fix bearing off bug

This commit is contained in:
Christoffer Müller Madsen 2018-05-24 16:59:07 +02:00
parent 26c0b469eb
commit 32a2631ed0

274
board.py
View File

@ -1,4 +1,3 @@
import quack
import numpy as np import numpy as np
import itertools import itertools
@ -13,9 +12,15 @@ class Board:
@staticmethod @staticmethod
def idxs_with_checkers_of_player(board, player): def idxs_with_checkers_of_player(board, player):
return quack.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
# TODO: Write a test for this
# TODO: Make sure that the bars fit, 0 represents the -1 player and 25 represents the 1 player
# index 26 is player 1 home, index 27 is player -1 home # index 26 is player 1 home, index 27 is player -1 home
@staticmethod @staticmethod
def board_features_to_pubeval(board, player): def board_features_to_pubeval(board, player):
@ -40,14 +45,14 @@ class Board:
# quack-fat # quack-fat
@staticmethod @staticmethod
def board_features_quack_fat(board, player): def board_features_quack_fat(board, player):
return np.array(quack.board_features_quack_fat(board,player)).reshape(1,30) board = list(board)
# board = list(board) positives = [x if x > 0 else 0 for x in board]
# positives = [x if x > 0 else 0 for x in board] negatives = [x if x < 0 else 0 for x in board]
# negatives = [x if x < 0 else 0 for x in board] board.append( 15 - sum(positives))
# board.append( 15 - sum(positives)) board.append(-15 - sum(negatives))
# board.append(-15 - sum(negatives)) board += ([1, 0] if np.sign(player) > 0 else [0, 1])
# board += ([1, 0] if np.sign(player) > 0 else [0, 1]) return np.array(board).reshape(1,30)
# return np.array(board).reshape(1,30)
# quack-fatter # quack-fatter
@staticmethod @staticmethod
@ -63,7 +68,7 @@ class Board:
board.append(15 - sum(positives)) board.append(15 - sum(positives))
board.append(-15 - sum(negatives)) board.append(-15 - sum(negatives))
board += ([1, 0] if np.sign(player) > 0 else [0, 1]) board += ([1, 0] if np.sign(player) > 0 else [0, 1])
return np.array(board).reshape(1, 30) return np.array(board).reshape(1,30)
# tesauro # tesauro
@staticmethod @staticmethod
@ -92,62 +97,9 @@ class Board:
board_rep += bar_trans(board, player) board_rep += bar_trans(board, player)
board_rep += (15 - Board.num_of_checkers_for_player(board, player),) board_rep += (15 - Board.num_of_checkers_for_player(board, player),)
board_rep += ([1, 0] if cur_player == 1 else [0, 1]) board_rep += ([1,0] if cur_player == 1 else [0,1])
return np.array(board_rep).reshape(1, 198) return np.array(board_rep).reshape(1,198)
@staticmethod
def board_features_tesauro_fat(board, cur_player):
def ordinary_trans(val, player):
abs_val = val*player
if abs_val <= 0:
return (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
elif abs_val == 1:
return (1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
elif abs_val == 2:
return (1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
elif abs_val == 3:
return (1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
elif abs_val == 4:
return (1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
elif abs_val == 5:
return (1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
elif abs_val == 6:
return (1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0)
elif abs_val == 7:
return (1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0)
elif abs_val == 8:
return (1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0)
elif abs_val == 9:
return (1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0)
elif abs_val == 10:
return (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0)
elif abs_val == 11:
return (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0)
elif abs_val == 12:
return (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0)
elif abs_val == 13:
return (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0)
elif abs_val == 14:
return (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0)
elif abs_val == 15:
return (1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1)
def bar_trans(board, player):
if player == 1: return (abs(board[0]/2),)
elif player == -1: return (abs(board[25]/2),)
board_rep = []
for player in [1, -1]:
for x in board[1:25]:
board_rep += ordinary_trans(x, player)
board_rep += bar_trans(board, player)
board_rep += (15 - Board.num_of_checkers_for_player(board, player),)
board_rep += ([1, 0] if cur_player == 1 else [0, 1])
return np.array(board_rep).reshape(1, len(board_rep))
@staticmethod @staticmethod
@ -180,7 +132,96 @@ class Board:
@staticmethod @staticmethod
def is_move_valid(board, player, face_value, move): def is_move_valid(board, player, face_value, move):
return quack.is_move_valid(board, player, face_value, move) if face_value == 0:
return True
else:
def sign(a):
return (a > 0) - (a < 0)
from_idx = move[0]
to_idx = move[1]
to_state = None
from_state = board[from_idx]
delta = to_idx - from_idx
direction = sign(delta)
bearing_off = None
# FIXME: Use get instead of array-like indexing
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 bearing_directly_off():
if player == 1:
return to_idx == 25
if player == -1:
return to_idx == 0
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([ (bearing_directly_off() or is_moving_backmost_checker()),
all_checkers_in_last_quadrant() ])
# TODO: add switch here instead of wonky ternary in all
# print("is_forward:",is_forward_move())
# print("face_value:",face_value_match_move_length())
# print("Checkes_at_from:",checkers_at_from_idx())
# print("no_block:",no_block_at_to_idx())
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 ])
@staticmethod @staticmethod
def any_move_valid(board, player, roll): def any_move_valid(board, player, roll):
@ -220,37 +261,40 @@ class Board:
@staticmethod @staticmethod
def apply_moves_to_board(board, player, move): def apply_moves_to_board(board, player, moves):
from_idx = move[0] for move in moves:
to_idx = move[1] from_idx, to_idx = move.split("/")
board = list(board) board[int(from_idx)] -= int(player)
board[from_idx] -= player board[int(to_idx)] += int(player)
return board
if (to_idx < 1 or to_idx > 24):
return
if (board[to_idx] * player == -1):
if (player == 1):
board[25] -= player
else:
board[0] -= player
board[to_idx] = 0
board[to_idx] += player
return tuple(board)
@staticmethod @staticmethod
def calculate_legal_states(board, player, roll): def calculate_legal_states(board, player, roll):
# Find all points with checkers on them belonging to the player # Find all points with checkers on them belonging to the player
# Iterate through each index and check if it's a possible move given the roll # Iterate through each index and check if it's a possible move given the roll
# TODO: make sure that it is not possible to do nothing on first part of
# turn and then do something with the second die
def calc_moves(board, face_value): def calc_moves(board, face_value):
if face_value == 0: idxs_with_checkers = Board.idxs_with_checkers_of_player(board, player)
if len(idxs_with_checkers) == 0:
return [board] return [board]
return quack.calc_moves(board, player, face_value) boards = [(Board.do_move(board,
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]
# print("pls:",boards)
board_list = list(filter(None, boards)) # Remove None-values
# if len(board_list) == 0:
# return [board]
# print("board list:", board_list)
return board_list
# Problem with cal_moves: Method can return empty list (should always contain at least same board). # Problem with cal_moves: Method can return empty list (should always contain at least same board).
# *Update*: Seems to be fixed. # *Update*: Seems to be fixed.
@ -264,17 +308,23 @@ class Board:
if not Board.any_move_valid(board, player, roll): if not Board.any_move_valid(board, player, roll):
return { board } return { board }
dice_permutations = list(itertools.permutations(roll)) if roll[0] != roll[1] else [[roll[0]]*4] dice_permutations = list(itertools.permutations(roll)) if roll[0] != roll[1] else [[roll[0]]*4]
#print("Permuts:",dice_permutations)
# print("Dice permuts:",dice_permutations) # print("Dice permuts:",dice_permutations)
for roll in dice_permutations: for roll in dice_permutations:
# Calculate boards resulting from first move # Calculate boards resulting from first move
#print("initial board: ", board)
#print("roll:", roll)
boards = calc_moves(board, roll[0]) boards = calc_moves(board, roll[0])
#print("boards after first die: ", boards)
for die in roll[1:]: for die in roll[1:]:
# Calculate boards resulting from second move # Calculate boards resulting from second move
nested_boards = [calc_moves(board, die) for board in boards] nested_boards = [calc_moves(board, die) for board in boards]
#print("nested boards: ", nested_boards)
boards = [board for boards in nested_boards for board in boards] boards = [board for boards in nested_boards for board in boards]
# What the fuck
#for board in boards:
# print(board)
# print("type__:",type(board))
# Add resulting unique boards to set of legal boards resulting from roll # Add resulting unique boards to set of legal boards resulting from roll
#print("printing boards from calculate_legal_states: ", boards) #print("printing boards from calculate_legal_states: ", boards)
@ -303,9 +353,9 @@ class Board:
return """ return """
13 14 15 16 17 18 19 20 21 22 23 24 13 14 15 16 17 18 19 20 21 22 23 24
+--------------------------------------------------------------------------+ +--------------------------------------------------------------------------+
| {13}| {14}| {15}| {16}| {17}| {18}| bar -1: {25} | {19}| {20}| {21}| {22}| {23}| {24}| end 1: TODO| | {13}| {14}| {15}| {16}| {17}| {18}| bar -1: {25} | {19}| {20}| {21}| {22}| {23}| {24}| end -1: TODO|
|---|---|---|---|---|---|------------|---|---|---|---|---|---| | |---|---|---|---|---|---|------------|---|---|---|---|---|---| |
| {12}| {11}| {10}| {9}| {8}| {7}| bar 1: {0} | {6}| {5}| {4}| {3}| {2}| {1}| end -1: TODO| | {12}| {11}| {10}| {9}| {8}| {7}| bar 1: {0} | {6}| {5}| {4}| {3}| {2}| {1}| end 1: TODO|
+--------------------------------------------------------------------------+ +--------------------------------------------------------------------------+
12 11 10 9 8 7 6 5 4 3 2 1 12 11 10 9 8 7 6 5 4 3 2 1
""".format(*temp) """.format(*temp)
@ -313,8 +363,42 @@ class Board:
@staticmethod @staticmethod
def do_move(board, player, move): def do_move(board, player, move):
# Implies that move is valid; make sure to check move validity before calling do_move(...) # Implies that move is valid; make sure to check move validity before calling do_move(...)
return quack.do_move(board, player, move)
def move_to_bar(board, to_idx):
board = list(board)
if player == 1:
board[25] -= player
else:
board[0] -= player
board[to_idx] = 0
return board
# TODO: Moving in from bar is handled by the representation
# TODONE: Handle bearing off
from_idx = move[0]
#print("from_idx: ", from_idx)
to_idx = move[1]
#print("to_idx: ", to_idx)
# pdb.set_trace()
board = list(board) # Make mutable copy of board
# 'Lift' checker
board[from_idx] -= player
# Handle bearing off
if to_idx < 1 or to_idx > 24:
return tuple(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)
@staticmethod @staticmethod
def flip(board): def flip(board):