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

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