4 # Copy this file, change the agent as needed
6 from qchess import * # This is normally considered bad practice in python, but good practice in UCC::Progcomp
7 import random # For the example which makes random moves
11 # The first thing to do is pick a cool name...
12 class AgentSample(InternalAgent):
13 def __init__(self, name, colour):
14 InternalAgent.__init__(self, name, colour) # The InternalAgent class gives you some useful stuff
16 # You can access self.board to get a qchess.Board that stores the state as recorded by the agent
17 # This board is automatically updated by the InternalAgent base class
18 # As well as a grid of pieces, qchess.Board gives you lists of pieces and other useful functions; see qchess/src/board.py
21 #TODO: Any extra initialisation
23 # You should print debug messages like this:
25 sys.stderr.write(sys.argv[0] + " : Initialised agent\n")
28 # Must return [x,y] of selected piece
29 # Your agent will call select(), followed by get_move() and so on
34 sys.stderr.write(sys.argv[0] + " : Selecting piece...\n")
37 # Here is a random choice algorithm to help you start
38 # It is a slight improvement on purely random; it will pick a piece that has at least one known possible move
39 # BUT it has a possibility to loop infinitely! You should fix that.
42 # Randomly pick a piece
43 # Use self.board.pieces[self.colour] to get a list of your pieces
44 # Use self.board.pieces[opponent(self.colour)] to get opponent pieces
45 # Use self.board.king[self.colour], vice versa, to get the king
47 choices = self.board.pieces[self.colour] # All the agent's pieces
48 choice_index = random.randint(0, len(choices)-1) # Get the index in the list of the chosen piece
49 self.choice = choices[choice_index] # Choose the piece, and remember it
51 # Find all known possible moves for the piece
52 # Use self.board.possible_moves(piece) to get a list of possible moves for a piece
53 # *BUT* Make sure the type of the piece is known (you can temporarily set it) first!
54 # Use Piece.current_type to get/set the current type of a piece
56 all_moves = [] # Will store all possible moves for the piece
57 tmp = self.choice.current_type # Remember the chosen piece's current type
59 if tmp == "unknown": # For pieces that are in a supperposition, try both types
60 for t in self.choice.types:
62 continue # Ignore unknown types
63 self.choice.current_type = t # Temporarily overwrite the piece's type
64 all_moves += self.board.possible_moves(self.choice) # Add the possible moves for that type
66 all_moves = self.board.possible_moves(self.choice) # The piece is in a classical state; add possible moves
67 self.choice.current_type = tmp # Reset the piece's current type
68 if len(all_moves) > 0:
69 break # If the piece had *any* possible moves, it is a good choice; leave the loop
70 # Otherwise the loop will try again
73 return [self.choice.x, self.choice.y] # Return the position of the selected piece
75 # Must return [x,y] of square to move the piece previously selected into
76 # Your agent will call select(), followed by get_move() and so on
77 # TODO: Implement this
81 sys.stderr.write(sys.argv[0] + " : Moving piece ("+str(self.choice)+")\n")
82 # As an example we will just pick a random move for the piece previously chosen in select()
84 # Note that whichever piece was previously selected will have collapsed into a classical state
86 # self.board.possible_moves(piece) will return a list of [x,y] pairs for valid moves
88 moves = self.board.possible_moves(self.choice) # Get all moves for the selected piece
89 move_index = random.randint(0, len(moves)-1) # Get the index in the list of the chosen move
90 return moves[move_index] # This is a randomly chosen [x,y] pair for a valid move of the piece
94 # 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
95 # If you want to see if a square is threatened/defended, you can call self.board.coverage([x,y]); see qchess/src/board.py
96 # 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.
97 # Look at qchess/src/agent_bishop.py for a more effective (but less explained) agent
99 if __name__ == "__main__":
101 # Parse arguments here
102 for i in range(len(sys.argv)):
103 if sys.argv[i] == "--debug":
105 elif sys.argv[i] == "--no-debug":
108 colour = sys.stdin.readline().strip("\r\n")
109 agent = AgentSample(sys.argv[0], colour) # Change the class name here
110 run_agent(agent) # This is provided by qchess. It calls the functions of your agent as required during the game.
112 # You can run this as an external agent with the qchess program
113 # Just run ./qchess.py and apply common sense (or read the help file)
115 # If you are feeling adventurous you can add it to the qchess program as an internal agent
116 # This might give better performance... unless you use the --timeout switch, in which case there is absolutely no point
117 # 1. Delete the lines that run the agent (the block that starts with if __name__ == "__main__")
118 # 2. Copy the file to qchess/src/agent_sample.py (or whatever you want to call it)
119 # 3. Edit qchess/src/Makefile so that agent_sample.py appears as one of the files in COMPONENTS
120 # 4. Rebuild by running make in qchess
121 # Again, run ./qchess.py and apply common sense