+#!/usr/bin/python -u
+
+#NOTE: The -u option is required for unbuffered stdin/stdout.
+# If stdin/stdout are buffered, the manager program will not recieve any messages and assume that the agent has timed out.
+
+"""
+ basic_python.py - A sample Stratego AI for the UCC Programming Competition 2012
+
+ Written in python, the slithery language
+ Simply makes random moves, as long as possible
+
+ author Sam Moore (matches) [SZM]
+ website http://matches.ucc.asn.au/stratego
+ git git.ucc.asn.au/progcomp2012.git
+"""
+
+import sys
+import random
+
+ranks = ['B','1','2','3','4','5','6','7','8','9','s','F', '?', '+']
+
+def is_integer(s):
+ """ Using exceptions for this feels... wrong..."""
+ try:
+ int(s)
+ return True
+ except ValueError:
+ return False
+
+def move(x, y, direction, multiplier):
+ """ Moves point (x,y) in direction, returns a pair """
+ if direction == "UP":
+ return (x,y-multiplier)
+ elif direction == "DOWN":
+ return (x,y+multiplier)
+ elif direction == "LEFT":
+ return (x-multiplier, y)
+ elif direction == "RIGHT":
+ return (x+multiplier, y)
+ return (x,y)
+
+
+
+def oppositeColour(colour):
+ """ Returns the opposite colour to that given """
+ if colour == "RED":
+ return "BLUE"
+ elif colour == "BLUE":
+ return "RED"
+ else:
+ return "NONE"
+
+class Piece:
+ """ Class representing a piece
+ Pieces have colour, rank and co-ordinates
+ """
+ def __init__(self, colour, rank, x, y):
+ self.colour = colour
+ self.rank = rank
+ self.x = x
+ self.y = y
+ self.lastMoved = -1
+ self.beenRevealed = False
+ self.positions = [(x, y)]
+
+ def copy(self):
+ p = Piece(self.colour, self.rank, self.x, self.y)
+ p.lastMoved = self.lastMoved
+ p.beenRevealed = self.beenRevealed
+ p.positions = []
+ for pos in self.positions:
+ p.positions.append((pos[0], pos[1]))
+ return p
+
+ def mobile(self):
+ return self.rank != 'F' and self.rank != 'B' and self.rank != '?' and self.rank != '+'
+
+ def valuedRank(self):
+ if ranks.count(self.rank) > 0:
+ return len(ranks) - 2 - ranks.index(self.rank)
+ else:
+ return 0
+
+
+def valuedRank(rank):
+ if ranks.count(rank) > 0 and rank != '?':
+ return len(ranks) - 2 - ranks.index(rank)
+ else:
+ return 0
+
+
+
+class BasicAI:
+ """
+ BasicAI class to play a game of stratego
+ Implements the protocol correctly. Stores the state of the board in self.board
+ Only makes random moves.
+ Override method "MakeMove" for more complex moves
+ """
+ def __init__(self):
+ """ Constructs the BasicAI agent, and starts it playing the game """
+ #sys.stderr.write("BasicAI __init__ here...\n");
+ self.turn = 0
+ self.board = []
+ self.units = []
+ self.enemyUnits = []
+
+ self.totalAllies = {'B':6,'1':1,'2':1,'3':2,'4':3,'5':4,'6':4,'7':4,'8':5,'9':8,'s':1,'F':1}
+ self.totalEnemies = {'B':6,'1':1,'2':1,'3':2,'4':3,'5':4,'6':4,'7':4,'8':5,'9':8,'s':1,'F':1}
+ self.hiddenEnemies = {'B':6,'1':1,'2':1,'3':2,'4':3,'5':4,'6':4,'7':4,'8':5,'9':8,'s':1,'F':1}
+ self.hiddenAllies = {'B':6,'1':1,'2':1,'3':2,'4':3,'5':4,'6':4,'7':4,'8':5,'9':8,'s':1,'F':1}
+ self.lastMoved = None
+
+ def LegalPosition(self, x, y):
+ return x >= 0 and y >= 0 and x < len(self.board) and y < len(self.board[x])
+
+
+ def Setup(self):
+ """ Implements Setup part of protocol. Always uses the same setup. Override to create custom setups """
+ #sys.stderr.write("BasicAI Setup here...\n");
+ setup = sys.stdin.readline().split(' ')
+ if len(setup) != 4:
+ sys.stderr.write("BasicAI setup fails, expected 4 tokens, got " + str(len(setup)) + " "+str(setup) + "\n")
+ self.colour = setup[0]
+ self.opponentName = setup[1]
+ self.width = int(setup[2])
+ self.height = int(setup[3])
+ for x in range(0, self.width):
+ self.board.append([])
+ for y in range(0, self.height):
+ self.board[x].append(None)
+ if self.colour == "RED":
+ print "FB8sB479B8\nBB31555583\n6724898974\n967B669999"
+ elif self.colour == "BLUE":
+ print "967B669999\n6724898974\nBB31555583\nFB8sB479B8"
+ return True
+
+ def MoveCycle(self):
+ #sys.stderr.write("BasicAI MakeMove here...\n");
+ if self.InterpretResult() == False or self.ReadBoard() == False or self.MakeMove() == False:
+ return False
+ self.turn += 1
+ return self.InterpretResult()
+
+ def MakeMove(self):
+ """ Randomly moves any moveable piece, or prints "NO_MOVE" if there are none """
+ #TODO: Over-ride this function in base classes with more complex move behaviour
+
+ #sys.stderr.write("BasicAI MakeMove here...\n")
+ #self.debugPrintBoard()
+
+ if len(self.units) <= 0:
+ return False
+
+ index = random.randint(0, len(self.units)-1)
+ startIndex = index
+
+ directions = ("UP", "DOWN", "LEFT", "RIGHT")
+ while True:
+ piece = self.units[index]
+ if piece != None and piece.mobile():
+ dirIndex = random.randint(0, len(directions)-1)
+ startDirIndex = dirIndex
+
+ while True:
+ #sys.stderr.write("Trying index " + str(dirIndex) + "\n")
+ p = move(piece.x, piece.y, directions[dirIndex],1)
+ if p[0] >= 0 and p[0] < self.width and p[1] >= 0 and p[1] < self.height:
+ target = self.board[p[0]][p[1]]
+ if target == None or (target.colour != piece.colour and target.colour != "NONE" and target.colour != "BOTH"):
+ print str(piece.x) + " " + str(piece.y) + " "+directions[dirIndex]
+ return True
+ dirIndex = (dirIndex + 1) % len(directions)
+ if startDirIndex == dirIndex:
+ break
+
+ index = (index + 1) % len(self.units)
+ if startIndex == index:
+ print "NO_MOVE"
+ return True
+
+
+ def ReadBoard(self):
+ """ Reads in the board.
+ On the very first turn, sets up the self.board structure
+ On subsequent turns, the board is simply read, but the self.board structure is not updated here.
+ """
+ #sys.stderr.write("BasicAI ReadBoard here...\n");
+ for y in range(0,self.height):
+ row = sys.stdin.readline().strip()
+ if len(row) < self.width:
+ sys.stderr.write("Row has length " + str(len(row)) + " vs " + str(self.width) + "\n")
+ return False
+ for x in range(0,self.width):
+ if self.turn == 0:
+ if row[x] == '.':
+ pass
+ elif row[x] == '#':
+ self.board[x][y] = Piece(oppositeColour(self.colour), '?',x,y)
+ self.enemyUnits.append(self.board[x][y])
+ elif row[x] == '+':
+ self.board[x][y] = Piece("NONE", '+', x, y)
+ else:
+ self.board[x][y] = Piece(self.colour, row[x],x,y)
+ self.units.append(self.board[x][y])
+ else:
+ pass
+ return True
+
+
+ def InterpretResult(self, string = None):
+ """ Interprets the result of a move, and updates the board.
+ The very first move is ignored.
+ On subsequent moves, the self.board structure is updated
+ """
+ #sys.stderr.write("BasicAI InterpretResult here...\n")
+ if string == None:
+ string = sys.stdin.readline()
+
+ result = string.split(' ')
+
+ #sys.stderr.write(" Read status line \"" + str(result) + "\"\n")
+ if self.turn == 0:
+ return True
+
+ if result[0].strip() == "QUIT": #Make sure we exit when the manager tells us to!
+ return False
+
+ if result[0].strip() == "NO_MOVE": #No move was made, don't need to update anything
+ return True
+
+ if len(result) < 4: #Should be at least 4 tokens (X Y DIRECTION OUTCOME) in any other case
+ return False
+
+ x = int(result[0].strip())
+ y = int(result[1].strip())
+
+
+ #sys.stderr.write(" Board position " + str(x) + " " + str(y) + " is OK!\n")
+
+ direction = result[2].strip()
+
+ multiplier = 1
+ outcome = result[3].strip()
+ outIndex = 3
+ if is_integer(outcome):
+ multiplier = int(outcome)
+ outcome = result[4].strip()
+ outIndex = 4
+
+ p = move(x,y,direction, multiplier)
+
+ #Determine attacking piece
+ attacker = self.board[x][y]
+ self.board[x][y] = None
+
+ if attacker == None:
+ return False
+
+ lastMoved = attacker
+
+ defender = self.board[p[0]][p[1]]
+
+ #Update attacker's position (Don't overwrite the board yet though)
+
+ attacker.x = p[0]
+ attacker.y = p[1]
+ attacker.positions.insert(0, (attacker.x, attacker.y))
+
+
+ #Determine ranks of pieces if supplied
+ if len(result) >= outIndex + 3:
+ if defender == None:
+ return False
+ attacker.rank = result[outIndex+1].strip()
+ if attacker.beenRevealed == False:
+ if attacker.colour == self.colour:
+ self.hiddenAllies[attacker.rank] -= 1
+ elif attacker.colour == oppositeColour(self.colour):
+ self.hiddenEnemies[attacker.rank] -= 1
+ attacker.beenRevealed = True
+ defender.rank = result[outIndex+2].strip()
+ if defender.beenRevealed == False:
+ if defender.colour == self.colour:
+ self.hiddenAllies[defender.rank] -= 1
+ elif defender.colour == oppositeColour(self.colour):
+ self.hiddenEnemies[defender.rank] -= 1
+
+ defender.beenRevealed = True
+
+
+
+ if outcome == "OK":
+ self.board[p[0]][p[1]] = attacker
+
+ elif outcome == "KILLS":
+ self.board[p[0]][p[1]] = attacker
+
+ if defender.colour == self.colour:
+ self.totalAllies[defender.rank] -= 1
+ self.units.remove(defender)
+ elif defender.colour == oppositeColour(self.colour):
+ self.totalEnemies[defender.rank] -= 1
+ self.enemyUnits.remove(defender)
+
+ elif outcome == "DIES":
+ if attacker.colour == self.colour:
+ self.totalAllies[attacker.rank] -= 1
+ self.units.remove(attacker)
+ elif attacker.colour == oppositeColour(self.colour):
+ self.totalEnemies[attacker.rank] -= 1
+ self.enemyUnits.remove(attacker)
+
+ elif outcome == "BOTHDIE":
+ self.board[p[0]][p[1]] = None
+
+ if defender.colour == self.colour:
+ self.totalAllies[defender.rank] -= 1
+ self.units.remove(defender)
+ elif defender.colour == oppositeColour(self.colour):
+ self.totalEnemies[defender.rank] -= 1
+ self.enemyUnits.remove(defender)
+
+ if attacker.colour == self.colour:
+ self.totalAllies[attacker.rank] -= 1
+ self.units.remove(attacker)
+ elif attacker.colour == oppositeColour(self.colour):
+ self.totalEnemies[attacker.rank] -= 1
+ self.enemyUnits.remove(attacker)
+
+ elif outcome == "FLAG":
+ #sys.stderr.write(" Game over!\n")
+ return False
+ elif outcome == "ILLEGAL":
+ #sys.stderr.write(" Illegal move!\n")
+ return False
+ else:
+ #sys.stderr.write(" Don't understand outcome \"" + outcome + "\"!\n");
+ return False
+
+ #sys.stderr.write(" Completed interpreting move!\n");
+ return True
+
+ def debugPrintBoard(self):
+ """ For debug purposes only. Prints the board to stderr.
+ Does not indicate difference between allied and enemy pieces
+ Unknown (enemy) pieces are shown as '?'
+ """
+ for y in range(0, self.height):
+ for x in range(0, self.width):
+ if self.board[x][y] == None:
+ sys.stderr.write(".");
+ else:
+ sys.stderr.write(str(self.board[x][y].rank));
+ sys.stderr.write("\n")
+
+if __name__ == "__main__":
+ basicAI = BasicAI()
+ if basicAI.Setup():
+ while basicAI.MoveCycle():
+ pass
+