NAME stratego - Interface to manage games of stratego between AI programs and/or human players SYNOPSIS stratego {[-gpirb] [-o output_file ] [-t stall_time] [-T timeout_time] [-m max_turns] [-I image_directory] {red_player blue_player | -f input_file} | {-h | --help} } QUICK EXAMPLE - Play against a sample AI, using graphics, hiding the AI's pieces stratego -g -b @human ../../agents/vixen/vixen.py QUICK EXAMPLE - Play two sample AI, using graphics, and a delay of 1 second between moves stratego -g -t 1 ../../agents/vixen/vixen.py ../../agents/basic_python/basic_python.py DESCRIPTION stratego manages a game of Stratego. It stores the state of the board, and uses a simple protocol to interface with AI programs. By itself, stratego does not "play" the game. An external AI program must be used. stratego is intended to be used for the testing of various AI strategies, written in any programming language. It will be used for the UCC Programming Competition 2012. Unless the -h (--help) or -f switch is given, both red_player and blue_player must be supplied. red_player Should be either a path to an executable file which will control the Red player, or "@human" or "@network[:IP_ADDRESS]" If player is @human, then control will be given to a human, via stdin if graphics is disabled, or via "point and click" if graphics is enabled. If player is @network, then commands will be read from another copy of stratego accross the network. In addition, commands from the other player will be sent accross the network to the connected stratego program. If no IP_ADDRESS is given, the program acts as the server, and accepts the first connection it receives. If an IP_ADDRESS is given, the program attempts to connect as the client to the specified address. Each player uses a different port; both players may be network controlled. blue_player As red_player, except for controlling the Blue player. A WARNING ABOUT BUFFERING The AI programs must unbuffer their stdin and stdout streams, otherwise it will be seen to be non-responsive. If you C and you know a way to force the process started by exec() to have unbuffered stdin/stdout, please email the author. In C or C++, unbuffering is accomplished with the following lines, which should appear near the start of main() setbuf(stdin, NULL); setbuf(stdout, NULL); In python, unbuffering is accomplished by passing the -u switch to the interpreter, ie: The first line of a script reads: #!/usr/bin/python -u OPTIONS -g NOTE: This switch only functions if stratego is built with graphics enabled. See BUILDING for more information. By default, graphics are disabled. If the -g switch is present, stratego will draw the game as it is played using SDL/OpenGL -p By default, even if graphics are disabled, the board state is not printed. If -p is present, the board will be printed to stdout. If the system supports colour, the characters will be in colour. Yes, If -p and -g are both present you will see both behaviours (overkill)! -i By default, stratego will exit if a move which is deemed "illegal" is made. If the -i switch is present, illegal moves will be ignored. That is, the move will not be made (effectively the player making the illegal move loses a turn). NOTE: If -i is not given and a human player accidentally(?) makes an illegal move, they will be asked to make a different move. The game will continue. This is intended to prevent fits of rage due to the horrible graphical interface causing humans to make illegal moves. -r By default, the identities of all pieces are shown. If the -r switch is present, and graphics are enabled, red pieces will be disguised. If graphics are disabled, the -r switch has no effect. Pieces which have previously taken part in combat (and survived) will be revealed. -b As -r, except blue pieces will be disguised. NOTE: Both -r and -b may be used together. -o By default, stratego does not log moves. If the -o switch is present, the result of each move is printed to a file. If output_file is "stdout" then stdout will be used instead of a text file. -t By default, stratego executes moves as fast as they are recieved. If the -t switch is present, a delay of stall_time will be introduced between each move. If stall_time is negative or "inf", stratego will wait for the user to press enter before moving to the next move. It is tentatively planned to allow the user to enter various commands to alter the game or proceed to specified turns. However this is slightly complicated. So it might never be done. -T By default, stratego allows AI programs 2 seconds to respond before declaring their move ILLEGAL due to a timeout. If the -T switch is present, AI programs will be allowed timeout_time to respond before their move is declared ILLEGAL. If timeout_time is negative or "inf", stratego will never declare moves illegal due to timeouts. Human players are never subject to timeouts. -m By default, the game is declared a Draw after 5000 turns have ellapsed. Use this option to change the maximum number of turns. To play for an infinite number of turns, supply "inf" as max_number. This is not recommended for obvious reasons. -f By default, stratego requires red_player and blue_player to enact a game. If this option is supplied, a file previously produced by using the -o switch is read, and the game reenacted. All switches function as normal with -f. NOTE: It is recommended that -g is used with -f. -I stratego can output image files in the BMP format, when built with graphics. If this option is supplied, a directory indicated will be used, and a .bmp image will be saved to the directory after each move. The images will be numbered from 0.bmp (before the game starts) with increasing integers for each move. Note that the image number corresponds to the move number, not the turn number. The move number is odd after RED has moved, and even after BLUE has moved. NOTE: The -I switch will automatically enable graphics, even if the -g switch is not supplied. -v If you have ffmpeg on your system, you can use this to quickly create a video. When this option is supplied, stratego first outputs image files to a temporary directory in BMP format. After the game is finished, these files are used to create an mp4 movie with the specified name: $ ffmpeg -r 10 -b 1024k -i tmp/%d.bmp filename The temporary images will then be deleted. -h, --help If the -h switch is used, this page will be printed and stratego will exit. GAME RULES Each player controls 40 pieces on the Board. The pieces are represented by the following characters: Piece Name Rank Number Abilities 1 Marshal 1 1 Dies if attacked by Spy 2 General 2 1 3 Colonel 3 2 4 Major 4 3 5 Captain 5 4 6 Lieutenant 6 4 7 Sergeant 7 4 8 Miner 8 5 Destroys Bombs 9 Scout 9 8 May move more through multiple empty squares s Spy 10 1 If the Spy attacks the Marshal, the Marshal dies B Bomb NA 6 Immobile. If any piece (except a Miner) attacks an enemy Bomb, that piece is destroyed. F Flag NA 1 Immobile. If any piece attacks the enemy Flag, the controlling player wins. Additional pieces, not controlled by the player: Piece Name Number Notes + Obstacle 8 Immobile. Do not belong to either player. Can't be passed through. # Enemy Piece 0 - 40 Indicates that the position on the board is occupied by an enemy piece. . Empty NA Indicates that the position on the board is empty. Players take turns to move their pieces. RED begins the game. Pieces may only move one square horizontally or vertically unless otherwise stated. Pieces may not move through squares occupied by allied pieces, or Obstacle (+) pieces. Pieces may move into squares occupied by Enemy Pieces (#), in which case the piece with the lower rank (higher number) is destroyed. If the moved piece (attacker) has the lower rank, the stationary piece (defender) does _not_ move into the attacker's square. Each player's pieces are hidden from the other player. When two pieces encounter each other, the ranks will be revealed. The objective is to either destroy all enemy pieces except the Bombs and Flag, or to capture the Flag. Since 20/12/2011 Bombs reflect the traditional rules; they are only destroyed by Miners. In previous versions contact of an attacker other than a Miner with a Bomb destroyed the Bomb as well as the attacking piece. Since 9/04/2012 An AI must place ALL 40 pieces listed above, or its setup will be declared illegal PROTOCOL WARNING: This is quite a wordy section. To avoid being scared off, try just copying a sample AI program. They obey the protocol already. In order to interface with stratego, an AI program must satisfy the following protocol. The protocol has been grouped into several sections. It is suggested that you read and implement the below sections in order. In the "Synopsis" of each section, a line beginning with the three characters ">> " indicates information sent to the AI. a line beginning with the three characters "<< " indicates the form of the expected response. Each line is always terminated with a new line character '\n'. A vertical bar '|' indicates that the line may have the form shown either to the left, or the right. Fields in square brackets '[' and ']' are optional. The default value will be shown within the brackets after a '=' character. Any words preceeded by a '$' character are not to be interpreted literally; in the actual protocol, these words are replaced with information. The information will not contain any whitespace unless otherwise stated. The meaning of these words is explained below the "Synopsis" under the "Explanation" subheading for each section of the protocol. Words not preceeded by a '$' character should be interpreted literally; >> START Means that "START", followed by a new line, is printed to the AI. 1. Setup --------------------------------------------------- Description --------------------------------------------------- Setup only occurs once; during the setup phase, AI are provided with information about their colour and opponent. They must then respond with four lines detailing their setup. Setup occurs before the first move; your AI should expect to recieve and respond to Setup messages immediately after starting. Immediately after the setup phase, the AI should expect to recieve messages desribed by the Turn section of the protocol. --------------------------------------------------- Synopsis: --------------------------------------------------- >> $COLOUR $OPPONENT $WIDTH $HEIGHT << $ROW1 << $ROW2 << $ROW3 << $ROW4 --------------------------------------------------- Explanation: --------------------------------------------------- COLOUR - The colour assigned to the AI. Will be either "RED" or "BLUE" - Colour is important, because "RED" is always at the top of the board, and "BLUE" at the bottom. OPPONENT - Your AI may identify its opponents through this string WIDTH - The width of the board. This will always be 10 HEIGHT - The height of the board. This will always be 10 ROW1 - The highest row on the board of the AI's setup. - For RED, this is the back row, but for BLUE, it is the front row. ROW2 - The next highest row ROW3 - The next highest row ROW4 - The lowest row on the board of the AI's setup - For RED, this is the front row, but for BLUE, it is the back row. Each row, ROW1 -> ROW4, should consist of WIDTH characters. Each character identifies a piece, as shown under "GAME RULES" above. An AI program does not have to place all 40 pieces, but must at least place the flag ('F'). However, note that an AI program with no mobile pieces will immediately lose. --------------------------------------------------- Example: --------------------------------------------------- >> RED ../../agents/vixen/vixen.py 10 10 << FB8sB479B8 << BB31555583 << 6724898974 << 967B669999 In this example, the AI will be playing as "RED". It's opponent is the "vixen" sample AI. The board width and height will always be 10. The AI responds with a sensible setup for the "RED" player, putting the flag in the back corner. 2. Turn --------------------------------------------------- Description --------------------------------------------------- After the Setup phase, a number of Turns occur, until the game ends. Warning: The game may end between turns, in which case a "QUIT" message is sent. The "QUIT" message will be sent in place of the first line in the synopsis shown below. Read "3. End Game" below. --------------------------------------------------- Synopsis --------------------------------------------------- For the AI with colour "RED" only, and only on the very first turn: >> START >> $ROW1 >> $ROW2 >> $ROW3 >> $ROW4 >> $ROW5 >> $ROW6 >> $ROW7 >> $ROW8 >> $ROW9 >> $ROW10 << $X $Y $DIRECTION [$MULTIPLIER=1] >> $X $Y $DIRECTION [$MULTIPLIER=1] $OUTCOME For the AI with colour "RED" on every subsequent turn, and the AI with colour "BLUE" on all turns: >> $LASTMOVE $OUTCOME >> $ROW1 >> $ROW2 >> $ROW3 >> $ROW4 >> $ROW5 >> $ROW6 >> $ROW7 >> $ROW8 >> $ROW9 >> $ROW10 << $X $Y $DIRECTION [$MULTIPLIER=1] >> $X $Y $DIRECTION [$MULTIPLIER=1] $OUTCOME | QUIT [$RESULT] --------------------------------------------------- Explanation: --------------------------------------------------- [Recieved data 1] LASTMOVE - The last move made - That is, the move made by the opponent AI, immediately before this move - It is a direct copy of the opponent AI's response - On the very first turn, since no move has been made, "START" is printed to the RED AI OUTCOME - The interpretation of the move by the manager program; will be one of the following - Successful, uneventful move: "OK" - Illegal move: "ILLEGAL" - The moved piece attacked and destroyed an opponent piece: "KILLS $ATTACKER_RANK $DEFENDER_RANK" - ATTACKER_RANK and DEFENDER_RANK are the ranks of the attacking and defending piece respectively - The moved piece was destroyed by an opponent piece that it attacked: "DIES $ATTACKER_RANK $DEFENDER_RANK" - ATTACKER_RANK and DEFENDER_RANK are the ranks of the attacking and defending piece respectively - The moved piece attacked an opponent piece, and both pieces were destroyed: "BOTHDIE $ATTACKER_RANK $DEFENDER_RANK" - ATTACKER_RANK and DEFENDER_RANK are the ranks of the attacking and defending piece respectively - Game ended due to the attacker capturing a flag: "VICTORY_FLAG" - Game ended due to the destruction of a player's last mobile piece (either attacker or defender): " ROW1 -> ROW10 - The state of the board will be printed - Each line represents a row on the board, from the top downwards - The characters are as desribed above in "GAME RULES" - Enemy pieces will NOT be revealed, even if they have been involved in combat. They are always shown as '#'. - It is recommended that AI's rely on the LASTMOVE and OUTCOME results to keep state - Interpreting these lines is not necessary, or recommended - They still exist because I say so. GET OVER IT. [Sent data] X - The x coordinate of the piece to be moved. Ranges from 0 (zero) to 9 (nine) (left to right) Y - The y coordinate of the piece to be moved. Ranges from 0 (zero) to 9 (nine) (top to bottom) DIRECTION - The direction to move the piece in. May be either "LEFT", "RIGHT", "UP" or "DOWN" MULTIPLIER - Scouts may move more than one square. - To move a scout multiple spaces, print an integer indicating the number of spaces immediately after DIRECTION [Recieved data 2] The manager program will check the validity of the move, and respond by repeating it back to the AI, followed by OUTCOME. OUTCOME is as described above. --------------------------------------------------- Example: --------------------------------------------------- First turn for RED: ------------------- >> START >> FB8sB479B8 >> BB31555583 >> 6724898974 >> 967B669999 >> ..++..++.. >> ..++..++.. >> ########## >> ########## >> ########## >> ########## << 0 3 DOWN >> 0 3 DOWN OK ------------------- Continuing from the Setup example, the RED AI is told to start, and then the board is printed. Note that only RED's pieces are revealed. The obstacles are always in the same place, as shown. Refer to the "GAME RULES" section for an explanation of each piece character. The AI decides to move its scout (9) at (0,3) downwards by one place. The manager reports that this move was successful. Second Turn for RED: ------------------- >> 9 6 UP 3 BOTHDIE 9 9 >> FB8sB479B8 >> BB31555583 >> 6724898974 >> .67B66999. >> 9.++..++.. >> ..++..++.. >> #########. >> ########## >> ########## >> ########## << 9 2 DOWN >> 9 2 DOWN OK ------------------- The next message recieved by the RED AI tells it that BLUE has moved its piece at (9,6) up by 3. This brought the piece into contact with RED's scout (9) at (9,3) Since BLUE's piece was also a scout (9), both pieces die, indicated by "BOTHDIE" followed by their ranks (9 and 9) The board is printed again. Note that RED's first move is reflected (the scout (9) at (0,4)), and BLUE's last move (both (9,6) and (9,3) are now empty). The RED AI decides to move its major (4) at (9,2) downwards. This move is OK, because there is now nothing occupying (9,3). --------------------------------------------------- WARNING: --------------------------------------------------- It is recommended that you ignore the board state lines, except for the first turn. Remember that an AI may not place all its pieces, so assuming its initial setup is a bad idea. On subsequent turns, the board state lines provide no information that can't be processed from the move confirmation lines. --------------------------------------------------- 3. End Game --------------------------------------------------- Description: --------------------------------------------------- A message of "QUIT" at any time signals to an AI that the game is about to end. This will be sent immediately after an AI makes a move of the form "$X $Y $DIRECTION [$MULTIPLIER=1]" which ends the game It may also be sent at any time in case of errors The AI should immediately exit if a QUIT message is recieved. --------------------------------------------------- Synopsis: --------------------------------------------------- >> QUIT [$RESULT] --------------------------------------------------- Explanation: --------------------------------------------------- RESULT - Usually not present; it may contain debug information if it is. --------------------------------------------------- 4. Timeouts --------------------------------------------------- Description: --------------------------------------------------- If a program fails to respond to a query, the game will end and that AI will be sent the ILLEGAL result. Human players are not subject to the timeout restriction. --------------------------------------------------- Please see the information on the -T switch, and the "End Game" section above. 5. Resignation --------------------------------------------------- Description: --------------------------------------------------- Instead of making a move, an AI program may resign. --------------------------------------------------- Synopsis: --------------------------------------------------- << SURRENDER >> QUIT SURRENDER --------------------------------------------------- Explanation: --------------------------------------------------- --------------------------------------------------- EXIT/OUTPUT If the game ends due to a player either winning, or making an illegal move, stratego will print one the following result message to stdout. $NAME $COLOUR $OUTCOME $TURN $RED_PIECE_VALUE $BLUE_PIECE_VALUE Where: NAME is the name of the player on whose turn the game ended, COLOUR is the colour of that player, OUTCOME is one of the following: VICTORY - The indicated player won DEFEAT - The indicated player lost SURRENDER - The indicated player surrendered DRAW - The game ended in a draw because neither player moved DRAW_DEFAULT - The game ended in a draw because the maximum number of moves was exceeded ILLEGAL - The indicated player loses due to an Illegal move/response DEFAULT - The indicated player wins by default due to the other player making an Illegal move/response BOTH_ILLEGAL - Both players made an Illegal move/response. Usually occurs due to simultaneous setup errors. - May occur due to bad AI path names INTERNAL_ERROR - The game ended, even though it shouldn't have. TURN is the number of turns that elapsed before the game ended RED_PIECE_VALUE and BLUE_PIECE_VALUE are the summed piece values of the pieces of RED and BLUE respectively. Bombs and Flags are worth zero, and the ranked pieces (Spys -> Marshal) are worth (11 - rank). So the Spy is worth 1 point, ... the Marshal is worth 10. (The initial piece values can be determined by running with -m 0) stratego will then return exit code 0. If an error occurs within stratego itself, an error message will be printed to stderr and return exit code 1. If possible, stratego will print the message "QUIT" to both AI programs, and they should exit as soon as possible. BUILDING To build from source, simply run make in the source directory. You will need the C pthread library (which should come with gcc) stratego can be built with or without graphics enabled. By default, graphics are disabled. To enable graphics: 1. Ensure that the first line of the source file "graphics.h" reads: #define BUILD_GRAPHICS 2. In "Makefile", uncomment the line "LIBRARIES = -lSDL -lGL -lpthread" and comment out the line "LIBRARIES = -lpthread" To disable graphics: 1. Comment out the first line of "graphics.h" i.e ensure that it reads: //#define BUILD_GRAPHICS 2. In "Makefile", uncomment the line "LIBRARIES = -lpthread" and comment out the line "LIBRARIES = -lSDL -lGL -lpthread" If you intend to build with graphics enabled, you will need the SDL and OpenGL developement libraries installed first. If you intend to use graphics, please ensure the "images" directory is located in the executable's run directory. BUGS Occasionally the result is not printed at the end of the game. So far this has only been observed to occur when RED wins the game by Flag capture. stratego is still a work in progress. Report another bug to the AUTHOR (see below). AUTHORS Sam Moore (for the UCC Programming Competition 2012) NOTES 0. This program is still a work in progress and subject to changes. 1. UCC Programming Competition 2012 Description http://progcomp.ucc.asn.au 2. UCC Programming Competition 2012 Git repository git://git.ucc.asn.au/progcomp2012.git 3. IRC Channel irc://irc.ucc.asn.au #progcomp THIS PAGE LAST UPDATED 09/04/12 by Sam Moore