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ai.py
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import random
from typing import List, Union, Tuple, Any
from agent import Agent
from board import MARK_O, MARK_X, MARK_EMPTY, ALL, Board
import copy
"""
node (move, value=None)
"""
class MinMaxNode:
def __init__(self, move, state, depth, player, value=None, parent=None) -> None:
self.move = move
self.state = state
self.value = value
self.depth = depth
self.player = player
self.children = []
self.parent = parent
def set_value(self, value) -> None:
self.value = value
def is_leaf(self) -> bool:
return len(self.children) == 0
def add_child(self, child) -> None:
self.children.append(child)
def next_child(self):
for c in self.children:
yield c
def __str__(self) -> str:
return "Parent({}) -> Move: {} | Value: {} | Depth: {} | Player: {} | # Children: {}".format(None if self.parent is None else self.parent.move, self.move, self.value, self.depth, self.player, len(self.children))
class MinMaxTree:
def __init__(self, root) -> None:
self.root = root
def __depth_first_str(self) -> str:
# depth first traversal
s = ""
nodes = [self.root]
while len(nodes) > 0:
c_node = nodes.pop(-1)
s += str(c_node) + "\n"
nodes.extend(c_node.children)
return s
def __str__(self) -> str:
return self.__depth_first_str()
class RandomAgent(Agent):
def __init__(self, player) -> None:
self.player = player
def get_next_move(self, state) -> Tuple[int, int]:
ri = random.randint(1, 3)
rj = random.randint(1, 3)
while state[ri-1][rj-1] != MARK_EMPTY:
ri = random.randint(1, 3)
rj = random.randint(1, 3)
return ri, rj
class MinMaxAgent(Agent):
def __init__(self, player, max_depth=1) -> None:
self.player = player
self.max_depth = max_depth
self.opponent = MARK_X if player == MARK_O else MARK_O
def evaluate(self, state) -> int:
"""
return the current score for the player
horizontal, vertical and diagonal -> empty or like values increase score otherwise decrease
"""
score = 0
for r in ALL:
pv = None
for (i, j) in r:
if pv is None:
pv = state[i][j]
continue
if pv == MARK_EMPTY:
pv = None
break
if pv != state[i][j]:
pv = None
break
if pv is None:
continue
if pv == self.player:
score += 1
elif pv == self.opponent:
score -= 1
return score
@staticmethod
def make_move(move, state, player):
new_state = copy.deepcopy(state)
new_state[move[0]-1][move[1]-1] = player
return new_state
@staticmethod
def generate_moves(state) -> List[Tuple[Union[int, Any], Union[int, Any]]]:
moves = []
# check playable
if not Board.winner(state) is None:
return moves
for (ri, r) in enumerate(state):
for (ci, c) in enumerate(r):
if c == MARK_EMPTY:
moves.append((ri+1, ci+1))
return moves
def evaluate_node(self, node):
node.set_value(self.evaluate(node.state))
def process_node(self, node: MinMaxNode):
## if evaluated no need to work
if node.value is not None:
return
## if no children evaluate
if len(node.children) == 0:
self.evaluate_node(node)
return
## if there are children, evaluate the children first
for n in node.children:
self.process_node(n)
m = None
## after evaluating the children take the max or minimum WRT
if node.player == self.player:
## get maximum
m = node.children[0].value
for i in range(1, len(node.children)):
t = node.children[i].value
if m < t:
m = t
else:
## get minimum
m = node.children[0].value
for i in range(1, len(node.children)):
t = node.children[i].value
if m > t:
m = t
node.value = m
def construct_min_max_tree(self, state, max_depth=1):
root_node = MinMaxNode(None, state, 0, self.player)
nodes = [root_node]
while len(nodes) > 0:
c_node = nodes.pop(-1)
c_player = c_node.player
moves = []
if c_node.depth < max_depth:
moves = self.generate_moves(c_node.state)
# handle nodes that generate no moves
# either board is full, someone has won or max depth reached
if len(moves) == 0:
self.evaluate_node(c_node)
for move in moves:
new_state = self.make_move(move, c_node.state, c_player)
player = self.player if c_player == self.opponent else self.opponent
node = MinMaxNode(move, new_state, c_node.depth + 1, player, parent=c_node)
c_node.add_child(node)
nodes.append(node)
self.process_node(root_node)
tree = MinMaxTree(root_node)
return tree
@staticmethod
def get_best_move(tree) -> Union[int, int]:
root_node = tree.root
rv = root_node.value
moves = []
for c in root_node.children:
if rv == c.value:
moves.append(c.move)
i = random.randint(0, len(moves)-1)
return moves[i]
def get_next_move(self, state) -> Union[int, int]:
t = self.construct_min_max_tree(state, max_depth=self.max_depth)
move = self.get_best_move(t)
return move