Actually commit stuff from ages ago
[progcomp2013.git] / qchess / src / agent_bishop.py
1 # A sample agent
2
3
4 class AgentBishop(AgentRandom): # Inherits from AgentRandom (in qchess)
5         def __init__(self, name, colour):
6                 InternalAgent.__init__(self, name, colour)
7                 self.value = {"pawn" : 1, "bishop" : 3, "knight" : 3, "rook" : 5, "queen" : 9, "king" : 100, "unknown" : 4}
8
9                 self.aggression = 2.0 # Multiplier for scoring due to aggressive actions
10                 self.defence = 1.0 # Multiplier for scoring due to defensive actions
11                 
12                 self.depth = 0 # Current depth
13                 self.max_depth = 2 # Recurse this many times (for some reason, makes more mistakes when this is increased???)
14                 self.recurse_for = -1 # Recurse for the best few moves each times (less than 0 = all moves)
15
16                 for p in self.board.pieces["white"] + self.board.pieces["black"]:
17                         p.last_moves = None
18                         p.selected_moves = None
19
20                 
21
22         def get_value(self, piece):
23                 if piece == None:
24                         return 0.0
25                 return float(self.value[piece.types[0]] + self.value[piece.types[1]]) / 2.0
26                 
27         # Score possible moves for the piece
28         
29         def prioritise_moves(self, piece):
30
31                 #sys.stderr.write(sys.argv[0] + " : " + str(self) + " prioritise called for " + str(piece) + "\n")
32
33                 
34                 
35                 grid = self.board.probability_grid(piece)
36                 #sys.stderr.write("\t Probability grid " + str(grid) + "\n")
37                 moves = []
38                 for x in range(w):
39                         for y in range(h):
40                                 if grid[x][y] < 0.3: # Throw out moves with < 30% probability
41                                         #sys.stderr.write("\tReject " + str(x) + "," + str(y) + " (" + str(grid[x][y]) + ")\n")
42                                         continue
43
44                                 target = self.board.grid[x][y]
45                         
46                                 
47                                 
48                                 
49                                 # Get total probability that the move is protected
50                                 self.board.push_move(piece, x, y)
51                                 
52
53                                 
54                                 defenders = self.board.coverage(x, y, piece.colour, reject_allied = False)
55                                 d_prob = 0.0
56                                 for d in defenders.keys():
57                                         d_prob += defenders[d]
58                                 if len(defenders.keys()) > 0:
59                                         d_prob /= float(len(defenders.keys()))
60
61                                 if (d_prob > 1.0):
62                                         d_prob = 1.0
63
64                                 # Get total probability that the move is threatened
65                                 attackers = self.board.coverage(x, y, opponent(piece.colour), reject_allied = False)
66                                 a_prob = 0.0
67                                 for a in attackers.keys():
68                                         a_prob += attackers[a]
69                                 if len(attackers.keys()) > 0:
70                                         a_prob /= float(len(attackers.keys()))
71
72                                 if (a_prob > 1.0):
73                                         a_prob = 1.0
74
75                                 self.board.pop_move()
76                                 
77
78                                 
79                                 # Score of the move
80                                 value = self.aggression * (1.0 + d_prob) * self.get_value(target) - self.defence * (1.0 - d_prob) * a_prob * self.get_value(piece)
81
82                                 # Adjust score based on movement of piece out of danger
83                                 attackers = self.board.coverage(piece.x, piece.y, opponent(piece.colour))
84                                 s_prob = 0.0
85                                 for a in attackers.keys():
86                                         s_prob += attackers[a]
87                                 if len(attackers.keys()) > 0:
88                                         s_prob /= float(len(attackers.keys()))
89
90                                 if (s_prob > 1.0):
91                                         s_prob = 1.0
92                                 value += self.defence * s_prob * self.get_value(piece)
93                                 
94                                 # Adjust score based on probability that the move is actually possible
95                                 moves.append([[x, y], grid[x][y] * value])
96
97                 moves.sort(key = lambda e : e[1], reverse = True)
98                 #sys.stderr.write(sys.argv[0] + ": Moves for " + str(piece) + " are " + str(moves) + "\n")
99
100                 piece.last_moves = moves
101                 piece.selected_moves = None
102
103                 
104
105                 
106                 return moves
107
108         def select_best(self, colour):
109
110                 self.depth += 1
111                 all_moves = {}
112                 for p in self.board.pieces[colour]:
113                         self.choice = p # Temporarily pick that piece
114                         m = self.prioritise_moves(p)
115                         if len(m) > 0:
116                                 all_moves.update({p : m[0]})
117
118                 if len(all_moves.items()) <= 0:
119                         return None
120                 
121                 
122                 opts = all_moves.items()
123                 opts.sort(key = lambda e : e[1][1], reverse = True)
124
125                 if self.depth >= self.max_depth:
126                         self.depth -= 1
127                         return list(opts[0])
128
129                 if self.recurse_for >= 0:
130                         opts = opts[0:self.recurse_for]
131                 #sys.stderr.write(sys.argv[0] + " : Before recurse, options are " + str(opts) + "\n")
132
133                 # Take the best few moves, and recurse
134                 for choice in opts[0:self.recurse_for]:
135                         [xx,yy] = [choice[0].x, choice[0].y] # Remember position
136                         [nx,ny] = choice[1][0] # Target
137                         [choice[0].x, choice[0].y] = [nx, ny] # Set position
138                         target = self.board.grid[nx][ny] # Remember piece in spot
139                         self.board.grid[xx][yy] = None # Remove piece
140                         self.board.grid[nx][ny] = choice[0] # Replace with moving piece
141                         
142                         # Recurse
143                         best_enemy_move = self.select_best(opponent(choice[0].colour))
144                         choice[1][1] -= best_enemy_move[1][1] / float(self.depth + 1.0)
145                         
146                         [choice[0].x, choice[0].y] = [xx, yy] # Restore position
147                         self.board.grid[nx][ny] = target # Restore taken piece
148                         self.board.grid[xx][yy] = choice[0] # Restore moved piece
149                         
150                 
151
152                 opts.sort(key = lambda e : e[1][1], reverse = True)
153                 #sys.stderr.write(sys.argv[0] + " : After recurse, options are " + str(opts) + "\n")
154
155                 self.depth -= 1
156                 return list(opts[0])
157
158                 
159
160         # Returns [x,y] of selected piece
161         def select(self):
162                 #sys.stderr.write("Getting choice...")
163                 self.choice = self.select_best(self.colour)[0]
164                 
165                 #sys.stderr.write(" Done " + str(self.choice)+"\n")
166                 return [self.choice.x, self.choice.y]
167         
168         # Returns [x,y] of square to move selected piece into
169         def get_move(self):
170                 #sys.stderr.write("Choice is " + str(self.choice) + "\n")
171                 self.choice.selected_moves = self.choice.last_moves
172                 moves = self.prioritise_moves(self.choice)
173                 if len(moves) > 0:
174                         return moves[0][0]
175                 else:
176                         return AgentRandom.get_move(self)
177

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