--- /dev/null
+#!/usr/bin/python -u
+
+from qchess import *
+
+"""
+ Agent Bishop
+ ( an agent, not an implementation of a bishop chess piece!)
+"""
+
+
+
+
+# Skeleton class for your agent
+class Agent(AgentRandom): # Inherits from AgentRandom (in qchess.py)
+ def __init__(self, name, colour):
+ AgentRandom.__init__(self, name, colour)
+ self.value = {"pawn" : 1, "bishop" : 3, "knight" : 3, "rook" : 5, "queen" : 9, "king" : 100, "unknown" : 4}
+
+ self.aggression = 2.0 # Multiplier for scoring due to aggressive actions
+ self.defence = 1.0 # Multiplier for scoring due to defensive actions
+
+ self.depth = 0 # Current depth
+ self.max_depth = 2 # Recurse this many times (for some reason, makes more mistakes when this is increased???)
+ self.recurse_for = -1 # Recurse for the best few moves each times (less than 0 = all moves)
+
+ for p in self.board.pieces["white"] + self.board.pieces["black"]:
+ p.last_moves = None
+ p.selected_moves = None
+
+
+
+ def get_value(self, piece):
+ if piece == None:
+ return 0.0
+ return float(self.value[piece.types[0]] + self.value[piece.types[1]]) / 2.0
+
+ # Score possible moves for the piece
+ # Highest score is 1.0 (which means: make this move!)
+ def prioritise_moves(self, piece):
+
+ #sys.stderr.write(sys.argv[0] + ": prioritise called for " + str(piece) + "\n")
+
+
+
+ grid = self.board.probability_grid(piece)
+ #sys.stderr.write("\t Probability grid " + str(grid) + "\n")
+ moves = []
+ for x in range(w):
+ for y in range(h):
+ if grid[x][y] < 0.3: # Throw out moves with < 30% probability
+ #sys.stderr.write("\tReject " + str(x) + "," + str(y) + " (" + str(grid[x][y]) + ")\n")
+ continue
+
+ target = self.board.grid[x][y]
+
+
+
+
+ # Get total probability that the move is protected
+ [xx,yy] = [piece.x, piece.y]
+ [piece.x, piece.y] = [x, y]
+ self.board.grid[x][y] = piece
+ self.board.grid[xx][yy] = None
+
+ defenders = self.board.coverage(x, y, piece.colour, reject_allied = False)
+ d_prob = 0.0
+ for d in defenders.keys():
+ d_prob += defenders[d]
+ if len(defenders.keys()) > 0:
+ d_prob /= float(len(defenders.keys()))
+
+ if (d_prob > 1.0):
+ d_prob = 1.0
+
+ # Get total probability that the move is threatened
+ attackers = self.board.coverage(x, y, opponent(piece.colour), reject_allied = False)
+ a_prob = 0.0
+ for a in attackers.keys():
+ a_prob += attackers[a]
+ if len(attackers.keys()) > 0:
+ a_prob /= float(len(attackers.keys()))
+
+ if (a_prob > 1.0):
+ a_prob = 1.0
+
+ self.board.grid[x][y] = target
+ self.board.grid[xx][yy] = piece
+ [piece.x, piece.y] = [xx, yy]
+
+
+ # Score of the move
+ value = self.aggression * (1.0 + d_prob) * self.get_value(target) - self.defence * (1.0 - d_prob) * a_prob * self.get_value(piece)
+
+ # Adjust score based on movement of piece out of danger
+ attackers = self.board.coverage(piece.x, piece.y, opponent(piece.colour))
+ s_prob = 0.0
+ for a in attackers.keys():
+ s_prob += attackers[a]
+ if len(attackers.keys()) > 0:
+ s_prob /= float(len(attackers.keys()))
+
+ if (s_prob > 1.0):
+ s_prob = 1.0
+ value += self.defence * s_prob * self.get_value(piece)
+
+ # Adjust score based on probability that the move is actually possible
+ moves.append([[x, y], grid[x][y] * value])
+
+ moves.sort(key = lambda e : e[1], reverse = True)
+ #sys.stderr.write(sys.argv[0] + ": Moves for " + str(piece) + " are " + str(moves) + "\n")
+
+ piece.last_moves = moves
+ piece.selected_moves = None
+
+
+
+
+ return moves
+
+ def select_best(self, colour):
+
+ self.depth += 1
+ all_moves = {}
+ for p in self.board.pieces[colour]:
+ self.choice = p # Temporarily pick that piece
+ m = self.prioritise_moves(p)
+ if len(m) > 0:
+ all_moves.update({p : m[0]})
+
+ if len(all_moves.items()) <= 0:
+ return None
+
+
+ opts = all_moves.items()
+ opts.sort(key = lambda e : e[1][1], reverse = True)
+
+ if self.depth >= self.max_depth:
+ self.depth -= 1
+ return list(opts[0])
+
+ if self.recurse_for >= 0:
+ opts = opts[0:self.recurse_for]
+ sys.stderr.write(sys.argv[0] + " : Before recurse, options are " + str(opts) + "\n")
+
+ # Take the best few moves, and recurse
+ for choice in opts[0:self.recurse_for]:
+ [xx,yy] = [choice[0].x, choice[0].y] # Remember position
+ [nx,ny] = choice[1][0] # Target
+ [choice[0].x, choice[0].y] = [nx, ny] # Set position
+ target = self.board.grid[nx][ny] # Remember piece in spot
+ self.board.grid[xx][yy] = None # Remove piece
+ self.board.grid[nx][ny] = choice[0] # Replace with moving piece
+
+ # Recurse
+ best_enemy_move = self.select_best(opponent(choice[0].colour))
+ choice[1][1] -= best_enemy_move[1][1] / float(self.depth + 1.0)
+
+ [choice[0].x, choice[0].y] = [xx, yy] # Restore position
+ self.board.grid[nx][ny] = target # Restore taken piece
+ self.board.grid[xx][yy] = choice[0] # Restore moved piece
+
+
+
+ opts.sort(key = lambda e : e[1][1], reverse = True)
+ sys.stderr.write(sys.argv[0] + " : After recurse, options are " + str(opts) + "\n")
+
+ self.depth -= 1
+ return list(opts[0])
+
+
+
+ # Returns [x,y] of selected piece
+ def select(self):
+
+ self.choice = self.select_best(self.colour)[0]
+ return [self.choice.x, self.choice.y]
+
+ # Returns [x,y] of square to move selected piece into
+ def get_move(self):
+ self.choice.selected_moves = self.choice.last_moves
+ moves = self.prioritise_moves(self.choice)
+ if len(moves) > 0:
+ return moves[0][0]
+ else:
+ return AgentRandom.get_move(self)
+
+
+
+
+# Horrible messy graphics class that draws what the agent is doing, kind of useful for testing
+class AgentGraphics(GraphicsThread):
+ def __init__(self, board, title):
+ GraphicsThread.__init__(self, board, title, grid_sz = [64,64])
+ self.choice = None
+ self.moves = None
+
+ def run(self):
+ square_img = pygame.Surface((self.grid_sz[0], self.grid_sz[1]),pygame.SRCALPHA) # A square image
+ while not self.stopped():
+
+ self.board.display_grid(window = self.window, grid_sz = self.grid_sz)
+
+ # Draw choice of the AI
+ if agent.choice != None:
+ mp = [self.grid_sz[i] * [agent.choice.x, agent.choice.y][i] for i in range(2)]
+ square_img.fill(pygame.Color(0,255,0,64))
+ self.window.blit(square_img, mp)
+
+ # Draw calculated choices for the piece clicked on
+ if self.choice != None:
+ mp = [self.grid_sz[i] * [self.choice.x, self.choice.y][i] for i in range(2)]
+ square_img.fill(pygame.Color(0,0,255,128))
+ self.window.blit(square_img, mp)
+
+ # Draw the choices the AI calculated from the selection of the chosen piece
+ if agent.choice != None and agent.choice.selected_moves != None:
+ for m in agent.choice.selected_moves:
+ mp = [m[0][i] * self.grid_sz[i] for i in range(2)]
+ square_img.fill(pygame.Color(128,128,255,128))
+ self.window.blit(square_img, mp)
+ font = pygame.font.Font(None, 14)
+ text = font.render("{0:.2f}".format(round(m[1],2)), 1, pygame.Color(255,0,0))
+ mp[0] = mp[0] + self.grid_sz[0] - text.get_width()
+ mp[1] = mp[1] + self.grid_sz[1] - text.get_height()
+ self.window.blit(text, mp)
+
+
+ # Draw the choice the AI's chosen piece could have actually made
+ if agent.choice != None and agent.choice.last_moves != None:
+ for m in agent.choice.last_moves:
+ mp = [m[0][i] * self.grid_sz[i] for i in range(2)]
+ square_img.fill(pygame.Color(255,0,0,128))
+ self.window.blit(square_img, mp)
+ font = pygame.font.Font(None, 14)
+ text = font.render("{0:.2f}".format(round(m[1],2)), 1, pygame.Color(0,0,255))
+ mp[0] = mp[0] + self.grid_sz[0] - text.get_width()
+ self.window.blit(text, mp)
+
+
+
+
+ if self.moves != None:
+ for m in self.moves:
+ mp = [m[0][i] * self.grid_sz[i] for i in range(2)]
+ square_img.fill(pygame.Color(255,0,255,128))
+ self.window.blit(square_img, mp)
+ font = pygame.font.Font(None, 14)
+ text = font.render("{0:.2f}".format(round(m[1],2)), 1, pygame.Color(0,0,0))
+ self.window.blit(text, mp)
+
+
+
+ self.board.display_pieces(window = self.window, grid_sz = self.grid_sz)
+
+ pygame.display.flip()
+
+ for event in pygame.event.get():
+ if event.type == pygame.QUIT:
+ self.stop()
+ break
+ elif event.type == pygame.MOUSEBUTTONDOWN:
+ m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))]
+ p = agent.board.grid[m[0]][m[1]]
+ if p == None:
+ continue
+ self.choice = p
+ self.last_moves = self.choice.last_moves
+ self.selected_moves = self.choice.selected_moves
+ if event.button == 3 or self.choice.last_moves == None:
+ self.moves = agent.prioritise_moves(self.choice)
+ else:
+ self.moves = self.choice.last_moves
+
+ elif event.type == pygame.MOUSEBUTTONUP:
+ if self.choice == None:
+ continue
+ self.choice.last_moves = self.last_moves
+ self.choice.selected_moves = self.selected_moves
+ self.choice = None
+ self.moves = None
+
+ pygame.display.quit()
+
+
+
+# Main function; don't alter
+def main(argv):
+
+ global agent
+ colour = sys.stdin.readline().strip("\n") # Gets the colour of the agent from stdin
+
+ agent = Agent(argv[0], colour) # Creates your agent
+
+ graphics = AgentGraphics(agent.board, title="Agent Bishop (" + str(colour) + ") - DEBUG VIEW")
+ graphics.start()
+
+ # Plays quantum chess using your agent
+ while True:
+ line = sys.stdin.readline().strip(" \r\n")
+ #sys.stderr.write(argv[0] + ": gets line \"" + str(line) + "\"\n")
+ if line == "SELECTION?":
+ [x,y] = agent.select() # Gets your agent's selection
+ #print "Select " + str(x) + "," + str(y)
+ sys.stdout.write(str(x) + " " + str(y) + "\n")
+ elif line == "MOVE?":
+ [x,y] = agent.get_move() # Gets your agent's move
+ sys.stdout.write(str(x) + " " + str(y) + "\n")
+ elif line.split(" ")[0] == "QUIT":
+ agent.quit(" ".join(line.split(" ")[1:])) # Quits the game
+# graphics.stop()
+ break
+ else:
+ agent.update(line) # Updates agent.board
+
+ graphics.stop()
+ graphics.join()
+ return 0
+
+# Don't touch this
+if __name__ == "__main__":
+ sys.exit(main(sys.argv))
--- /dev/null
+../data/
\ No newline at end of file
--- /dev/null
+../qchess.py
\ No newline at end of file
--- /dev/null
+[w,h] = [8,8] # Width and height of board(s)
+
+# Class to represent a quantum chess board
+class Board():
+ # Initialise; if master=True then the secondary piece types are assigned
+ # Otherwise, they are left as unknown
+ # So you can use this class in Agent programs, and fill in the types as they are revealed
+ def __init__(self, style="agent"):
+ self.style = style
+ self.pieces = {"white" : [], "black" : []}
+ self.grid = [[None] * w for _ in range(h)] # 2D List (you can get arrays in python, somehow, but they scare me)
+ self.unrevealed_types = {"white" : piece_types.copy(), "black" : piece_types.copy()}
+ self.king = {"white" : None, "black" : None} # We need to keep track of the king, because he is important
+ for c in ["black", "white"]:
+ del self.unrevealed_types[c]["unknown"]
+
+ # Add all the pieces with known primary types
+ for i in range(0, 2):
+
+ s = ["black", "white"][i]
+ c = self.pieces[s]
+ y = [0, h-1][i]
+
+ c.append(Piece(s, 0, y, ["rook"]))
+ c.append(Piece(s, 1, y, ["knight"]))
+ c.append(Piece(s, 2, y, ["bishop"]))
+ k = Piece(s, 3, y, ["king", "king"]) # There can only be one ruler!
+ k.types_revealed[1] = True
+ k.current_type = "king"
+ self.king[s] = k
+ c.append(k)
+ c.append(Piece(s, 4, y, ["queen"])) # Apparently he may have multiple wives though.
+ c.append(Piece(s, 5, y, ["bishop"]))
+ c.append(Piece(s, 6, y, ["knight"]))
+ c.append(Piece(s, 7, y, ["rook"]))
+
+ if y == 0:
+ y += 1
+ else:
+ y -= 1
+
+ # Lots of pawn
+ for x in range(0, w):
+ c.append(Piece(s, x, y, ["pawn"]))
+
+ types_left = {}
+ types_left.update(piece_types)
+ del types_left["king"] # We don't want one of these randomly appearing (although it might make things interesting...)
+ del types_left["unknown"] # We certainly don't want these!
+ for piece in c:
+ # Add to grid
+ self.grid[piece.x][piece.y] = piece
+
+ if len(piece.types) > 1:
+ continue
+ if style == "agent": # Assign placeholder "unknown" secondary type
+ piece.types.append("unknown")
+ continue
+
+ elif style == "quantum":
+ # The master allocates the secondary types
+ choice = types_left.keys()[random.randint(0, len(types_left.keys())-1)]
+ types_left[choice] -= 1
+ if types_left[choice] <= 0:
+ del types_left[choice]
+ piece.types.append(choice)
+ elif style == "classical":
+ piece.types.append(piece.types[0])
+ piece.current_type = piece.types[0]
+ piece.types_revealed[1] = True
+ piece.choice = 0
+
+ def clone(self):
+ newboard = Board(master = False)
+ newpieces = newboard.pieces["white"] + newboard.pieces["black"]
+ mypieces = self.pieces["white"] + self.pieces["black"]
+
+ for i in range(len(mypieces)):
+ newpieces[i].init_from_copy(mypieces[i])
+
+
+ def display_grid(self, window = None, grid_sz = [80,80]):
+ if window == None:
+ return # I was considering implementing a text only display, then I thought "Fuck that"
+
+ # The indentation is getting seriously out of hand...
+ for x in range(0, w):
+ for y in range(0, h):
+ if (x + y) % 2 == 0:
+ c = pygame.Color(200,200,200)
+ else:
+ c = pygame.Color(64,64,64)
+ pygame.draw.rect(window, c, (x*grid_sz[0], y*grid_sz[1], (x+1)*grid_sz[0], (y+1)*grid_sz[1]))
+
+ def display_pieces(self, window = None, grid_sz = [80,80]):
+ if window == None:
+ return
+ for p in self.pieces["white"] + self.pieces["black"]:
+ p.draw(window, grid_sz)
+
+ # Draw the board in a pygame window
+ def display(self, window = None):
+ self.display_grid(window)
+ self.display_pieces(window)
+
+
+
+
+ def verify(self):
+ for x in range(w):
+ for y in range(h):
+ if self.grid[x][y] == None:
+ continue
+ if (self.grid[x][y].x != x or self.grid[x][y].y != y):
+ raise Exception(sys.argv[0] + ": MISMATCH " + str(self.grid[x][y]) + " should be at " + str(x) + "," + str(y))
+
+ # Select a piece on the board (colour is the colour of whoever is doing the selecting)
+ def select(self, x,y, colour=None):
+ if not self.on_board(x, y): # Get on board everyone!
+ raise Exception("BOUNDS")
+
+ piece = self.grid[x][y]
+ if piece == None:
+ raise Exception("EMPTY")
+
+ if colour != None and piece.colour != colour:
+ raise Exception("COLOUR")
+
+ # I'm not quite sure why I made this return a string, but screw logical design
+ return str(x) + " " + str(y) + " " + str(piece.select()) + " " + str(piece.current_type)
+
+
+ # Update the board when a piece has been selected
+ # "type" is apparently reserved, so I'll use "state"
+ def update_select(self, x, y, type_index, state):
+ piece = self.grid[x][y]
+ if piece.types[type_index] == "unknown":
+ if not state in self.unrevealed_types[piece.colour].keys():
+ raise Exception("SANITY: Too many " + piece.colour + " " + state + "s")
+ self.unrevealed_types[piece.colour][state] -= 1
+ if self.unrevealed_types[piece.colour][state] <= 0:
+ del self.unrevealed_types[piece.colour][state]
+
+ piece.types[type_index] = state
+ piece.types_revealed[type_index] = True
+ piece.current_type = state
+
+ if len(self.possible_moves(piece)) <= 0:
+ piece.deselect() # Piece can't move; deselect it
+
+ # Update the board when a piece has been moved
+ def update_move(self, x, y, x2, y2):
+ piece = self.grid[x][y]
+ self.grid[x][y] = None
+ taken = self.grid[x2][y2]
+ if taken != None:
+ if taken.current_type == "king":
+ self.king[taken.colour] = None
+ self.pieces[taken.colour].remove(taken)
+ self.grid[x2][y2] = piece
+ piece.x = x2
+ piece.y = y2
+
+ # If the piece is a pawn, and it reaches the final row, it becomes a queen
+ # I know you are supposed to get a choice
+ # But that would be effort
+ if piece.current_type == "pawn" and ((piece.colour == "white" and piece.y == 0) or (piece.colour == "black" and piece.y == h-1)):
+ if self.style == "classical":
+ piece.types[0] = "queen"
+ piece.types[1] = "queen"
+ else:
+ piece.types[piece.choice] = "queen"
+ piece.current_type = "queen"
+
+ piece.deselect() # Uncollapse (?) the wavefunction!
+ self.verify()
+
+ # Update the board from a string
+ # Guesses what to do based on the format of the string
+ def update(self, result):
+ #print "Update called with \"" + str(result) + "\""
+ # String always starts with 'x y'
+ try:
+ s = result.split(" ")
+ [x,y] = map(int, s[0:2])
+ except:
+ raise Exception("GIBBERISH \""+ str(result) + "\"") # Raise expectations
+
+ piece = self.grid[x][y]
+ if piece == None:
+ raise Exception("EMPTY")
+
+ # If a piece is being moved, the third token is '->'
+ # We could get away with just using four integers, but that wouldn't look as cool
+ if "->" in s:
+ # Last two tokens are the destination
+ try:
+ [x2,y2] = map(int, s[3:])
+ except:
+ raise Exception("GIBBERISH \"" + str(result) + "\"") # Raise the alarm
+
+ # Move the piece (take opponent if possible)
+ self.update_move(x, y, x2, y2)
+
+ else:
+ # Otherwise we will just assume a piece has been selected
+ try:
+ type_index = int(s[2]) # We need to know which of the two types the piece is in; that's the third token
+ state = s[3] # The last token is a string identifying the type
+ except:
+ raise Exception("GIBBERISH \"" + result + "\"") # Throw a hissy fit
+
+ # Select the piece
+ self.update_select(x, y, type_index, state)
+
+ return result
+
+ # Gets each piece that could reach the given square and the probability that it could reach that square
+ # Will include allied pieces that defend the attacker
+ def coverage(self, x, y, colour = None, reject_allied = True):
+ result = {}
+
+ if colour == None:
+ pieces = self.pieces["white"] + self.pieces["black"]
+ else:
+ pieces = self.pieces[colour]
+
+ for p in pieces:
+ prob = self.probability_grid(p, reject_allied)[x][y]
+ if prob > 0:
+ result.update({p : prob})
+
+ self.verify()
+ return result
+
+
+
+
+
+ # Associates each square with a probability that the piece could move into it
+ # Look, I'm doing all the hard work for you here...
+ def probability_grid(self, p, reject_allied = True):
+
+ result = [[0.0] * w for _ in range(h)]
+ if not isinstance(p, Piece):
+ return result
+
+ if p.current_type != "unknown":
+ #sys.stderr.write(sys.argv[0] + ": " + str(p) + " moves " + str(self.possible_moves(p, reject_allied)) + "\n")
+ for point in self.possible_moves(p, reject_allied):
+ result[point[0]][point[1]] = 1.0
+ return result
+
+
+ for i in range(len(p.types)):
+ t = p.types[i]
+ prob = 0.5
+ if t == "unknown" or p.types_revealed[i] == False:
+ total_types = 0
+ for t2 in self.unrevealed_types[p.colour].keys():
+ total_types += self.unrevealed_types[p.colour][t2]
+
+ for t2 in self.unrevealed_types[p.colour].keys():
+ prob2 = float(self.unrevealed_types[p.colour][t2]) / float(total_types)
+ p.current_type = t2
+ for point in self.possible_moves(p, reject_allied):
+ result[point[0]][point[1]] += prob2 * prob
+
+ else:
+ p.current_type = t
+ for point in self.possible_moves(p, reject_allied):
+ result[point[0]][point[1]] += prob
+
+ self.verify()
+ p.current_type = "unknown"
+ return result
+
+ def prob_is_type(self, p, state):
+ prob = 0.5
+ result = 0
+ for i in range(len(p.types)):
+ t = p.types[i]
+ if t == state:
+ result += prob
+ continue
+ if t == "unknown" or p.types_revealed[i] == False:
+ total_prob = 0
+ for t2 in self.unrevealed_types[p.colour].keys():
+ total_prob += self.unrevealed_types[p.colour][t2]
+ for t2 in self.unrevealed_types[p.colour].keys():
+ if t2 == state:
+ result += prob * float(self.unrevealed_types[p.colour][t2]) / float(total_prob)
+
+
+
+ # Get all squares that the piece could move into
+ # This is probably inefficient, but I looked at some sample chess games and they seem to actually do things this way
+ # reject_allied indicates whether squares occupied by allied pieces will be removed
+ # (set to false to check for defense)
+ def possible_moves(self, p, reject_allied = True):
+ result = []
+ if p == None:
+ return result
+
+
+ if p.current_type == "unknown":
+ raise Exception("SANITY: Piece state unknown")
+ # The below commented out code causes things to break badly
+ #for t in p.types:
+ # if t == "unknown":
+ # continue
+ # p.current_type = t
+ # result += self.possible_moves(p)
+ #p.current_type = "unknown"
+ #return result
+
+ if p.current_type == "king":
+ result = [[p.x-1,p.y],[p.x+1,p.y],[p.x,p.y-1],[p.x,p.y+1], [p.x-1,p.y-1],[p.x-1,p.y+1],[p.x+1,p.y-1],[p.x+1,p.y+1]]
+ elif p.current_type == "queen":
+ for d in [[-1,0],[1,0],[0,-1],[0,1],[-1,-1],[-1,1],[1,-1],[1,1]]:
+ result += self.scan(p.x, p.y, d[0], d[1])
+ elif p.current_type == "bishop":
+ for d in [[-1,-1],[-1,1],[1,-1],[1,1]]: # There's a reason why bishops move diagonally
+ result += self.scan(p.x, p.y, d[0], d[1])
+ elif p.current_type == "rook":
+ for d in [[-1,0],[1,0],[0,-1],[0,1]]:
+ result += self.scan(p.x, p.y, d[0], d[1])
+ elif p.current_type == "knight":
+ # I would use two lines, but I'm not sure how python likes that
+ result = [[p.x-2, p.y-1], [p.x-2, p.y+1], [p.x+2, p.y-1], [p.x+2,p.y+1], [p.x-1,p.y-2], [p.x-1, p.y+2],[p.x+1,p.y-2],[p.x+1,p.y+2]]
+ elif p.current_type == "pawn":
+ if p.colour == "white":
+
+ # Pawn can't move forward into occupied square
+ if self.on_board(p.x, p.y-1) and self.grid[p.x][p.y-1] == None:
+ result = [[p.x,p.y-1]]
+ for f in [[p.x-1,p.y-1],[p.x+1,p.y-1]]:
+ if not self.on_board(f[0], f[1]):
+ continue
+ if self.grid[f[0]][f[1]] != None: # Pawn can take diagonally
+ result.append(f)
+ if p.y == h-2:
+ # Slightly embarrassing if the pawn jumps over someone on its first move...
+ if self.grid[p.x][p.y-1] == None and self.grid[p.x][p.y-2] == None:
+ result.append([p.x, p.y-2])
+ else:
+ # Vice versa for the black pawn
+ if self.on_board(p.x, p.y+1) and self.grid[p.x][p.y+1] == None:
+ result = [[p.x,p.y+1]]
+
+ for f in [[p.x-1,p.y+1],[p.x+1,p.y+1]]:
+ if not self.on_board(f[0], f[1]):
+ continue
+ if self.grid[f[0]][f[1]] != None:
+ #sys.stderr.write(sys.argv[0] + " : "+str(p) + " can take " + str(self.grid[f[0]][f[1]]) + "\n")
+ result.append(f)
+ if p.y == 1:
+ if self.grid[p.x][p.y+1] == None and self.grid[p.x][p.y+2] == None:
+ result.append([p.x, p.y+2])
+
+ #sys.stderr.write(sys.argv[0] + " : possible_moves for " + str(p) + " " + str(result) + "\n")
+
+ # Remove illegal moves
+ # Note: The result[:] creates a copy of result, so that the result.remove calls don't fuck things up
+ for point in result[:]:
+
+ if (point[0] < 0 or point[0] >= w) or (point[1] < 0 or point[1] >= h):
+ result.remove(point) # Remove locations outside the board
+ continue
+ g = self.grid[point[0]][point[1]]
+
+ if g != None and (g.colour == p.colour and reject_allied == True):
+ result.remove(point) # Remove allied pieces
+
+ self.verify()
+ return result
+
+
+ # Scans in a direction until it hits a piece, returns all squares in the line
+ # (includes the final square (which contains a piece), but not the original square)
+ def scan(self, x, y, vx, vy):
+ p = []
+
+ xx = x
+ yy = y
+ while True:
+ xx += vx
+ yy += vy
+ if not self.on_board(xx, yy):
+ break
+ if not [xx,yy] in p:
+ p.append([xx, yy])
+ g = self.grid[xx][yy]
+ if g != None:
+ return p
+
+ return p
+
+
+
+ # I typed the full statement about 30 times before writing this function...
+ def on_board(self, x, y):
+ return (x >= 0 and x < w) and (y >= 0 and y < h)
--- /dev/null
+
+# A thread that runs the game
+class GameThread(StoppableThread):
+ def __init__(self, board, players):
+ StoppableThread.__init__(self)
+ self.board = board
+ self.players = players
+ self.state = {"turn" : None} # The game state
+ self.error = 0 # Whether the thread exits with an error
+ self.lock = threading.RLock() #lock for access of self.state
+ self.cond = threading.Condition() # conditional for some reason, I forgot
+ self.final_result = ""
+
+ # Run the game (run in new thread with start(), run in current thread with run())
+ def run(self):
+ result = ""
+ while not self.stopped():
+
+ for p in self.players:
+ with self.lock:
+ self.state["turn"] = p # "turn" contains the player who's turn it is
+ #try:
+ if True:
+ [x,y] = p.select() # Player selects a square
+ if self.stopped():
+ break
+
+ result = self.board.select(x, y, colour = p.colour)
+ for p2 in self.players:
+ p2.update(result) # Inform players of what happened
+
+
+
+ target = self.board.grid[x][y]
+ if isinstance(graphics, GraphicsThread):
+ with graphics.lock:
+ graphics.state["moves"] = self.board.possible_moves(target)
+ graphics.state["select"] = target
+
+ time.sleep(turn_delay)
+
+
+ if len(self.board.possible_moves(target)) == 0:
+ #print "Piece cannot move"
+ target.deselect()
+ if isinstance(graphics, GraphicsThread):
+ with graphics.lock:
+ graphics.state["moves"] = None
+ graphics.state["select"] = None
+ graphics.state["dest"] = None
+ continue
+
+ try:
+ [x2,y2] = p.get_move() # Player selects a destination
+ except:
+ self.stop()
+
+ if self.stopped():
+ break
+
+ result = self.board.update_move(x, y, x2, y2)
+ for p2 in self.players:
+ p2.update(str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)) # Inform players of what happened
+
+ if isinstance(graphics, GraphicsThread):
+ with graphics.lock:
+ graphics.state["moves"] = [[x2,y2]]
+
+ time.sleep(turn_delay)
+
+ if isinstance(graphics, GraphicsThread):
+ with graphics.lock:
+ graphics.state["select"] = None
+ graphics.state["dest"] = None
+ graphics.state["moves"] = None
+
+ # Commented out exception stuff for now, because it makes it impossible to tell if I made an IndentationError somewhere
+ #except Exception,e:
+ #result = "ILLEGAL " + e.message
+ #sys.stderr.write(result + "\n")
+
+ #self.stop()
+ #with self.lock:
+ # self.final_result = self.state["turn"].colour + " " + "ILLEGAL"
+
+ if self.board.king["black"] == None:
+ if self.board.king["white"] == None:
+ with self.lock:
+ self.final_result = "DRAW"
+ else:
+ with self.lock:
+ self.final_result = "white"
+ self.stop()
+ elif self.board.king["white"] == None:
+ with self.lock:
+ self.final_result = "black"
+ self.stop()
+
+
+ if self.stopped():
+ break
+
+
+ for p2 in self.players:
+ p2.quit(self.final_result)
+
+ graphics.stop()
+
+
+
+
+def opponent(colour):
+ if colour == "white":
+ return "black"
+ else:
+ return "white"
--- /dev/null
+import pygame
+
+# Dictionary that stores the unicode character representations of the different pieces
+# Chess was clearly the reason why unicode was invented
+# For some reason none of the pygame chess implementations I found used them!
+piece_char = {"white" : {"king" : u'\u2654',
+ "queen" : u'\u2655',
+ "rook" : u'\u2656',
+ "bishop" : u'\u2657',
+ "knight" : u'\u2658',
+ "pawn" : u'\u2659',
+ "unknown" : '?'},
+ "black" : {"king" : u'\u265A',
+ "queen" : u'\u265B',
+ "rook" : u'\u265C',
+ "bishop" : u'\u265D',
+ "knight" : u'\u265E',
+ "pawn" : u'\u265F',
+ "unknown" : '?'}}
+
+images = {"white" : {}, "black" : {}}
+small_images = {"white" : {}, "black" : {}}
+
+# A thread to make things pretty
+class GraphicsThread(StoppableThread):
+ def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]):
+ StoppableThread.__init__(self)
+
+ self.board = board
+ pygame.init()
+ self.window = pygame.display.set_mode((grid_sz[0] * w, grid_sz[1] * h))
+ pygame.display.set_caption(title)
+ self.grid_sz = grid_sz[:]
+ self.state = {"select" : None, "dest" : None, "moves" : None, "overlay" : None, "coverage" : None}
+ self.error = 0
+ self.lock = threading.RLock()
+ self.cond = threading.Condition()
+
+ # Get the font sizes
+ l_size = 5*(self.grid_sz[0] / 8)
+ s_size = 3*(self.grid_sz[0] / 8)
+ for p in piece_types.keys():
+ c = "black"
+ images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", l_size).render(piece_char[c][p], True,(0,0,0))})
+ small_images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", s_size).render(piece_char[c][p],True,(0,0,0))})
+ c = "white"
+
+ images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", l_size+1).render(piece_char["black"][p], True,(255,255,255))})
+ images[c][p].blit(pygame.font.Font("data/DejaVuSans.ttf", l_size).render(piece_char[c][p], True,(0,0,0)),(0,0))
+ small_images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", s_size+1).render(piece_char["black"][p],True,(255,255,255))})
+ small_images[c][p].blit(pygame.font.Font("data/DejaVuSans.ttf", s_size).render(piece_char[c][p],True,(0,0,0)),(0,0))
+
+
+
+
+
+ # On the run from the world
+ def run(self):
+
+ while not self.stopped():
+
+ self.board.display_grid(window = self.window, grid_sz = self.grid_sz) # Draw the board
+
+ self.overlay()
+
+ self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board
+
+ pygame.display.flip()
+
+ for event in pygame.event.get():
+ if event.type == pygame.QUIT:
+ if isinstance(game, GameThread):
+ with game.lock:
+ game.final_result = "terminated"
+ game.stop()
+ self.stop()
+ break
+ elif event.type == pygame.MOUSEBUTTONDOWN:
+ self.mouse_down(event)
+ elif event.type == pygame.MOUSEBUTTONUP:
+ self.mouse_up(event)
+
+
+
+
+
+
+ self.message("Game ends, result \""+str(game.final_result) + "\"")
+ time.sleep(1)
+
+ # Wake up anyone who is sleeping
+ self.cond.acquire()
+ self.cond.notify()
+ self.cond.release()
+
+ pygame.quit() # Time to say goodbye
+
+ # Mouse release event handler
+ def mouse_up(self, event):
+ if event.button == 3:
+ with self.lock:
+ self.state["overlay"] = None
+ elif event.button == 2:
+ with self.lock:
+ self.state["coverage"] = None
+
+ # Mouse click event handler
+ def mouse_down(self, event):
+ if event.button == 1:
+ m = [event.pos[i] / self.grid_sz[i] for i in range(2)]
+ if isinstance(game, GameThread):
+ with game.lock:
+ p = game.state["turn"]
+ else:
+ p = None
+
+
+ if isinstance(p, HumanPlayer):
+ with self.lock:
+ s = self.board.grid[m[0]][m[1]]
+ select = self.state["select"]
+ if select == None:
+ if s != None and s.colour != p.colour:
+ self.message("Wrong colour") # Look at all this user friendliness!
+ time.sleep(1)
+ return
+ # Notify human player of move
+ self.cond.acquire()
+ with self.lock:
+ self.state["select"] = s
+ self.state["dest"] = None
+ self.cond.notify()
+ self.cond.release()
+ return
+
+ if select == None:
+ return
+
+
+ if self.state["moves"] == None:
+ return
+
+ if not m in self.state["moves"]:
+ self.message("Illegal Move") # I still think last year's mouse interface was adequate
+ time.sleep(2)
+ return
+
+ with self.lock:
+ if self.state["dest"] == None:
+ self.cond.acquire()
+ self.state["dest"] = m
+ self.state["select"] = None
+ self.state["moves"] = None
+ self.cond.notify()
+ self.cond.release()
+ elif event.button == 3:
+ m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))]
+ if isinstance(game, GameThread):
+ with game.lock:
+ p = game.state["turn"]
+ else:
+ p = None
+
+
+ if isinstance(p, HumanPlayer):
+ with self.lock:
+ self.state["overlay"] = self.board.probability_grid(self.board.grid[m[0]][m[1]])
+
+ elif event.button == 2:
+ m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))]
+ if isinstance(game, GameThread):
+ with game.lock:
+ p = game.state["turn"]
+ else:
+ p = None
+
+
+ if isinstance(p, HumanPlayer):
+ with self.lock:
+ self.state["coverage"] = self.board.coverage(m[0], m[1], None, self.state["select"])
+
+ # Draw the overlay
+ def overlay(self):
+
+ square_img = pygame.Surface((self.grid_sz[0], self.grid_sz[1]),pygame.SRCALPHA) # A square image
+ # Draw square over the selected piece
+ with self.lock:
+ select = self.state["select"]
+ if select != None:
+ mp = [self.grid_sz[i] * [select.x, select.y][i] for i in range(len(self.grid_sz))]
+ square_img.fill(pygame.Color(0,255,0,64))
+ self.window.blit(square_img, mp)
+ # If a piece is selected, draw all reachable squares
+ # (This quality user interface has been patented)
+ with self.lock:
+ m = self.state["moves"]
+ if m != None:
+ square_img.fill(pygame.Color(255,0,0,128)) # Draw them in blood red
+ for move in m:
+ mp = [self.grid_sz[i] * move[i] for i in range(2)]
+ self.window.blit(square_img, mp)
+ # If a piece is overlayed, show all squares that it has a probability to reach
+ with self.lock:
+ m = self.state["overlay"]
+ if m != None:
+ for x in range(w):
+ for y in range(h):
+ if m[x][y] > 0.0:
+ mp = [self.grid_sz[i] * [x,y][i] for i in range(2)]
+ square_img.fill(pygame.Color(255,0,255,int(m[x][y] * 128))) # Draw in purple
+ self.window.blit(square_img, mp)
+ font = pygame.font.Font(None, 14)
+ text = font.render("{0:.2f}".format(round(m[x][y],2)), 1, pygame.Color(0,0,0))
+ self.window.blit(text, mp)
+
+ # If a square is selected, highlight all pieces that have a probability to reach it
+ with self.lock:
+ m = self.state["coverage"]
+ if m != None:
+ for p in m:
+ mp = [self.grid_sz[i] * [p.x,p.y][i] for i in range(2)]
+ square_img.fill(pygame.Color(0,255,255, int(m[p] * 196))) # Draw in pale blue
+ self.window.blit(square_img, mp)
+ font = pygame.font.Font(None, 14)
+ text = font.render("{0:.2f}".format(round(m[p],2)), 1, pygame.Color(0,0,0))
+ self.window.blit(text, mp)
+ # Draw a square where the mouse is
+ # This also serves to indicate who's turn it is
+
+ if isinstance(game, GameThread):
+ with game.lock:
+ turn = game.state["turn"]
+ else:
+ turn = None
+
+ if isinstance(turn, HumanPlayer):
+ mp = [self.grid_sz[i] * int(pygame.mouse.get_pos()[i] / self.grid_sz[i]) for i in range(2)]
+ square_img.fill(pygame.Color(0,0,255,128))
+ if turn.colour == "white":
+ c = pygame.Color(255,255,255)
+ else:
+ c = pygame.Color(0,0,0)
+ pygame.draw.rect(square_img, c, (0,0,self.grid_sz[0], self.grid_sz[1]), self.grid_sz[0]/10)
+ self.window.blit(square_img, mp)
+
+ # Message in a bottle
+ def message(self, string, pos = None, colour = None, font_size = 32):
+ font = pygame.font.Font(None, font_size)
+ if colour == None:
+ colour = pygame.Color(0,0,0)
+
+ text = font.render(string, 1, colour)
+
+
+ s = pygame.Surface((text.get_width(), text.get_height()), pygame.SRCALPHA)
+ s.fill(pygame.Color(128,128,128))
+
+ tmp = self.window.get_size()
+
+ if pos == None:
+ pos = (tmp[0] / 2 - text.get_width() / 2, tmp[1] / 3 - text.get_height())
+ else:
+ pos = (pos[0]*text.get_width() + tmp[0] / 2 - text.get_width() / 2, pos[1]*text.get_height() + tmp[1] / 3 - text.get_height())
+
+
+ rect = (pos[0], pos[1], text.get_width(), text.get_height())
+
+ pygame.draw.rect(self.window, pygame.Color(0,0,0), pygame.Rect(rect), 1)
+ self.window.blit(s, pos)
+ self.window.blit(text, pos)
+
+ pygame.display.flip()
+
+ def getstr(self, prompt = None):
+ result = ""
+ while True:
+ #print "LOOP"
+ if prompt != None:
+ self.message(prompt)
+ self.message(result, pos = (0, 1))
+
+ for event in pygame.event.get():
+ if event.type == pygame.KEYDOWN:
+ if chr(event.key) == '\r':
+ return result
+ result += str(chr(event.key))
--- /dev/null
+#!/usr/bin/python -u
+
+# Do you know what the -u does? It unbuffers stdin and stdout
+# I can't remember why, but last year things broke without that
+
+"""
+ UCC::Progcomp 2013 Quantum Chess game
+ @author Sam Moore [SZM] "matches"
+ @copyright The University Computer Club, Incorporated
+ (ie: You can copy it for not for profit purposes)
+"""
+
+# system python modules or whatever they are called
+import sys
+import os
+import time
+
+turn_delay = 0.5
+[game, graphics] = [None, None]
+
+
+# The main function! It does the main stuff!
+def main(argv):
+
+ # Apparently python will silently treat things as local unless you do this
+ # But (here's the fun part), only if you actually modify the variable.
+ # For example, all those 'if graphics_enabled' conditions work in functions that never say it is global
+ # Anyone who says "You should never use a global variable" can die in a fire
+ global game
+ global graphics
+
+ # Magical argument parsing goes here
+ if len(argv) == 1:
+ players = [HumanPlayer("saruman", "white"), AgentRandom("sabbath", "black")]
+ elif len(argv) == 2:
+ players = [AgentPlayer(argv[1], "white"), HumanPlayer("shadow", "black"), ]
+ elif len(argv) == 3:
+ players = [AgentPlayer(argv[1], "white"), AgentPlayer(argv[2], "black")]
+
+ # Construct the board!
+ board = Board(style = "quantum")
+ game = GameThread(board, players) # Construct a GameThread! Make it global! Damn the consequences!
+ #try:
+ if True:
+ graphics = GraphicsThread(board, grid_sz = [64,64]) # Construct a GraphicsThread! I KNOW WHAT I'M DOING! BEAR WITH ME!
+ game.start() # This runs in a new thread
+ #except NameError:
+ # print "Run game in main thread"
+ # game.run() # Run game in the main thread (no need for joining)
+ # return game.error
+ #except Exception, e:
+ # raise e
+ #else:
+ # print "Normal"
+ graphics.run()
+ game.join()
+ return game.error + graphics.error
+
+
+# This is how python does a main() function...
+if __name__ == "__main__":
+ sys.exit(main(sys.argv))
--- /dev/null
+import random
+
+# I know using non-abreviated strings is inefficient, but this is python, who cares?
+# Oh, yeah, this stores the number of pieces of each type in a normal chess game
+piece_types = {"pawn" : 8, "bishop" : 2, "knight" : 2, "rook" : 2, "queen" : 1, "king" : 1, "unknown" : 0}
+
+# Class to represent a quantum chess piece
+class Piece():
+ def __init__(self, colour, x, y, types):
+ self.colour = colour # Colour (string) either "white" or "black"
+ self.x = x # x coordinate (0 - 8), none of this fancy 'a', 'b' shit here
+ self.y = y # y coordinate (0 - 8)
+ self.types = types # List of possible types the piece can be (should just be two)
+ self.current_type = "unknown" # Current type
+ self.choice = -1 # Index of the current type in self.types (-1 = unknown type)
+ self.types_revealed = [True, False] # Whether the types are known (by default the first type is always known at game start)
+
+
+ #
+ self.last_state = None
+ self.move_pattern = None
+
+
+
+ def init_from_copy(self, c):
+ self.colour = c.colour
+ self.x = c.x
+ self.y = c.y
+ self.types = c.types[:]
+ self.current_type = c.current_type
+ self.choice = c.choice
+ self.types_revealed = c.types_revealed[:]
+
+ self.last_state = None
+ self.move_pattern = None
+
+
+
+ # Make a string for the piece (used for debug)
+ def __str__(self):
+ return str(self.current_type) + " " + str(self.types) + " at " + str(self.x) + ","+str(self.y)
+
+ # Draw the piece in a pygame surface
+ def draw(self, window, grid_sz = [80,80]):
+
+ # First draw the image corresponding to self.current_type
+ img = images[self.colour][self.current_type]
+ rect = img.get_rect()
+ offset = [-rect.width/2,-3*rect.height/4]
+ window.blit(img, (self.x * grid_sz[0] + grid_sz[0]/2 + offset[0], self.y * grid_sz[1] + grid_sz[1]/2 + offset[1]))
+
+
+ # Draw the two possible types underneath the current_type image
+ for i in range(len(self.types)):
+ if self.types_revealed[i] == True:
+ img = small_images[self.colour][self.types[i]]
+ else:
+ img = small_images[self.colour]["unknown"] # If the type hasn't been revealed, show a placeholder
+
+
+ rect = img.get_rect()
+ offset = [-rect.width/2,-rect.height/2]
+
+ if i == 0:
+ target = (self.x * grid_sz[0] + grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])
+ else:
+ target = (self.x * grid_sz[0] + 4*grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])
+
+ window.blit(img, target) # Blit shit
+
+ # Collapses the wave function!
+ def select(self):
+ if self.current_type == "unknown":
+ self.choice = random.randint(0,1)
+ self.current_type = self.types[self.choice]
+ self.types_revealed[self.choice] = True
+ return self.choice
+
+ # Uncollapses (?) the wave function!
+ def deselect(self):
+ #print "Deselect called"
+ if (self.x + self.y) % 2 != 0:
+ if (self.types[0] != self.types[1]) or (self.types_revealed[0] == False or self.types_revealed[1] == False):
+ self.current_type = "unknown"
+ self.choice = -1
+ else:
+ self.choice = 0 # Both the two types are the same
+
+ # The sad moment when you realise that you do not understand anything about a subject you studied for 4 years...
--- /dev/null
+import subprocess
+
+
+
+# A player who can't play
+class Player():
+ def __init__(self, name, colour):
+ self.name = name
+ self.colour = colour
+
+# Player that runs from another process
+class AgentPlayer(Player):
+ def __init__(self, name, colour):
+ Player.__init__(self, name, colour)
+ self.p = subprocess.Popen(name, stdin=subprocess.PIPE, stdout=subprocess.PIPE,stderr=sys.stderr)
+ try:
+ self.p.stdin.write(colour + "\n")
+ except:
+ raise Exception("UNRESPONSIVE")
+
+ def select(self):
+
+ #try:
+ self.p.stdin.write("SELECTION?\n")
+ line = self.p.stdout.readline().strip("\r\n ")
+ #except:
+ # raise Exception("UNRESPONSIVE")
+ try:
+ result = map(int, line.split(" "))
+ except:
+ raise Exception("GIBBERISH \"" + str(line) + "\"")
+ return result
+
+ def update(self, result):
+ #print "Update " + str(result) + " called for AgentPlayer"
+# try:
+ self.p.stdin.write(result + "\n")
+# except:
+# raise Exception("UNRESPONSIVE")
+
+ def get_move(self):
+
+ try:
+ self.p.stdin.write("MOVE?\n")
+ line = self.p.stdout.readline().strip("\r\n ")
+ except:
+ raise Exception("UNRESPONSIVE")
+ try:
+ result = map(int, line.split(" "))
+ except:
+ raise Exception("GIBBERISH \"" + str(line) + "\"")
+ return result
+
+ def quit(self, final_result):
+ try:
+ self.p.stdin.write("QUIT " + final_result + "\n")
+ except:
+ self.p.kill()
+
+# So you want to be a player here?
+class HumanPlayer(Player):
+ def __init__(self, name, colour):
+ Player.__init__(self, name, colour)
+
+ # Select your preferred account
+ def select(self):
+ if isinstance(graphics, GraphicsThread):
+ # Basically, we let the graphics thread do some shit and then return that information to the game thread
+ graphics.cond.acquire()
+ # We wait for the graphics thread to select a piece
+ while graphics.stopped() == False and graphics.state["select"] == None:
+ graphics.cond.wait() # The difference between humans and machines is that humans sleep
+ select = graphics.state["select"]
+
+
+ graphics.cond.release()
+ if graphics.stopped():
+ return [-1,-1]
+ return [select.x, select.y]
+ else:
+ # Since I don't display the board in this case, I'm not sure why I filled it in...
+ while True:
+ sys.stdout.write("SELECTION?\n")
+ try:
+ p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
+ except:
+ sys.stderr.write("ILLEGAL GIBBERISH\n")
+ continue
+ # It's your move captain
+ def get_move(self):
+ if isinstance(graphics, GraphicsThread):
+ graphics.cond.acquire()
+ while graphics.stopped() == False and graphics.state["dest"] == None:
+ graphics.cond.wait()
+ graphics.cond.release()
+
+ return graphics.state["dest"]
+ else:
+
+ while True:
+ sys.stdout.write("MOVE?\n")
+ try:
+ p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
+ except:
+ sys.stderr.write("ILLEGAL GIBBERISH\n")
+ continue
+
+ # Are you sure you want to quit?
+ def quit(self, final_result):
+ sys.stdout.write("QUIT " + final_result + "\n")
+
+ # Completely useless function
+ def update(self, result):
+ if isinstance(graphics, GraphicsThread):
+ pass
+ else:
+ sys.stdout.write(result + "\n")
+
+
+# Player that makes random moves
+class AgentRandom(Player):
+ def __init__(self, name, colour):
+ Player.__init__(self, name, colour)
+ self.choice = None
+
+ self.board = Board(style = "agent")
+
+ def select(self):
+ while True:
+ self.choice = self.board.pieces[self.colour][random.randint(0, len(self.board.pieces[self.colour])-1)]
+ all_moves = []
+ # Check that the piece has some possibility to move
+ tmp = self.choice.current_type
+ if tmp == "unknown": # For unknown pieces, try both types
+ for t in self.choice.types:
+ if t == "unknown":
+ continue
+ self.choice.current_type = t
+ all_moves += self.board.possible_moves(self.choice)
+ else:
+ all_moves = self.board.possible_moves(self.choice)
+ self.choice.current_type = tmp
+ if len(all_moves) > 0:
+ break
+ return [self.choice.x, self.choice.y]
+
+ def get_move(self):
+ moves = self.board.possible_moves(self.choice)
+ move = moves[random.randint(0, len(moves)-1)]
+ return move
+
+ def update(self, result):
+ #sys.stderr.write(sys.argv[0] + " : Update board for AgentRandom\n")
+ self.board.update(result)
+ self.board.verify()
+
+ def quit(self, final_result):
+ pass
--- /dev/null
+#!/usr/bin/python -u
+# +++ board.py +++ #
+[w,h] = [8,8] # Width and height of board(s)
+
+# Class to represent a quantum chess board
+class Board():
+ # Initialise; if master=True then the secondary piece types are assigned
+ # Otherwise, they are left as unknown
+ # So you can use this class in Agent programs, and fill in the types as they are revealed
+ def __init__(self, style="agent"):
+ self.style = style
+ self.pieces = {"white" : [], "black" : []}
+ self.grid = [[None] * w for _ in range(h)] # 2D List (you can get arrays in python, somehow, but they scare me)
+ self.unrevealed_types = {"white" : piece_types.copy(), "black" : piece_types.copy()}
+ self.king = {"white" : None, "black" : None} # We need to keep track of the king, because he is important
+ for c in ["black", "white"]:
+ del self.unrevealed_types[c]["unknown"]
+
+ # Add all the pieces with known primary types
+ for i in range(0, 2):
+
+ s = ["black", "white"][i]
+ c = self.pieces[s]
+ y = [0, h-1][i]
+
+ c.append(Piece(s, 0, y, ["rook"]))
+ c.append(Piece(s, 1, y, ["knight"]))
+ c.append(Piece(s, 2, y, ["bishop"]))
+ k = Piece(s, 3, y, ["king", "king"]) # There can only be one ruler!
+ k.types_revealed[1] = True
+ k.current_type = "king"
+ self.king[s] = k
+ c.append(k)
+ c.append(Piece(s, 4, y, ["queen"])) # Apparently he may have multiple wives though.
+ c.append(Piece(s, 5, y, ["bishop"]))
+ c.append(Piece(s, 6, y, ["knight"]))
+ c.append(Piece(s, 7, y, ["rook"]))
+
+ if y == 0:
+ y += 1
+ else:
+ y -= 1
+
+ # Lots of pawn
+ for x in range(0, w):
+ c.append(Piece(s, x, y, ["pawn"]))
+
+ types_left = {}
+ types_left.update(piece_types)
+ del types_left["king"] # We don't want one of these randomly appearing (although it might make things interesting...)
+ del types_left["unknown"] # We certainly don't want these!
+ for piece in c:
+ # Add to grid
+ self.grid[piece.x][piece.y] = piece
+
+ if len(piece.types) > 1:
+ continue
+ if style == "agent": # Assign placeholder "unknown" secondary type
+ piece.types.append("unknown")
+ continue
+
+ elif style == "quantum":
+ # The master allocates the secondary types
+ choice = types_left.keys()[random.randint(0, len(types_left.keys())-1)]
+ types_left[choice] -= 1
+ if types_left[choice] <= 0:
+ del types_left[choice]
+ piece.types.append(choice)
+ elif style == "classical":
+ piece.types.append(piece.types[0])
+ piece.current_type = piece.types[0]
+ piece.types_revealed[1] = True
+ piece.choice = 0
+
+ def clone(self):
+ newboard = Board(master = False)
+ newpieces = newboard.pieces["white"] + newboard.pieces["black"]
+ mypieces = self.pieces["white"] + self.pieces["black"]
+
+ for i in range(len(mypieces)):
+ newpieces[i].init_from_copy(mypieces[i])
+
+
+ def display_grid(self, window = None, grid_sz = [80,80]):
+ if window == None:
+ return # I was considering implementing a text only display, then I thought "Fuck that"
+
+ # The indentation is getting seriously out of hand...
+ for x in range(0, w):
+ for y in range(0, h):
+ if (x + y) % 2 == 0:
+ c = pygame.Color(200,200,200)
+ else:
+ c = pygame.Color(64,64,64)
+ pygame.draw.rect(window, c, (x*grid_sz[0], y*grid_sz[1], (x+1)*grid_sz[0], (y+1)*grid_sz[1]))
+
+ def display_pieces(self, window = None, grid_sz = [80,80]):
+ if window == None:
+ return
+ for p in self.pieces["white"] + self.pieces["black"]:
+ p.draw(window, grid_sz)
+
+ # Draw the board in a pygame window
+ def display(self, window = None):
+ self.display_grid(window)
+ self.display_pieces(window)
+
+
+
+
+ def verify(self):
+ for x in range(w):
+ for y in range(h):
+ if self.grid[x][y] == None:
+ continue
+ if (self.grid[x][y].x != x or self.grid[x][y].y != y):
+ raise Exception(sys.argv[0] + ": MISMATCH " + str(self.grid[x][y]) + " should be at " + str(x) + "," + str(y))
+
+ # Select a piece on the board (colour is the colour of whoever is doing the selecting)
+ def select(self, x,y, colour=None):
+ if not self.on_board(x, y): # Get on board everyone!
+ raise Exception("BOUNDS")
+
+ piece = self.grid[x][y]
+ if piece == None:
+ raise Exception("EMPTY")
+
+ if colour != None and piece.colour != colour:
+ raise Exception("COLOUR")
+
+ # I'm not quite sure why I made this return a string, but screw logical design
+ return str(x) + " " + str(y) + " " + str(piece.select()) + " " + str(piece.current_type)
+
+
+ # Update the board when a piece has been selected
+ # "type" is apparently reserved, so I'll use "state"
+ def update_select(self, x, y, type_index, state):
+ piece = self.grid[x][y]
+ if piece.types[type_index] == "unknown":
+ if not state in self.unrevealed_types[piece.colour].keys():
+ raise Exception("SANITY: Too many " + piece.colour + " " + state + "s")
+ self.unrevealed_types[piece.colour][state] -= 1
+ if self.unrevealed_types[piece.colour][state] <= 0:
+ del self.unrevealed_types[piece.colour][state]
+
+ piece.types[type_index] = state
+ piece.types_revealed[type_index] = True
+ piece.current_type = state
+
+ if len(self.possible_moves(piece)) <= 0:
+ piece.deselect() # Piece can't move; deselect it
+
+ # Update the board when a piece has been moved
+ def update_move(self, x, y, x2, y2):
+ piece = self.grid[x][y]
+ self.grid[x][y] = None
+ taken = self.grid[x2][y2]
+ if taken != None:
+ if taken.current_type == "king":
+ self.king[taken.colour] = None
+ self.pieces[taken.colour].remove(taken)
+ self.grid[x2][y2] = piece
+ piece.x = x2
+ piece.y = y2
+
+ # If the piece is a pawn, and it reaches the final row, it becomes a queen
+ # I know you are supposed to get a choice
+ # But that would be effort
+ if piece.current_type == "pawn" and ((piece.colour == "white" and piece.y == 0) or (piece.colour == "black" and piece.y == h-1)):
+ if self.style == "classical":
+ piece.types[0] = "queen"
+ piece.types[1] = "queen"
+ else:
+ piece.types[piece.choice] = "queen"
+ piece.current_type = "queen"
+
+ piece.deselect() # Uncollapse (?) the wavefunction!
+ self.verify()
+
+ # Update the board from a string
+ # Guesses what to do based on the format of the string
+ def update(self, result):
+ #print "Update called with \"" + str(result) + "\""
+ # String always starts with 'x y'
+ try:
+ s = result.split(" ")
+ [x,y] = map(int, s[0:2])
+ except:
+ raise Exception("GIBBERISH \""+ str(result) + "\"") # Raise expectations
+
+ piece = self.grid[x][y]
+ if piece == None:
+ raise Exception("EMPTY")
+
+ # If a piece is being moved, the third token is '->'
+ # We could get away with just using four integers, but that wouldn't look as cool
+ if "->" in s:
+ # Last two tokens are the destination
+ try:
+ [x2,y2] = map(int, s[3:])
+ except:
+ raise Exception("GIBBERISH \"" + str(result) + "\"") # Raise the alarm
+
+ # Move the piece (take opponent if possible)
+ self.update_move(x, y, x2, y2)
+
+ else:
+ # Otherwise we will just assume a piece has been selected
+ try:
+ type_index = int(s[2]) # We need to know which of the two types the piece is in; that's the third token
+ state = s[3] # The last token is a string identifying the type
+ except:
+ raise Exception("GIBBERISH \"" + result + "\"") # Throw a hissy fit
+
+ # Select the piece
+ self.update_select(x, y, type_index, state)
+
+ return result
+
+ # Gets each piece that could reach the given square and the probability that it could reach that square
+ # Will include allied pieces that defend the attacker
+ def coverage(self, x, y, colour = None, reject_allied = True):
+ result = {}
+
+ if colour == None:
+ pieces = self.pieces["white"] + self.pieces["black"]
+ else:
+ pieces = self.pieces[colour]
+
+ for p in pieces:
+ prob = self.probability_grid(p, reject_allied)[x][y]
+ if prob > 0:
+ result.update({p : prob})
+
+ self.verify()
+ return result
+
+
+
+
+
+ # Associates each square with a probability that the piece could move into it
+ # Look, I'm doing all the hard work for you here...
+ def probability_grid(self, p, reject_allied = True):
+
+ result = [[0.0] * w for _ in range(h)]
+ if not isinstance(p, Piece):
+ return result
+
+ if p.current_type != "unknown":
+ #sys.stderr.write(sys.argv[0] + ": " + str(p) + " moves " + str(self.possible_moves(p, reject_allied)) + "\n")
+ for point in self.possible_moves(p, reject_allied):
+ result[point[0]][point[1]] = 1.0
+ return result
+
+
+ for i in range(len(p.types)):
+ t = p.types[i]
+ prob = 0.5
+ if t == "unknown" or p.types_revealed[i] == False:
+ total_types = 0
+ for t2 in self.unrevealed_types[p.colour].keys():
+ total_types += self.unrevealed_types[p.colour][t2]
+
+ for t2 in self.unrevealed_types[p.colour].keys():
+ prob2 = float(self.unrevealed_types[p.colour][t2]) / float(total_types)
+ p.current_type = t2
+ for point in self.possible_moves(p, reject_allied):
+ result[point[0]][point[1]] += prob2 * prob
+
+ else:
+ p.current_type = t
+ for point in self.possible_moves(p, reject_allied):
+ result[point[0]][point[1]] += prob
+
+ self.verify()
+ p.current_type = "unknown"
+ return result
+
+ def prob_is_type(self, p, state):
+ prob = 0.5
+ result = 0
+ for i in range(len(p.types)):
+ t = p.types[i]
+ if t == state:
+ result += prob
+ continue
+ if t == "unknown" or p.types_revealed[i] == False:
+ total_prob = 0
+ for t2 in self.unrevealed_types[p.colour].keys():
+ total_prob += self.unrevealed_types[p.colour][t2]
+ for t2 in self.unrevealed_types[p.colour].keys():
+ if t2 == state:
+ result += prob * float(self.unrevealed_types[p.colour][t2]) / float(total_prob)
+
+
+
+ # Get all squares that the piece could move into
+ # This is probably inefficient, but I looked at some sample chess games and they seem to actually do things this way
+ # reject_allied indicates whether squares occupied by allied pieces will be removed
+ # (set to false to check for defense)
+ def possible_moves(self, p, reject_allied = True):
+ result = []
+ if p == None:
+ return result
+
+
+ if p.current_type == "unknown":
+ raise Exception("SANITY: Piece state unknown")
+ # The below commented out code causes things to break badly
+ #for t in p.types:
+ # if t == "unknown":
+ # continue
+ # p.current_type = t
+ # result += self.possible_moves(p)
+ #p.current_type = "unknown"
+ #return result
+
+ if p.current_type == "king":
+ result = [[p.x-1,p.y],[p.x+1,p.y],[p.x,p.y-1],[p.x,p.y+1], [p.x-1,p.y-1],[p.x-1,p.y+1],[p.x+1,p.y-1],[p.x+1,p.y+1]]
+ elif p.current_type == "queen":
+ for d in [[-1,0],[1,0],[0,-1],[0,1],[-1,-1],[-1,1],[1,-1],[1,1]]:
+ result += self.scan(p.x, p.y, d[0], d[1])
+ elif p.current_type == "bishop":
+ for d in [[-1,-1],[-1,1],[1,-1],[1,1]]: # There's a reason why bishops move diagonally
+ result += self.scan(p.x, p.y, d[0], d[1])
+ elif p.current_type == "rook":
+ for d in [[-1,0],[1,0],[0,-1],[0,1]]:
+ result += self.scan(p.x, p.y, d[0], d[1])
+ elif p.current_type == "knight":
+ # I would use two lines, but I'm not sure how python likes that
+ result = [[p.x-2, p.y-1], [p.x-2, p.y+1], [p.x+2, p.y-1], [p.x+2,p.y+1], [p.x-1,p.y-2], [p.x-1, p.y+2],[p.x+1,p.y-2],[p.x+1,p.y+2]]
+ elif p.current_type == "pawn":
+ if p.colour == "white":
+
+ # Pawn can't move forward into occupied square
+ if self.on_board(p.x, p.y-1) and self.grid[p.x][p.y-1] == None:
+ result = [[p.x,p.y-1]]
+ for f in [[p.x-1,p.y-1],[p.x+1,p.y-1]]:
+ if not self.on_board(f[0], f[1]):
+ continue
+ if self.grid[f[0]][f[1]] != None: # Pawn can take diagonally
+ result.append(f)
+ if p.y == h-2:
+ # Slightly embarrassing if the pawn jumps over someone on its first move...
+ if self.grid[p.x][p.y-1] == None and self.grid[p.x][p.y-2] == None:
+ result.append([p.x, p.y-2])
+ else:
+ # Vice versa for the black pawn
+ if self.on_board(p.x, p.y+1) and self.grid[p.x][p.y+1] == None:
+ result = [[p.x,p.y+1]]
+
+ for f in [[p.x-1,p.y+1],[p.x+1,p.y+1]]:
+ if not self.on_board(f[0], f[1]):
+ continue
+ if self.grid[f[0]][f[1]] != None:
+ #sys.stderr.write(sys.argv[0] + " : "+str(p) + " can take " + str(self.grid[f[0]][f[1]]) + "\n")
+ result.append(f)
+ if p.y == 1:
+ if self.grid[p.x][p.y+1] == None and self.grid[p.x][p.y+2] == None:
+ result.append([p.x, p.y+2])
+
+ #sys.stderr.write(sys.argv[0] + " : possible_moves for " + str(p) + " " + str(result) + "\n")
+
+ # Remove illegal moves
+ # Note: The result[:] creates a copy of result, so that the result.remove calls don't fuck things up
+ for point in result[:]:
+
+ if (point[0] < 0 or point[0] >= w) or (point[1] < 0 or point[1] >= h):
+ result.remove(point) # Remove locations outside the board
+ continue
+ g = self.grid[point[0]][point[1]]
+
+ if g != None and (g.colour == p.colour and reject_allied == True):
+ result.remove(point) # Remove allied pieces
+
+ self.verify()
+ return result
+
+
+ # Scans in a direction until it hits a piece, returns all squares in the line
+ # (includes the final square (which contains a piece), but not the original square)
+ def scan(self, x, y, vx, vy):
+ p = []
+
+ xx = x
+ yy = y
+ while True:
+ xx += vx
+ yy += vy
+ if not self.on_board(xx, yy):
+ break
+ if not [xx,yy] in p:
+ p.append([xx, yy])
+ g = self.grid[xx][yy]
+ if g != None:
+ return p
+
+ return p
+
+
+
+ # I typed the full statement about 30 times before writing this function...
+ def on_board(self, x, y):
+ return (x >= 0 and x < w) and (y >= 0 and y < h)
+# --- board.py --- #
+# +++ game.py +++ #
+
+# A thread that runs the game
+class GameThread(StoppableThread):
+ def __init__(self, board, players):
+ StoppableThread.__init__(self)
+ self.board = board
+ self.players = players
+ self.state = {"turn" : None} # The game state
+ self.error = 0 # Whether the thread exits with an error
+ self.lock = threading.RLock() #lock for access of self.state
+ self.cond = threading.Condition() # conditional for some reason, I forgot
+ self.final_result = ""
+
+ # Run the game (run in new thread with start(), run in current thread with run())
+ def run(self):
+ result = ""
+ while not self.stopped():
+
+ for p in self.players:
+ with self.lock:
+ self.state["turn"] = p # "turn" contains the player who's turn it is
+ #try:
+ if True:
+ [x,y] = p.select() # Player selects a square
+ if self.stopped():
+ break
+
+ result = self.board.select(x, y, colour = p.colour)
+ for p2 in self.players:
+ p2.update(result) # Inform players of what happened
+
+
+
+ target = self.board.grid[x][y]
+ if isinstance(graphics, GraphicsThread):
+ with graphics.lock:
+ graphics.state["moves"] = self.board.possible_moves(target)
+ graphics.state["select"] = target
+
+ time.sleep(turn_delay)
+
+
+ if len(self.board.possible_moves(target)) == 0:
+ #print "Piece cannot move"
+ target.deselect()
+ if isinstance(graphics, GraphicsThread):
+ with graphics.lock:
+ graphics.state["moves"] = None
+ graphics.state["select"] = None
+ graphics.state["dest"] = None
+ continue
+
+ try:
+ [x2,y2] = p.get_move() # Player selects a destination
+ except:
+ self.stop()
+
+ if self.stopped():
+ break
+
+ result = self.board.update_move(x, y, x2, y2)
+ for p2 in self.players:
+ p2.update(str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)) # Inform players of what happened
+
+ if isinstance(graphics, GraphicsThread):
+ with graphics.lock:
+ graphics.state["moves"] = [[x2,y2]]
+
+ time.sleep(turn_delay)
+
+ if isinstance(graphics, GraphicsThread):
+ with graphics.lock:
+ graphics.state["select"] = None
+ graphics.state["dest"] = None
+ graphics.state["moves"] = None
+
+ # Commented out exception stuff for now, because it makes it impossible to tell if I made an IndentationError somewhere
+ #except Exception,e:
+ #result = "ILLEGAL " + e.message
+ #sys.stderr.write(result + "\n")
+
+ #self.stop()
+ #with self.lock:
+ # self.final_result = self.state["turn"].colour + " " + "ILLEGAL"
+
+ if self.board.king["black"] == None:
+ if self.board.king["white"] == None:
+ with self.lock:
+ self.final_result = "DRAW"
+ else:
+ with self.lock:
+ self.final_result = "white"
+ self.stop()
+ elif self.board.king["white"] == None:
+ with self.lock:
+ self.final_result = "black"
+ self.stop()
+
+
+ if self.stopped():
+ break
+
+
+ for p2 in self.players:
+ p2.quit(self.final_result)
+
+ graphics.stop()
+
+
+
+
+def opponent(colour):
+ if colour == "white":
+ return "black"
+ else:
+ return "white"
+# --- game.py --- #
+# +++ graphics.py +++ #
+import pygame
+
+# Dictionary that stores the unicode character representations of the different pieces
+# Chess was clearly the reason why unicode was invented
+# For some reason none of the pygame chess implementations I found used them!
+piece_char = {"white" : {"king" : u'\u2654',
+ "queen" : u'\u2655',
+ "rook" : u'\u2656',
+ "bishop" : u'\u2657',
+ "knight" : u'\u2658',
+ "pawn" : u'\u2659',
+ "unknown" : '?'},
+ "black" : {"king" : u'\u265A',
+ "queen" : u'\u265B',
+ "rook" : u'\u265C',
+ "bishop" : u'\u265D',
+ "knight" : u'\u265E',
+ "pawn" : u'\u265F',
+ "unknown" : '?'}}
+
+images = {"white" : {}, "black" : {}}
+small_images = {"white" : {}, "black" : {}}
+
+# A thread to make things pretty
+class GraphicsThread(StoppableThread):
+ def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]):
+ StoppableThread.__init__(self)
+
+ self.board = board
+ pygame.init()
+ self.window = pygame.display.set_mode((grid_sz[0] * w, grid_sz[1] * h))
+ pygame.display.set_caption(title)
+ self.grid_sz = grid_sz[:]
+ self.state = {"select" : None, "dest" : None, "moves" : None, "overlay" : None, "coverage" : None}
+ self.error = 0
+ self.lock = threading.RLock()
+ self.cond = threading.Condition()
+
+ # Get the font sizes
+ l_size = 5*(self.grid_sz[0] / 8)
+ s_size = 3*(self.grid_sz[0] / 8)
+ for p in piece_types.keys():
+ c = "black"
+ images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", l_size).render(piece_char[c][p], True,(0,0,0))})
+ small_images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", s_size).render(piece_char[c][p],True,(0,0,0))})
+ c = "white"
+
+ images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", l_size+1).render(piece_char["black"][p], True,(255,255,255))})
+ images[c][p].blit(pygame.font.Font("data/DejaVuSans.ttf", l_size).render(piece_char[c][p], True,(0,0,0)),(0,0))
+ small_images[c].update({p : pygame.font.Font("data/DejaVuSans.ttf", s_size+1).render(piece_char["black"][p],True,(255,255,255))})
+ small_images[c][p].blit(pygame.font.Font("data/DejaVuSans.ttf", s_size).render(piece_char[c][p],True,(0,0,0)),(0,0))
+
+
+
+
+
+ # On the run from the world
+ def run(self):
+
+ while not self.stopped():
+
+ self.board.display_grid(window = self.window, grid_sz = self.grid_sz) # Draw the board
+
+ self.overlay()
+
+ self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board
+
+ pygame.display.flip()
+
+ for event in pygame.event.get():
+ if event.type == pygame.QUIT:
+ if isinstance(game, GameThread):
+ with game.lock:
+ game.final_result = "terminated"
+ game.stop()
+ self.stop()
+ break
+ elif event.type == pygame.MOUSEBUTTONDOWN:
+ self.mouse_down(event)
+ elif event.type == pygame.MOUSEBUTTONUP:
+ self.mouse_up(event)
+
+
+
+
+
+
+ self.message("Game ends, result \""+str(game.final_result) + "\"")
+ time.sleep(1)
+
+ # Wake up anyone who is sleeping
+ self.cond.acquire()
+ self.cond.notify()
+ self.cond.release()
+
+ pygame.quit() # Time to say goodbye
+
+ # Mouse release event handler
+ def mouse_up(self, event):
+ if event.button == 3:
+ with self.lock:
+ self.state["overlay"] = None
+ elif event.button == 2:
+ with self.lock:
+ self.state["coverage"] = None
+
+ # Mouse click event handler
+ def mouse_down(self, event):
+ if event.button == 1:
+ m = [event.pos[i] / self.grid_sz[i] for i in range(2)]
+ if isinstance(game, GameThread):
+ with game.lock:
+ p = game.state["turn"]
+ else:
+ p = None
+
+
+ if isinstance(p, HumanPlayer):
+ with self.lock:
+ s = self.board.grid[m[0]][m[1]]
+ select = self.state["select"]
+ if select == None:
+ if s != None and s.colour != p.colour:
+ self.message("Wrong colour") # Look at all this user friendliness!
+ time.sleep(1)
+ return
+ # Notify human player of move
+ self.cond.acquire()
+ with self.lock:
+ self.state["select"] = s
+ self.state["dest"] = None
+ self.cond.notify()
+ self.cond.release()
+ return
+
+ if select == None:
+ return
+
+
+ if self.state["moves"] == None:
+ return
+
+ if not m in self.state["moves"]:
+ self.message("Illegal Move") # I still think last year's mouse interface was adequate
+ time.sleep(2)
+ return
+
+ with self.lock:
+ if self.state["dest"] == None:
+ self.cond.acquire()
+ self.state["dest"] = m
+ self.state["select"] = None
+ self.state["moves"] = None
+ self.cond.notify()
+ self.cond.release()
+ elif event.button == 3:
+ m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))]
+ if isinstance(game, GameThread):
+ with game.lock:
+ p = game.state["turn"]
+ else:
+ p = None
+
+
+ if isinstance(p, HumanPlayer):
+ with self.lock:
+ self.state["overlay"] = self.board.probability_grid(self.board.grid[m[0]][m[1]])
+
+ elif event.button == 2:
+ m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))]
+ if isinstance(game, GameThread):
+ with game.lock:
+ p = game.state["turn"]
+ else:
+ p = None
+
+
+ if isinstance(p, HumanPlayer):
+ with self.lock:
+ self.state["coverage"] = self.board.coverage(m[0], m[1], None, self.state["select"])
+
+ # Draw the overlay
+ def overlay(self):
+
+ square_img = pygame.Surface((self.grid_sz[0], self.grid_sz[1]),pygame.SRCALPHA) # A square image
+ # Draw square over the selected piece
+ with self.lock:
+ select = self.state["select"]
+ if select != None:
+ mp = [self.grid_sz[i] * [select.x, select.y][i] for i in range(len(self.grid_sz))]
+ square_img.fill(pygame.Color(0,255,0,64))
+ self.window.blit(square_img, mp)
+ # If a piece is selected, draw all reachable squares
+ # (This quality user interface has been patented)
+ with self.lock:
+ m = self.state["moves"]
+ if m != None:
+ square_img.fill(pygame.Color(255,0,0,128)) # Draw them in blood red
+ for move in m:
+ mp = [self.grid_sz[i] * move[i] for i in range(2)]
+ self.window.blit(square_img, mp)
+ # If a piece is overlayed, show all squares that it has a probability to reach
+ with self.lock:
+ m = self.state["overlay"]
+ if m != None:
+ for x in range(w):
+ for y in range(h):
+ if m[x][y] > 0.0:
+ mp = [self.grid_sz[i] * [x,y][i] for i in range(2)]
+ square_img.fill(pygame.Color(255,0,255,int(m[x][y] * 128))) # Draw in purple
+ self.window.blit(square_img, mp)
+ font = pygame.font.Font(None, 14)
+ text = font.render("{0:.2f}".format(round(m[x][y],2)), 1, pygame.Color(0,0,0))
+ self.window.blit(text, mp)
+
+ # If a square is selected, highlight all pieces that have a probability to reach it
+ with self.lock:
+ m = self.state["coverage"]
+ if m != None:
+ for p in m:
+ mp = [self.grid_sz[i] * [p.x,p.y][i] for i in range(2)]
+ square_img.fill(pygame.Color(0,255,255, int(m[p] * 196))) # Draw in pale blue
+ self.window.blit(square_img, mp)
+ font = pygame.font.Font(None, 14)
+ text = font.render("{0:.2f}".format(round(m[p],2)), 1, pygame.Color(0,0,0))
+ self.window.blit(text, mp)
+ # Draw a square where the mouse is
+ # This also serves to indicate who's turn it is
+
+ if isinstance(game, GameThread):
+ with game.lock:
+ turn = game.state["turn"]
+ else:
+ turn = None
+
+ if isinstance(turn, HumanPlayer):
+ mp = [self.grid_sz[i] * int(pygame.mouse.get_pos()[i] / self.grid_sz[i]) for i in range(2)]
+ square_img.fill(pygame.Color(0,0,255,128))
+ if turn.colour == "white":
+ c = pygame.Color(255,255,255)
+ else:
+ c = pygame.Color(0,0,0)
+ pygame.draw.rect(square_img, c, (0,0,self.grid_sz[0], self.grid_sz[1]), self.grid_sz[0]/10)
+ self.window.blit(square_img, mp)
+
+ # Message in a bottle
+ def message(self, string, pos = None, colour = None, font_size = 32):
+ font = pygame.font.Font(None, font_size)
+ if colour == None:
+ colour = pygame.Color(0,0,0)
+
+ text = font.render(string, 1, colour)
+
+
+ s = pygame.Surface((text.get_width(), text.get_height()), pygame.SRCALPHA)
+ s.fill(pygame.Color(128,128,128))
+
+ tmp = self.window.get_size()
+
+ if pos == None:
+ pos = (tmp[0] / 2 - text.get_width() / 2, tmp[1] / 3 - text.get_height())
+ else:
+ pos = (pos[0]*text.get_width() + tmp[0] / 2 - text.get_width() / 2, pos[1]*text.get_height() + tmp[1] / 3 - text.get_height())
+
+
+ rect = (pos[0], pos[1], text.get_width(), text.get_height())
+
+ pygame.draw.rect(self.window, pygame.Color(0,0,0), pygame.Rect(rect), 1)
+ self.window.blit(s, pos)
+ self.window.blit(text, pos)
+
+ pygame.display.flip()
+
+ def getstr(self, prompt = None):
+ result = ""
+ while True:
+ #print "LOOP"
+ if prompt != None:
+ self.message(prompt)
+ self.message(result, pos = (0, 1))
+
+ for event in pygame.event.get():
+ if event.type == pygame.KEYDOWN:
+ if chr(event.key) == '\r':
+ return result
+ result += str(chr(event.key))
+# --- graphics.py --- #
+# +++ main.py +++ #
+#!/usr/bin/python -u
+
+# Do you know what the -u does? It unbuffers stdin and stdout
+# I can't remember why, but last year things broke without that
+
+"""
+ UCC::Progcomp 2013 Quantum Chess game
+ @author Sam Moore [SZM] "matches"
+ @copyright The University Computer Club, Incorporated
+ (ie: You can copy it for not for profit purposes)
+"""
+
+# system python modules or whatever they are called
+import sys
+import os
+import time
+
+turn_delay = 0.5
+[game, graphics] = [None, None]
+
+
+# The main function! It does the main stuff!
+def main(argv):
+
+ # Apparently python will silently treat things as local unless you do this
+ # But (here's the fun part), only if you actually modify the variable.
+ # For example, all those 'if graphics_enabled' conditions work in functions that never say it is global
+ # Anyone who says "You should never use a global variable" can die in a fire
+ global game
+ global graphics
+
+ # Magical argument parsing goes here
+ if len(argv) == 1:
+ players = [HumanPlayer("saruman", "white"), AgentRandom("sabbath", "black")]
+ elif len(argv) == 2:
+ players = [AgentPlayer(argv[1], "white"), HumanPlayer("shadow", "black"), ]
+ elif len(argv) == 3:
+ players = [AgentPlayer(argv[1], "white"), AgentPlayer(argv[2], "black")]
+
+ # Construct the board!
+ board = Board(style = "quantum")
+ game = GameThread(board, players) # Construct a GameThread! Make it global! Damn the consequences!
+ #try:
+ if True:
+ graphics = GraphicsThread(board, grid_sz = [64,64]) # Construct a GraphicsThread! I KNOW WHAT I'M DOING! BEAR WITH ME!
+ game.start() # This runs in a new thread
+ #except NameError:
+ # print "Run game in main thread"
+ # game.run() # Run game in the main thread (no need for joining)
+ # return game.error
+ #except Exception, e:
+ # raise e
+ #else:
+ # print "Normal"
+ graphics.run()
+ game.join()
+ return game.error + graphics.error
+
+
+# This is how python does a main() function...
+if __name__ == "__main__":
+ sys.exit(main(sys.argv))
+# --- main.py --- #
+# +++ piece.py +++ #
+import random
+
+# I know using non-abreviated strings is inefficient, but this is python, who cares?
+# Oh, yeah, this stores the number of pieces of each type in a normal chess game
+piece_types = {"pawn" : 8, "bishop" : 2, "knight" : 2, "rook" : 2, "queen" : 1, "king" : 1, "unknown" : 0}
+
+# Class to represent a quantum chess piece
+class Piece():
+ def __init__(self, colour, x, y, types):
+ self.colour = colour # Colour (string) either "white" or "black"
+ self.x = x # x coordinate (0 - 8), none of this fancy 'a', 'b' shit here
+ self.y = y # y coordinate (0 - 8)
+ self.types = types # List of possible types the piece can be (should just be two)
+ self.current_type = "unknown" # Current type
+ self.choice = -1 # Index of the current type in self.types (-1 = unknown type)
+ self.types_revealed = [True, False] # Whether the types are known (by default the first type is always known at game start)
+
+
+ #
+ self.last_state = None
+ self.move_pattern = None
+
+
+
+ def init_from_copy(self, c):
+ self.colour = c.colour
+ self.x = c.x
+ self.y = c.y
+ self.types = c.types[:]
+ self.current_type = c.current_type
+ self.choice = c.choice
+ self.types_revealed = c.types_revealed[:]
+
+ self.last_state = None
+ self.move_pattern = None
+
+
+
+ # Make a string for the piece (used for debug)
+ def __str__(self):
+ return str(self.current_type) + " " + str(self.types) + " at " + str(self.x) + ","+str(self.y)
+
+ # Draw the piece in a pygame surface
+ def draw(self, window, grid_sz = [80,80]):
+
+ # First draw the image corresponding to self.current_type
+ img = images[self.colour][self.current_type]
+ rect = img.get_rect()
+ offset = [-rect.width/2,-3*rect.height/4]
+ window.blit(img, (self.x * grid_sz[0] + grid_sz[0]/2 + offset[0], self.y * grid_sz[1] + grid_sz[1]/2 + offset[1]))
+
+
+ # Draw the two possible types underneath the current_type image
+ for i in range(len(self.types)):
+ if self.types_revealed[i] == True:
+ img = small_images[self.colour][self.types[i]]
+ else:
+ img = small_images[self.colour]["unknown"] # If the type hasn't been revealed, show a placeholder
+
+
+ rect = img.get_rect()
+ offset = [-rect.width/2,-rect.height/2]
+
+ if i == 0:
+ target = (self.x * grid_sz[0] + grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])
+ else:
+ target = (self.x * grid_sz[0] + 4*grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])
+
+ window.blit(img, target) # Blit shit
+
+ # Collapses the wave function!
+ def select(self):
+ if self.current_type == "unknown":
+ self.choice = random.randint(0,1)
+ self.current_type = self.types[self.choice]
+ self.types_revealed[self.choice] = True
+ return self.choice
+
+ # Uncollapses (?) the wave function!
+ def deselect(self):
+ #print "Deselect called"
+ if (self.x + self.y) % 2 != 0:
+ if (self.types[0] != self.types[1]) or (self.types_revealed[0] == False or self.types_revealed[1] == False):
+ self.current_type = "unknown"
+ self.choice = -1
+ else:
+ self.choice = 0 # Both the two types are the same
+
+ # The sad moment when you realise that you do not understand anything about a subject you studied for 4 years...
+# --- piece.py --- #
+# +++ player.py +++ #
+import subprocess
+
+
+
+# A player who can't play
+class Player():
+ def __init__(self, name, colour):
+ self.name = name
+ self.colour = colour
+
+# Player that runs from another process
+class AgentPlayer(Player):
+ def __init__(self, name, colour):
+ Player.__init__(self, name, colour)
+ self.p = subprocess.Popen(name, stdin=subprocess.PIPE, stdout=subprocess.PIPE,stderr=sys.stderr)
+ try:
+ self.p.stdin.write(colour + "\n")
+ except:
+ raise Exception("UNRESPONSIVE")
+
+ def select(self):
+
+ #try:
+ self.p.stdin.write("SELECTION?\n")
+ line = self.p.stdout.readline().strip("\r\n ")
+ #except:
+ # raise Exception("UNRESPONSIVE")
+ try:
+ result = map(int, line.split(" "))
+ except:
+ raise Exception("GIBBERISH \"" + str(line) + "\"")
+ return result
+
+ def update(self, result):
+ #print "Update " + str(result) + " called for AgentPlayer"
+# try:
+ self.p.stdin.write(result + "\n")
+# except:
+# raise Exception("UNRESPONSIVE")
+
+ def get_move(self):
+
+ try:
+ self.p.stdin.write("MOVE?\n")
+ line = self.p.stdout.readline().strip("\r\n ")
+ except:
+ raise Exception("UNRESPONSIVE")
+ try:
+ result = map(int, line.split(" "))
+ except:
+ raise Exception("GIBBERISH \"" + str(line) + "\"")
+ return result
+
+ def quit(self, final_result):
+ try:
+ self.p.stdin.write("QUIT " + final_result + "\n")
+ except:
+ self.p.kill()
+
+# So you want to be a player here?
+class HumanPlayer(Player):
+ def __init__(self, name, colour):
+ Player.__init__(self, name, colour)
+
+ # Select your preferred account
+ def select(self):
+ if isinstance(graphics, GraphicsThread):
+ # Basically, we let the graphics thread do some shit and then return that information to the game thread
+ graphics.cond.acquire()
+ # We wait for the graphics thread to select a piece
+ while graphics.stopped() == False and graphics.state["select"] == None:
+ graphics.cond.wait() # The difference between humans and machines is that humans sleep
+ select = graphics.state["select"]
+
+
+ graphics.cond.release()
+ if graphics.stopped():
+ return [-1,-1]
+ return [select.x, select.y]
+ else:
+ # Since I don't display the board in this case, I'm not sure why I filled it in...
+ while True:
+ sys.stdout.write("SELECTION?\n")
+ try:
+ p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
+ except:
+ sys.stderr.write("ILLEGAL GIBBERISH\n")
+ continue
+ # It's your move captain
+ def get_move(self):
+ if isinstance(graphics, GraphicsThread):
+ graphics.cond.acquire()
+ while graphics.stopped() == False and graphics.state["dest"] == None:
+ graphics.cond.wait()
+ graphics.cond.release()
+
+ return graphics.state["dest"]
+ else:
+
+ while True:
+ sys.stdout.write("MOVE?\n")
+ try:
+ p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
+ except:
+ sys.stderr.write("ILLEGAL GIBBERISH\n")
+ continue
+
+ # Are you sure you want to quit?
+ def quit(self, final_result):
+ sys.stdout.write("QUIT " + final_result + "\n")
+
+ # Completely useless function
+ def update(self, result):
+ if isinstance(graphics, GraphicsThread):
+ pass
+ else:
+ sys.stdout.write(result + "\n")
+
+
+# Player that makes random moves
+class AgentRandom(Player):
+ def __init__(self, name, colour):
+ Player.__init__(self, name, colour)
+ self.choice = None
+
+ self.board = Board(style = "agent")
+
+ def select(self):
+ while True:
+ self.choice = self.board.pieces[self.colour][random.randint(0, len(self.board.pieces[self.colour])-1)]
+ all_moves = []
+ # Check that the piece has some possibility to move
+ tmp = self.choice.current_type
+ if tmp == "unknown": # For unknown pieces, try both types
+ for t in self.choice.types:
+ if t == "unknown":
+ continue
+ self.choice.current_type = t
+ all_moves += self.board.possible_moves(self.choice)
+ else:
+ all_moves = self.board.possible_moves(self.choice)
+ self.choice.current_type = tmp
+ if len(all_moves) > 0:
+ break
+ return [self.choice.x, self.choice.y]
+
+ def get_move(self):
+ moves = self.board.possible_moves(self.choice)
+ move = moves[random.randint(0, len(moves)-1)]
+ return move
+
+ def update(self, result):
+ #sys.stderr.write(sys.argv[0] + " : Update board for AgentRandom\n")
+ self.board.update(result)
+ self.board.verify()
+
+ def quit(self, final_result):
+ pass
+# --- player.py --- #
+# +++ thread_util.py +++ #
+import threading
+
+# A thread that can be stopped!
+# Except it can only be stopped if it checks self.stopped() periodically
+# So it can sort of be stopped
+class StoppableThread(threading.Thread):
+ def __init__(self):
+ threading.Thread.__init__(self)
+ self._stop = threading.Event()
+
+ def stop(self):
+ self._stop.set()
+
+ def stopped(self):
+ return self._stop.isSet()
+# --- thread_util.py --- #
--- /dev/null
+import threading
+
+# A thread that can be stopped!
+# Except it can only be stopped if it checks self.stopped() periodically
+# So it can sort of be stopped
+class StoppableThread(threading.Thread):
+ def __init__(self):
+ threading.Thread.__init__(self)
+ self._stop = threading.Event()
+
+ def stop(self):
+ self._stop.set()
+
+ def stopped(self):
+ return self._stop.isSet()
--- /dev/null
+#!/bin/bash
+
+# I still can't believe I am doing this
+
+target=qchess.py
+components="piece.py board.py player.py thread_util.py game.py graphics.py main.py"
+# The below seems nicer, but doesn't work because things need to be imported in the right order :(
+#components=$(ls *.py | tr '\t' '\n' | grep -v $target)
+
+header="#!/usr/bin/python -u"
+footer="# EOF - created from update.sh on $(date)"
+
+
+
+# If the target was modified more recently than any of the components, update the component file
+target_mod=$(stat -c %Y $target)
+
+merge_required=false
+
+for f in $components; do
+ if [ $(stat -c %Y $f) -lt $target_mod ]; then
+ nawk "/+++ $f +++/, /--- $f ---/" $target | grep -v "+++ $f +++" | grep -v "\--- $f ---" > $f
+ else
+ merge_required=true
+done
+
+if $merge_required; then
+ echo $header > $target
+ for f in $components; do
+ cat $components >> $target
+ done
+
+ echo $footer > $target
+fi