+#!/usr/bin/python -u
+
+# Sample agent
+# Copy this file, change the agent as needed
+
+from qchess import * # This is normally considered bad practice in python, but good practice in UCC::Progcomp
+import random # For the example which makes random moves
+
+# The first thing to do is pick a cool name...
+class AgentSample(InternalAgent):
+ def __init__(self, name, colour):
+ InternalAgent.__init__(self, name, colour) # The InternalAgent class gives you some useful stuff
+
+ # You can access self.board to get a qchess.Board that stores the state as recorded by the agent
+ # This board is automatically updated by the InternalAgent base class
+ # As well as a grid of pieces, qchess.Board gives you lists of pieces and other useful functions; see qchess/src/board.py
+
+
+ #TODO: Any extra initialisation
+
+ # You should print debug messages like this:
+ sys.stderr.write(sys.argv[0] + " : " + str(self) + " : Initialised agent\n")
+ # I would appreciate it if you removed them before submitting an entry though.
+
+ # Must return [x,y] of selected piece
+ # Your agent will call select(), followed by get_move() and so on
+ # TODO: Implement
+ def select(self):
+ # debug message
+ sys.stderr.write(sys.argv[0] + " : " + str(self) + " : Selecting piece...\n")
+
+
+ # Here is a random choice algorithm to help you start
+ # It is a slight improvement on purely random; it will pick a piece that has at least one known possible move
+ # BUT it has a possibility to loop infinitely! You should fix that.
+
+ while True:
+ # Randomly pick a piece
+ # Use self.board.pieces[self.colour] to get a list of your pieces
+ # Use self.board.pieces[opponent(self.colour)] to get opponent pieces
+ # Use self.board.king[self.colour], vice versa, to get the king
+
+ choices = self.board.pieces[self.colour] # All the agent's pieces
+ choice_index = random.randint(0, len(choices)-1) # Get the index in the list of the chosen piece
+ self.choice = choices[choice_index] # Choose the piece, and remember it
+
+ # Find all known possible moves for the piece
+ # Use self.board.possible_moves(piece) to get a list of possible moves for a piece
+ # *BUT* Make sure the type of the piece is known (you can temporarily set it) first!
+ # Use Piece.current_type to get/set the current type of a piece
+
+ all_moves = [] # Will store all possible moves for the piece
+ tmp = self.choice.current_type # Remember the chosen piece's current type
+
+ if tmp == "unknown": # For pieces that are in a supperposition, try both types
+ for t in self.choice.types:
+ if t == "unknown":
+ continue # Ignore unknown types
+ self.choice.current_type = t # Temporarily overwrite the piece's type
+ all_moves += self.board.possible_moves(self.choice) # Add the possible moves for that type
+ else:
+ all_moves = self.board.possible_moves(self.choice) # The piece is in a classical state; add possible moves
+ self.choice.current_type = tmp # Reset the piece's current type
+ if len(all_moves) > 0:
+ break # If the piece had *any* possible moves, it is a good choice; leave the loop
+ # Otherwise the loop will try again
+ # End while loop
+
+ return [self.choice.x, self.choice.y] # Return the position of the selected piece
+
+ # Must return [x,y] of square to move the piece previously selected into
+ # Your agent will call select(), followed by get_move() and so on
+ # TODO: Implement this
+ def get_move(self):
+ # debug message
+ sys.stderr.write(sys.argv[0] + " : " + str(self) + " : Moving piece ("+str(self.choice)+")\n")
+ # As an example we will just pick a random move for the piece previously chosen in select()
+
+ # Note that whichever piece was previously selected will have collapsed into a classical state
+
+ # self.board.possible_moves(piece) will return a list of [x,y] pairs for valid moves
+
+ moves = self.board.possible_moves(self.choice) # Get all moves for the selected piece
+ move_index = random.randint(0, len(moves)-1) # Get the index in the list of the chosen move
+ return moves[move_index] # This is a randomly chosen [x,y] pair for a valid move of the piece
+
+
+# Hints:
+# select will probably have to be more complicated than get_move, because by the time get_move is called, the piece's state is known
+# If you want to see if a square is threatened/defended, you can call self.board.coverage([x,y]); see qchess/src/board.py
+# A good approach is min/max. For each move, associate a score. Then subtract the scores for moves that the opponent could make. Then pick the move with the highest score.
+# Look at qchess/src/agent_bishop.py for a more effective (but less explained) agent
+
+if __name__ == "__main__":
+ colour = sys.stdin.readline().strip("\r\n")
+ agent = AgentSample(sys.argv[0], colour) # Change the class name here
+ run_agent(agent) # This is provided by qchess. It calls the functions of your agent as required during the game.
+
+# You can run this as an external agent with the qchess program
+# Just run ./qchess.py and apply common sense (or read the help file)
+
+# If you are feeling adventurous you can add it to the qchess program as an internal agent
+# This might give better performance... unless you use the --timeout switch, in which case there is absolutely no point
+# 1. Delete the lines that run the agent (the block that starts with if __name__ == "__main__")
+# 2. Copy the file to qchess/src/agent_sample.py (or whatever you want to call it)
+# 3. Edit qchess/src/Makefile so that agent_sample.py appears as one of the files in COMPONENTS
+# 4. Rebuild by running make in qchess
+# Again, run ./qchess.py and apply common sense
+
+
+