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Agents.py
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Agents.py
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import copy
import random
import threading
import time
import numpy as np
import math
import Board
class Graph:
def __init__(self):
self.graph = {}
class Node:
def __init__(self, board):
self.board = board # FBoard object
self.is_terminal = board.is_checkmate() # overridden
self.is_computed = False
self.is_exploited = False
self.h = 0
self.children = []
self.parents = []
self.h_time = 0
def exploit(self, node_key):
for move in self.graph[self.get_key(node_key)].board.moves:
# copy board and move
tmp_board = self.graph[self.get_key(node_key)].board.copy()
tmp_board.make_move(move)
# if first visited. append
if not self.get_key(tmp_board.key()) in self.graph.keys():
self.graph[self.get_key(tmp_board.key())] = Graph.Node(tmp_board)
# if not in children list, append kid
if not self.get_key(tmp_board.key()) in self.graph[self.get_key(node_key)].children:
self.graph[self.get_key(node_key)].children.append(self.get_key(tmp_board.key()))
# if parent not in list
if not self.get_key(node_key) in self.graph[self.get_key(tmp_board.key())].parents:
self.graph[self.get_key(tmp_board.key())].parents.append(self.get_key(node_key))
self.graph[self.get_key(node_key)].is_exploited = True
def add_node(self, board_key):
self.graph[self.get_key(board_key)] = self.Node(
Board.FBoard(white=board_key[0], black=board_key[1], white_turn=board_key[2]))
def get_key(self, board_key):
if isinstance(board_key, str):
return board_key
return np.array2string(board_key[0]) + np.array2string(board_key[1]) + str(board_key[2])
def get_node(self, board_key):
if not self.get_key(board_key) in self.graph.keys():
self.add_node(board_key)
if not self.graph[self.get_key(board_key)].is_exploited:
self.exploit(board_key)
return self.graph[self.get_key(board_key)]
class Agent:
"""
An Agent that can return a legal chess action for the user or AI to take.
:param board: a ChessGame to run the agent on
:param color: the color that the agent will choose moves for
:param threshold: hyper parameter for evaluation function
:param warmup: hyper parameter for evaluation function
"""
def __init__(self, board, color, game_time=15, threshold=5, warmup=3):
self.board = board
self.game_time = game_time
self.warmup = warmup
self.is_white = True if color == "W" else False # W->P; B->p
self.threshold = threshold
def ply(self):
"""
Gets the best action for the player to take.
:return: the action
"""
return (0, 0), (0, 0)
def heuristic(self, node):
if node.is_computed:
return node.h
# First option: winning by going straight to the final row
idx_w = np.where(node.board.white)
white_attackers = np.array([idx_w[0][i] - 1
if idx_w[0][i] <= 4 and not np.sum(
node.board.black[:idx_w[0][i], idx_w[1][i] - 1:idx_w[1][i] + 2]) else 10
for i in range(len(idx_w[0]))])
idx_b = np.where(node.board.black)
black_attackers = np.array([8 - idx_b[0][i]
if idx_b[0][i] >= 5 and not np.sum(
node.board.white[idx_b[0][i] + 1:, idx_b[1][i] - 1:idx_b[1][i] + 2]) else 10
for i in range(len(idx_b[0]))])
closest_white_dist = np.min(white_attackers) if white_attackers.size != 0 else 10
closest_black_dist = np.min(black_attackers) if black_attackers.size != 0 else 10
if closest_white_dist == closest_black_dist and closest_black_dist != 10: # look at next step
closest_white_dist = closest_white_dist - node.board.white_turn
closest_black_dist = closest_black_dist - (not node.board.white_turn)
if self.is_white:
if closest_white_dist < closest_black_dist:
node.h = 1000 * (5 - closest_white_dist)
node.is_computed = True
return node.h
if closest_white_dist > closest_black_dist:
node.h = -1000 * (5 - closest_black_dist)
node.is_computed = True
return node.h
else:
if closest_white_dist < closest_black_dist:
node.h = -1000 * (5 - closest_white_dist)
node.is_computed = True
return node.h
if closest_white_dist > closest_black_dist:
node.h = 1000 * (5 - closest_black_dist)
node.is_computed = True
return node.h
# Second option: winning by disabling the opponent of moving
legal_moves = self.threshold if node.board.moves.shape[0] > self.threshold \
else node.board.moves.shape[0]
if self.is_white:
if node.board.white_turn:
node.h = -5000 * (self.threshold - legal_moves) / self.threshold
else:
node.h = 5000 * (self.threshold - legal_moves) / self.threshold
else:
if node.board.white_turn:
node.h = 5000 * (self.threshold - legal_moves) / self.threshold
else:
node.h = -5000 * (self.threshold - legal_moves) / self.threshold
if node.h != 0:
node.is_computed = True
return node.h
# Third option: kill as much pawns as possible
if self.is_white:
node.h = ((np.sum(node.board.white) - np.sum(node.board.black)) / np.sum(node.board.white)) * 5000
else:
node.h = ((np.sum(node.board.black) - np.sum(node.board.white)) / np.sum(node.board.black)) * 5000
node.is_computed = True
return node.h
class RandomAgent(Agent):
"""
A RandomAgent is an agent that randomly chooses a legal move to make.
:param game: a ChessGame to run the agent on
:param startColor: the color that the agent will choose moves for
"""
def __init__(self, board, color, game_time):
super().__init__(board, color, game_time)
def ply(self):
"""
Randomly chooses a legal action
:return: the action
"""
return "", self.board.make_move(random.choice(self.board.moves))
init_depth = 5
class MinimaxAgent(Agent):
"""
A RandomAgent is an agent that randomly chooses a legal move to make.
:param board: a ChessGame to run the agent on
:param color: the color that the agent will choose moves for
"""
def __init__(self, board, color, game_time):
super().__init__(board, color, game_time)
self.graph = Graph()
def minimax(self, board_key, maximizing=True, depth=15):
node = self.graph.get_node(board_key)
if depth == 0 or node.is_terminal[0]:
return self.heuristic(node)
if maximizing:
value = float('-inf')
for child_key in node.children:
value = max(value, self.minimax(child_key, False, depth - 1))
return value
else:
value = float('inf')
for child_key in node.children:
value = min(value, self.minimax(child_key, True, depth - 1))
return value
def ply(self):
"""
Randomly chooses a legal action
:return: the action
"""
start = time.time()
if self.warmup > 0:
move = random.choice(self.board.moves)
san = self.board.make_move(move)
self.warmup -= 1
return "Color:{} ply time:{}".format("White." if self.is_white else "Black.", time.time() - start), san
best_value = float('-inf')
best_move = None
for count, move in enumerate(self.board.moves):
tmp_board = Board.FBoard(white=self.board.white, black=self.board.black, white_turn=self.board.white_turn)
tmp_board.make_move(move)
value = self.minimax(tmp_board.key())
if best_value < value:
best_value = value
best_move = move
san = self.board.make_move(best_move)
return "Color:{} ply time:{}".format("White." if self.is_white else "Black.", time.time() - start), san
class AlphaBetaAgent(Agent):
"""
A RandomAgent is an agent that randomly chooses a legal move to make.
:param board: a ChessGame to run the agent on
:param color: the color that the agent will choose moves for
"""
def __init__(self, board, color, game_time):
super().__init__(board, color, game_time)
self.graph = Graph()
def alphabeta(self, board_key, a=float('-inf'), b=float('inf'), maximizing=True, depth=0):
node = self.graph.get_node(board_key)
if depth == 0 or node.is_terminal[0]:
return self.heuristic(node)
if maximizing:
value = float('-inf')
for child_key in node.children:
value = max(value, self.alphabeta(child_key, a=a, b=b, maximizing=False, depth=depth - 1))
if value >= b:
break
a = max(a, value)
return value
else:
value = float('inf')
for child_key in node.children:
value = min(value, self.alphabeta(child_key, a=a, b=b, maximizing=True, depth=depth - 1))
if value <= a:
break
b = min(b, value)
return value
def ply(self, depth=5, maximizing=True):
"""
chooses action using alphabeta pruning
:return: the action
"""
start = time.time()
if self.warmup > 0:
move = random.choice(self.board.moves)
san = self.board.make_move(move)
self.warmup -= 1
return "Color:{} ply time:{}".format("White." if self.is_white else "Black.", time.time() - start), san
best_value = float('-inf')
best_move = None
for move in self.board.moves:
tmp_board = Board.FBoard(white=self.board.white, black=self.board.black, white_turn=self.board.white_turn)
tmp_board.make_move(move)
value = self.alphabeta(tmp_board.key(), depth=depth, maximizing=not maximizing)
if best_value < value:
best_value = value
best_move = move
san = self.board.make_move(best_move)
return "Color:{} ply time:{}".format("White." if self.is_white else "Black.", time.time() - start), san
class BestAgent(AlphaBetaAgent):
def __init__(self, board, color, game_time):
super().__init__(board, color, game_time)
self.move_counter = -self.warmup
# Permanent brain method
self.ready = False
self.move_time = -1
self.search = threading.Thread(target=self.keepSearch, args=(self.board.key(), False))
self.ids_consts = (20, 10, 200)
self.search.start()
self.game_time *= 60
self.depth = 2
def keepSearch(self, board_key, maximizing=True, a=float('-inf'), b=float('inf'), depth=200):
# node = self.graph.get_node(board_key)
# while not self.ready:
# for kid in node.children:
# if self.ready:
# break
# self.graph.get_node(kid)
# node = random.choice(node.children)
# node = self.graph.get_node(node)
return
def depth_scheduler(self):
if self.move_counter <= 3:
self.depth = 2
elif self.move_counter == 4:
self.depth = 3
else:
ratio = self.move_time / self.game_time
if ratio >= 0.25:
self.depth -= 1
if 0.1 <= ratio:
return self.depth
elif 0.05 <= ratio:
self.depth += 1
else:
if self.move_counter <= 15:
self.depth += 2
else:
self.depth += 3
self.depth = min(20, self.depth)
return self.depth
def ply(self, depth=3, maximizing=True): # depth is used only by base class
self.depth_scheduler()
start = time.time()
self.ready = True
self.search.join()
print("{} player will search at depth {}".format("White" if self.is_white else "Black", self.depth))
san = super().ply(depth=self.depth, maximizing=maximizing)[1]
self.move_counter += 1
self.search = threading.Thread(target=self.keepSearch, args=(self.board.key(), False))
self.move_time = time.time() - start
self.game_time -= self.move_time
self.search.start()
self.ready = False
return "Color:{} ply time:{}".format("White." if self.is_white else "Black.", time.time() - start), san
def calcBranchingFactor(self, depth):
num_moves = len(self.board.moves)
num_of_boards = np.uint64(1)
if depth == 0:
return num_moves, num_of_boards
node = self.graph.get_node(self.board.key())
average = num_moves
children = node.children
tmp_board = self.board
for child in children:
child = self.graph.get_node(child)
self.board = child.board
tmp_moves, tmp_num_of_boards = self.calcBranchingFactor(depth - 1)
num_moves = (num_moves * num_of_boards + tmp_moves * tmp_num_of_boards) / (
tmp_num_of_boards + num_of_boards)
num_of_boards += tmp_num_of_boards
self.board = tmp_board
return num_moves, num_of_boards
agentsDict = {"random": RandomAgent, "minimax": MinimaxAgent, "alpha": AlphaBetaAgent, "best": BestAgent}