backgammon/board.py

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import numpy as np
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import itertools
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class Board:
initial_state = ( 0,
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2, 0, 0, 0, 0, -5,
0, -3, 0, 0, 0, 5,
-5, 0, 0, 0, 3, 0,
5, 0, 0, 0, 0, -2,
0 )
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# TODO: Remember to handle pushing other pieces to home
# TODO: Also remember that a player can't move backwards and the one
# player goes from 1-47 while the other goes from 47-1
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# Remember to handle edge case when we're on the last moves and you may go
# from position 22 -> 24 on a 6, if you have no pieces behind 22. Simply
# check if any are behind if you're circle or if any are higher if you are
# X, then it can be allowed.
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# Also, the check_move will also fail when you're attempting to leave a
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# bar. A fix of this is of course to check if the from_idx = bar and if so,
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# allow some extra stuff!
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@staticmethod
def idxs_with_checkers_of_player(board, player):
idxs = []
for idx, checker_count in enumerate(board):
if checker_count * player >= 1:
idxs.append(idx)
return idxs
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# TODO: write tests
# FIXME: make sure to disallow backwards movement
# TODO: implement double roll feature (4 dice if dice are equal)
# TODO: implement moving checkers into home (bearing off)
# TODO: handle barring in a more elengant way
# TODO: allow bearing off with non-exact die roll if this is only possible
# move
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# TODO: Allow not doing anything if and only if no alternatives
@staticmethod
def is_move_valid(board, player, face_value, move):
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def sign(a):
return (a > 0) - (a < 0)
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from_idx = move[0]
to_idx = move[1]
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to_state = None
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from_state = board[from_idx]
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delta = to_idx - from_idx
direction = sign(delta)
bearing_off = None
# FIXME: Use get instead of array-like indexing
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if to_idx >= 1 and to_idx <= 24:
to_state = board[to_idx]
bearing_off = False
else: # Bearing off
to_state = 0
bearing_off = True
# print("_"*20)
# print("board:", board)
# print("to_idx:", to_idx, "board[to_idx]:", board[to_idx], "to_state:", to_state)
# print("+"*20)
def is_forward_move():
return direction == player
def face_value_match_move_length():
return abs(delta) == face_value
def bear_in_if_checker_on_bar():
if player == 1:
bar = 0
else:
bar = 25
bar_state = board[bar]
if bar_state != 0:
return from_idx == bar
else:
return True
def checkers_at_from_idx():
return sign(from_state) == player
def no_block_at_to_idx():
if -sign(to_state) == player:
return abs(to_state) == 1
else:
return True
def can_bear_off():
checker_idxs = Board.idxs_with_checkers_of_player(board, player)
def is_moving_backmost_checker():
if player == 1:
return all([(idx >= from_idx) for idx in checker_idxs])
else:
return all([(idx <= from_idx) for idx in checker_idxs])
def all_checkers_in_last_quadrant():
if player == 1:
return all([(idx >= 19) for idx in checker_idxs])
else:
return all([(idx >= 6) for idx in checker_idxs])
return all([ is_moving_backmost_checker(),
all_checkers_in_last_quadrant() ])
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# TODO
# TODO: add switch here instead of wonky ternary in all
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return all([ is_forward_move(),
face_value_match_move_length(),
bear_in_if_checker_on_bar(),
checkers_at_from_idx(),
no_block_at_to_idx(),
can_bear_off() if bearing_off else True ])
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@staticmethod
def any_move_valid(board, player, roll):
for die in roll:
idxs = Board.idxs_with_checkers_of_player(board, player)
for idx in idxs:
if Board.is_move_valid(board, player, die,
(idx, idx + (die * player))):
return True
return False
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@staticmethod
def is_winner(board, player):
return Board.idxs_with_checkers_of_player(board, player) == []
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@staticmethod
def calculate_legal_states(board, player, roll):
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# Find all pips with things on them belonging to the player
# Iterate through each index and check if it's a possible move given the roll
# If player is O, then check for idx + roll
# If player is X, then check for idx - roll
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# TODO: make sure that it is not possible to do nothing on first part of
# turn and then do something with the second die
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def calc_moves(board, face_value):
idxs_with_checkers = Board.idxs_with_checkers_of_player(board, player)
boards = [(Board.do_move(board,
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player,
(idx, idx + (face_value * player)))
if Board.is_move_valid(board,
player,
face_value,
(idx, idx + (face_value * player)))
else None)
for idx in idxs_with_checkers]
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return list(filter(None, boards)) # Remove None-values
# ------------------
# 1. Determine if dice have identical face value
# 2. Iterate through remaining dice
legal_moves = set()
if not Board.any_move_valid(board, player, roll):
return { board }
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dice_permutations = list(itertools.permutations(roll)) if roll[0] != roll[1] else [[roll[0]]*4]
for roll in dice_permutations:
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# Calculate boards resulting from first move
boards = calc_moves(board, roll[0])
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for die in roll[1:]:
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# Calculate boards resulting from second move
nested_boards = [calc_moves(board, die) for board in boards]
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boards = [board for boards in nested_boards for board in boards]
# Add resulting unique boards to set of legal boards resulting from roll
legal_moves = legal_moves | set(boards)
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return legal_moves
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@staticmethod
def pretty(board):
temp = []
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for x in board:
if x >= 0:
temp.append(" {}".format(x))
else:
temp.append("{}".format(x))
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return """
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13 14 15 16 17 18 19 20 21 22 23 24
--------------------------------------------------------------------------
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| {11}| {10}| {9}| {8}| {7}| {6}| bar -1: {24} | {5}| {4}| {3}| {2}| {1}| {0}| end -1: TODO|
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|---|---|---|---|---|---|-----------|---|---|---|---|---|---|
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| {12}| {13}| {14}| {15}| {16}| {17}| bar 1: {25} | {18}| {19}| {20}| {21}| {22}| {23}| end 1: TODO|
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--------------------------------------------------------------------------
12 11 10 9 8 7 6 5 4 3 2 1
""".format(*temp)
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@staticmethod
def do_move(board, player, move):
# Implies that move is valid; make sure to check move validity before calling do_move(...)
def move_to_bar(board, to_idx):
board = list(board)
if player == 1:
board[0] += player
else:
board[25] += player
board[to_idx] = 0
return tuple(board)
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# TODO: Moving in from bar is handled by the representation
# TODONE: Handle bearing off
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from_idx = move[0]
to_idx = move[1]
board = list(board) # Make mutable copy of board
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# 'Lift' checker
board[from_idx] -= player
# Handle bearing off
if to_idx < 1 or to_idx > 24:
return board
# Handle hitting checkers
if board[to_idx] * player == -1:
board = move_to_bar(board, to_idx)
# Put down checker
board[to_idx] += player
return tuple(board)