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
+ This is a wrapper to AgentBishop, which can now be found directly in qchess as one of the internal agents
+ As well as wrapping, it will also show AgentBishop's thought processes in graphics, which is kind of cool
- 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])
-
-
+ So basically, using `./qchess.py @internal:AgentBishop` is better, unless you want to see the graphics
+"""
- # 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):
+class AgentBishop_Graphics(GraphicsThread):
def __init__(self, board, title):
GraphicsThread.__init__(self, board, title, grid_sz = [64,64])
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
+if __name__ == "__main__":
- agent = Agent(argv[0], colour) # Creates your agent
-
- graphics = AgentGraphics(agent.board, title="Agent Bishop (" + str(colour) + ") - DEBUG VIEW")
+ colour = sys.stdin.readline().strip("\r\n")
+ agent = AgentBishop(sys.argv[0], colour)
+ graphics = AgentBishop_Graphics(agent.board, "Agent Bishop ("+agent.colour+") DEBUG")
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
-
+ run_agent(agent)
graphics.stop()
graphics.join()
- return 0
-
-# Don't touch this
-if __name__ == "__main__":
- sys.exit(main(sys.argv))