Created base game with working minimax algorithm, now working on reinforcement learning

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2023-07-28 19:34:53 +01:00
commit 1eb0a04f30
24 changed files with 916 additions and 0 deletions
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import pygame
from .constants import BLACK, ROWS, GREEN, SQUARE_SIZE, COLS, WHITE
from .piece import Piece
class Board:
def __init__(self):
self.board = []
self.greenLeft = self.whiteLeft = 12
self.greenKings = self.whiteKings = 0
self.createBoard()
def drawSquares(self, win):
win.fill(BLACK)
for row in range(ROWS):
for col in range(row % 2, ROWS, 2):
pygame.draw.rect(win, GREEN, (row * SQUARE_SIZE, col * SQUARE_SIZE, SQUARE_SIZE, SQUARE_SIZE))
def createBoard(self):
for row in range(ROWS):
self.board.append([])
for col in range(COLS):
if col % 2 == ((row + 1) % 2):
if row < 3:
self.board[row].append(Piece(row, col, WHITE))
elif row > 4:
self.board[row].append(Piece(row, col, GREEN))
else:
self.board[row].append(None)
else:
self.board[row].append(None)
def draw(self, win):
self.drawSquares(win)
for row in range(ROWS):
for col in range(COLS):
piece = self.board[row][col]
if piece is not None:
piece.draw(win)
def move(self, piece, row, col):
self.board[piece.row][piece.col], self.board[row][col] = self.board[row][col], self.board[piece.row][piece.col]
piece.move(row, col)
if row == ROWS - 1 or row == 0:
piece.makeKing()
if piece.colour == WHITE:
self.whiteKings += 1
else:
self.greenKings += 1
def remove(self, skipped):
for piece in skipped:
self.board[piece.row][piece.col] = None
if piece is not None:
if piece.colour == GREEN:
self.greenLeft -= 1
else:
self.whiteLeft -= 1
def getPiece(self, row, col):
return self.board[row][col]
def winner(self):
if self.greenLeft <= 0:
return WHITE
elif self.whiteLeft <= 0:
return GREEN
return None
def getValidMoves(self, piece):
moves = {}
forcedCapture = {}
left = piece.col - 1
right = piece.col + 1
row = piece.row
if piece.colour == GREEN:
moves.update(self._traverseLeft(row - 1, max(row - 3, -1), -1, piece.colour, left))
moves.update(self._traverseRight(row - 1, max(row - 3, -1), -1, piece.colour, right))
if piece.colour == WHITE:
moves.update(self._traverseLeft(row + 1, min(row + 3, ROWS), 1, piece.colour, left))
moves.update(self._traverseRight(row + 1, min(row + 3, ROWS), 1, piece.colour, right))
if piece.king:
moves.update(self._traverseLeft(row - 1, max(row - 3, -1), -1, piece.colour, left))
moves.update(self._traverseRight(row - 1, max(row - 3, -1), -1, piece.colour, right))
moves.update(self._traverseLeft(row + 1, min(row + 3, ROWS), 1, piece.colour, left))
moves.update(self._traverseRight(row + 1, min(row + 3, ROWS), 1, piece.colour, right))
if len(moves.values()) <= 1:
return moves
movesValues = list(moves.values())
movesKeys = list(moves.keys())
forced = {}
for i in range(len(movesKeys)):
if not movesValues[i]:
forced[movesKeys[i]] = moves[movesKeys[i]]
if len(forced) != len(moves):
forced.clear()
for i in range(len(movesKeys)):
if movesValues[i]:
forced[movesKeys[i]] = moves[movesKeys[i]]
if len(forced) != len(moves):
for i in range(len(movesKeys)):
if movesValues[i]:
forcedCapture[movesKeys[i]] = moves[movesKeys[i]]
else:
forcedCapture = forced
else:
forcedCapture = forced
return forcedCapture
def scoreOfTheBoard(self):
return self.whiteLeft - self.greenLeft
def getAllPieces(self, colour):
pieces = []
for row in self.board:
for piece in row:
if piece is not None and piece.colour == colour:
pieces.append(piece)
return pieces
def _traverseLeft(self, start, stop, step, colour, left, skipped=[]):
moves = {}
last = []
for row in range(start, stop, step):
if left < 0:
break
mvs = self._traverse(row, left, skipped, moves, step, last, colour)
if mvs is None:
break
elif isinstance(mvs, list):
last = mvs
else:
moves.update(mvs)
left -= 1
return moves
def _traverseRight(self, start, stop, step, colour, right, skipped=[]):
moves = {}
last = []
for row in range(start, stop, step):
if right >= COLS:
break
mvs = self._traverse(row, right, skipped, moves, step, last, colour)
if mvs is None:
break
elif isinstance(mvs, list):
last = mvs
else:
moves.update(mvs)
right += 1
return moves
def _traverse(self, row, col, skipped, moves, step, last, colour):
current = self.board[row][col]
if current is None:
if skipped and not last:
return None
elif skipped:
moves[(row, col)] = last + skipped
else:
moves[(row, col)] = last
if last:
if step == -1:
rowCalc = max(row - 3, 0)
else:
rowCalc = min(row + 3, ROWS)
moves.update(self._traverseLeft(row + step, rowCalc, step, colour, col - 1, skipped=last))
moves.update(self._traverseRight(row + step, rowCalc, step, colour, col + 1, skipped=last))
return None
elif current.colour == colour:
return None
else:
last = [current]
return last
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import pygame
WIDTH, HEIGHT = 800, 800
ROWS, COLS = 8, 8
SQUARE_SIZE = WIDTH // COLS
# RGB color
GREEN = (144, 184, 59)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
BLUE = (0, 0, 255)
GREY = (128, 128, 128)
CROWN = pygame.transform.scale(pygame.image.load("./utilities/assets/crown.png"), (45, 25))
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import pygame
from utilities.board import Board
from utilities.constants import GREEN, WHITE, BLUE, SQUARE_SIZE
class GameManager:
def __init__(self, win, colour):
self._init(colour)
self.win = win
def _init(self, colour):
self.selected = None
self.board = Board()
self.turn = colour
self.validMoves = {}
self.legCount = 0
def update(self):
self.board.draw(self.win)
self.drawValidMoves(self.validMoves)
pygame.display.update()
def reset(self):
self._init(self.turn)
def select(self, row, col):
if self.selected:
result = self._move(row, col)
if not result:
self.selected = None
self.select(row, col)
piece = self.board.getPiece(row, col)
if piece is not None and piece.colour == self.turn:
self.selected = piece
self.validMoves = self.board.getValidMoves(piece)
return True
def _move(self, row, col):
piece = self.board.getPiece(row, col)
if self.selected and piece is None and (row, col) in self.validMoves:
self.board.move(self.selected, row, col)
skipped = self.validMoves[row, col]
if self.validMoves[list(self.validMoves.keys())[0]]:
if self.validMoves[list(self.validMoves.keys())[0]][0].king:
self.selected.makeKing()
if skipped:
self.board.remove(skipped)
if len(self.validMoves) > 1:
del self.validMoves[list(self.validMoves.keys())[0]]
else:
self.changeTurn()
else:
self.changeTurn()
else:
return False
return True
def changeTurn(self):
self.validMoves = {}
if self.turn == GREEN:
self.turn = WHITE
else:
self.turn = GREEN
def drawValidMoves(self, moves):
for row, col in moves:
pygame.draw.circle(self.win, BLUE,
(col * SQUARE_SIZE + SQUARE_SIZE // 2, row * SQUARE_SIZE + SQUARE_SIZE // 2), 15)
def winner(self):
return self.board.winner()
def getBoard(self):
return self.board
def aiMove(self, board):
if board is None:
# colour = "green" if self.turn == GREEN else "white"
# print("no move left for " + colour + " to make")
self.changeTurn()
return
self.board = board
self.changeTurn()
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import pygame.draw
from utilities.constants import SQUARE_SIZE, GREY, CROWN
class Piece:
def __init__(self, row, col, colour):
self.row = row
self.col = col
self.colour = colour
self.king = False
self.x = 0
self.y = 0
self.calcPosition()
self.padding = 20
self.border = 2
def calcPosition(self):
self.x = SQUARE_SIZE * self.col + SQUARE_SIZE // 2
self.y = SQUARE_SIZE * self.row + SQUARE_SIZE // 2
def makeKing(self):
self.king = True
def draw(self, win):
radius = SQUARE_SIZE // 2 - self.padding
pygame.draw.circle(win, GREY, (self.x, self.y), radius + self.border)
pygame.draw.circle(win, self.colour, (self.x, self.y), radius)
if self.king:
win.blit(CROWN, (self.x - CROWN.get_width() // 2, self.y - CROWN.get_height() // 2))
def move(self, row, col):
self.row = row
self.col = col
self.calcPosition()
def __repr__(self):
return str(self.colour)