance from each other using the distance formula
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
# Return '-inf' if the game is a lose, 'inf' if a win
if game.is_loser(player):
return float("-inf")
if game.is_winner(player):
return float("inf")
# Get each player's location
own_location = game.get_player_location(player)
opp_location = game.get_player_location(game.get_opponent(player))
# Return the agent's distance the opponent
return float(math.sqrt((own_location[0] + opp_location[0]) ** 2 + (own_location[1] + opp_location[1]) ** 2))
def custom_score_3(game, player):
"""Calculates and returns the sum of the number of the player's moves and the remaining open spaces.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
# Return '-inf' if the game is a lose, 'inf' if a win
if game.is_loser(player):
return float("-inf")
if game.is_winner(player):
return float("inf")
# Calculate and return the sum of the number of the player's moves and the remaining open spaces
return float(len(game.get_legal_moves(player)) + len(game.get_blank_spaces()))
class IsolationPlayer:
"""Base class for minimax and alphabeta agents -- this class is never
constructed or tested directly.
******************** DO NOT MODIFY THIS CLASS ********************
Parameters
----------
search_depth : int (optional)
A strictly positive integer (i.e., 1, 2, 3,...) for the number of
layers in the game tree to explore for fixed-depth search. (i.e., a
depth of one (1) would only explore the immediate sucessors of the
current state.)
score_fn : callable (optional)
A function to use for heuristic evaluation of game states.
timeout : float (optional)
Time remaining (in milliseconds) when search is aborted. Should be a
positive value large enough to allow the function to return before the
timer expires.
"""
def __init__(self, search_depth=3, score_fn=custom_score, timeout=10.):
self.search_depth = search_depth
self.score = score_fn
self.time_left = None
self.TIMER_THRESHOLD = timeout
class MinimaxPlayer(IsolationPlayer):
"""Game-playing agent that chooses a move using depth-limited minimax
search. You must finish and test this player to make sure it properly uses
minimax to return a good move before the search time limit expires.
"""
def get_move(self, game, time_left):
"""Searches for the best move from the available legal moves and return a
result before the time limit expires.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
time_left : callable
A function that returns the number of milliseconds left in the
current turn. Returning with any less than 0 ms remaining forfeits
the game.
Returns
-------
(int, int)
Board coordinates corresponding to a legal move; may return
(-1, -1) if there are no available legal moves.
"""
self.time_left = time_left
# Initialize the best move so that this function returns something
# in case the search fails due to timeout
best_move = (-1, -1)
try:
# The try/except block will automatically catch the exception
# raised when the timer is about to expire.
return self.minimax(game, self.search_depth)
except SearchTimeout:
pass
# Return the best move from the last completed search iteration
return best_move
def minimax(self, game, depth):
"""Depth-limited minimax search algorithm implemented as described in
the lectures.
Parameters
----------
game : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
Returns
-------
(int, int)
The board coordinates of the best move found in the current search;
(-1, -1) if there are no legal moves
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
best_move = (-1, -1)
best_value = float('-inf')
legal_moves = game.get_legal_moves()
# Return best_move's current state if the agent is out of legal moves else
# assign the best move a random value in case time runs out
if not legal_moves:
return best_move
else:
best_move = legal_moves[random.randint(0, len(legal_moves)) - 1]
# Iterate through the moves to calculate each move's minimax value
for move in legal_moves:
value = self.mm_min_value(game.forecast_move(move), depth - 1)
# Update best_value and best_move when a better value is found
if value >= best_value:
best_value = value
best_move = move
return best_move
def mm_min_value(self, state, depth):
"""This is a helper method for minimax to evaluate the minimum value from the node's children
Parameters
----------
state : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
Returns
-------
float
minimum value that was evaluated from the current node's children or utility value
from the current player's perspective if a terminal state or max depth is reached
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
# Evaluate and return the score of the current state if the current state has reached
# a terminal state or if the maximum allowed depth had been reached
if terminal_test(state) or depth == 0:
return self.score(state, self)
# Initialize the min_value so that this method returns something in case time runs out
min_value = float("inf")
# Iterate through all the player's moves to find the minimum value
# from the current node's children
for move in state.get_legal_moves():
min_value = min(min_value, self.mm_max_value(state.forecast_move(move), depth - 1))
return float(min_value)
def mm_max_value(self, state, depth):
"""This is a helper method for minimax to evaluate the max value from the node's children
Parameters
----------
state : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
Returns
-------
float
max value that was evaluated from the current node's children or utility value
from the current player's perspective if a terminal state or max depth is reached
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
# Evaluate and return the score of the current state if the current state has reached
# a terminal state or if the maximum allowed depth had been reached
if terminal_test(state) or depth == 0:
return self.score(state, self)
# Initialize the max_value so that this method returns something in case time runs out
max_value = float("-inf")
# Iterate through all the player's moves to find the max value from the current node's children
for move in state.get_legal_moves():
max_value = max(max_value, self.mm_min_value(state.forecast_move(move), depth - 1))
return float(max_value)
class AlphaBetaPlayer(IsolationPlayer):
"""Game-playing agent that chooses a move using iterative deepening minimax
search with alpha-beta pruning. You must finish and test this player to
make sure it returns a good move before the search time limit expires.
"""
def get_move(self, game, time_left):
"""Searches for the best move from the available legal moves and return a
result before the time limit expires.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
time_left : callable
A function that returns the number of milliseconds left in the
current turn. Returning with any less than 0 ms remaining forfeits
the game.
Returns
-------
(int, int)
Board coordinates corresponding to a legal move; may return
(-1, -1) if there are no available legal moves.
"""
self.time_left = time_left
# Initialize the best move so that this function returns something
# in case the search fails due to timeout
best_move = (-1, -1)
try:
# The try/except block will automatically catch the exception
# raised when the timer is about to expire.
depth = 1
while True:
best_move = self.alphabeta(game, depth)
depth += 1
except SearchTimeout: pass
# Return the best move from the last completed search iteration
return best_move
def alphabeta(self, game, depth, alpha=float("-inf"), beta=float("inf")):
"""Depth-limited minimax search implementation with alpha-beta pruning as
described in the lectures.
Parameters
----------
game : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
alpha : float
Alpha limits the lower bound of search on minimizing layers
beta : float
Beta limits the upper bound of search on maximizing layers
Returns
-------
(int, int)
The board coordinates of the best move found in the current search;
(-1, -1) if there are no legal moves
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
best_move = (-1, -1)
best_value = float('-inf')
legal_moves = game.get_legal_moves()
# Return best_move's current state if the agent is out of legal moves else
# assign the best move a random value in case time runs out
if not legal_moves:
return best_move
else:
best_move = legal_moves[random.randint(0, len(legal_moves)) - 1]
# Iterate through the moves to calculate each move's minimax value
for move in legal_moves:
value = self.ab_min_value(game.forecast_move(move), depth - 1, alpha, beta)
# Update best_value and best_move when a better value is found
if value >= best_value:
best_value = value
best_move = move
# Return the best value when it becomes larger than beta
if best_value >= beta:
return best_move
# Update alpha if the best value is greater than alpha
alpha = max(alpha, best_value)
return best_move
def ab_max_value(self, state, depth, alpha, beta):
"""This is a helper method for alphabeta to evaluate the max value from the node's children
while pruning parts of the tree to create a more efficient search
Parameters
----------
state : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
Returns
-------
float
max value that was evaluated from the current node's children or utility value
from the current player's perspective if a terminal state or max depth is reached
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
# Evaluate and return the score of the current state if the current state has reached
# a terminal state or if the maximum allowed depth had been reached
if terminal_test(state) or depth == 0:
return self.score(state, self)
# Initialize the max_value so that this method returns something in case time runs out
max_value = float('-inf')
# Iterate through all the player's moves to find the max value from the current node's children
for move in state.get_legal_moves():
max_value = max(max_value, self.ab_min_value(state.forecast_move(move), depth - 1, alpha, beta))
# Return the max value when it becomes larger than beta
if max_value >= beta:
return max_value
# Update alpha if the max value is greater than alpha
alpha = max(alpha, max_value)
return max_value
def ab_min_value(self, state, depth, alpha, beta):
"""This is a helper method for alphabeta to evaluate the min value from the node's children
while pruning parts of the tree to create a more efficient search
Parameters
----------
state : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
Returns
-------
float
min value that was evaluated from the current node's children or utility value
from the current player's perspective if a terminal state or max depth is reached
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
# Evaluate and return the score of the current state if the current state has reached
# a terminal state or if the maximum allowed depth had been reached
if terminal_test(state) or depth == 0:
return self.score(state, self)
# Initialize the min_value so that this method returns something in case time runs out
min_value = float('inf')
# Iterate through all the player's moves to find the max value from the current node's children
for move in state.get_legal_moves():
min_value = min(min_value, self.ab_max_value(state.forecast_move(move), depth - 1, alpha, beta))
# Return the min value when it becomes smaller than alpha
if min_value <= alpha:
return min_value
# Update alpha if the max value is greater than alpha
beta = min(beta, min_value)
return min_value