self.name = name
self.colour = colour
+ def update(self, result):
+ pass
+
# Player that runs from another process
-class AgentPlayer(Player):
+class ExternalAgent(Player):
def __init__(self, name, colour):
Player.__init__(self, name, colour)
- self.p = subprocess.Popen(name, stdin=subprocess.PIPE, stdout=subprocess.PIPE,stderr=subprocess.PIPE)
+ self.p = subprocess.Popen(name,bufsize=0,stdin=subprocess.PIPE, stdout=subprocess.PIPE, shell=True,universal_newlines=True)
self.send_message(colour)
else:
ready = [self.p.stdin]
if self.p.stdin in ready:
- #print "Writing to p.stdin"
+ #sys.stderr.write("Writing \'" + s + "\' to " + str(self.p) + "\n")
try:
self.p.stdin.write(s + "\n")
except:
raise Exception("UNRESPONSIVE")
else:
- raise Exception("UNRESPONSIVE")
+ raise Exception("TIMEOUT")
def get_response(self):
if agent_timeout > 0.0:
else:
ready = [self.p.stdout]
if self.p.stdout in ready:
- #print "Reading from p.stdout"
+ #sys.stderr.write("Reading from " + str(self.p) + " 's stdout...\n")
try:
- return self.p.stdout.readline().strip("\r\n")
+ result = self.p.stdout.readline().strip("\r\n")
+ #sys.stderr.write("Read \'" + result + "\' from " + str(self.p) + "\n")
+ return result
except: # Exception, e:
raise Exception("UNRESPONSIVE")
else:
- raise Exception("UNRESPONSIVE")
+ raise Exception("TIMEOUT")
def select(self):
sys.stdout.write(result + "\n")
-# Player that makes random moves
-class AgentRandom(Player):
+# Default internal player (makes random moves)
+class InternalAgent(Player):
def __init__(self, name, colour):
Player.__init__(self, name, colour)
self.choice = None
self.board = Board(style = "agent")
+
+
+ def update(self, result):
+
+ self.board.update(result)
+ self.board.verify()
+
+ def quit(self, final_result):
+ pass
+
+class AgentRandom(InternalAgent):
+ def __init__(self, name, colour):
+ InternalAgent.__init__(self, name, colour)
+
def select(self):
while True:
self.choice = self.board.pieces[self.colour][random.randint(0, len(self.board.pieces[self.colour])-1)]
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
+# Terrible, terrible hacks
+
+def run_agent(agent):
+ #sys.stderr.write(sys.argv[0] + " : Running agent " + str(agent) + "\n")
+ colour = sys.stdin.readline().strip(" \r\n")
+ agent.colour = colour
+ while True:
+ line = sys.stdin.readline().strip(" \r\n")
+ if line == "SELECTION?":
+ #sys.stderr.write(sys.argv[0] + " : Make selection\n")
+ [x,y] = agent.select() # Gets your agent's selection
+ #sys.stderr.write(sys.argv[0] + " : Selection was " + str(agent.choice) + "\n")
+ sys.stdout.write(str(x) + " " + str(y) + "\n")
+ elif line == "MOVE?":
+ #sys.stderr.write(sys.argv[0] + " : Make move\n")
+ [x,y] = agent.get_move() # Gets your agent's move
+ sys.stdout.write(str(x) + " " + str(y) + "\n")
+ elif line.split(" ")[0] == "QUIT":
+ #sys.stderr.write(sys.argv[0] + " : Quitting\n")
+ agent.quit(" ".join(line.split(" ")[1:])) # Quits the game
+ break
+ else:
+ agent.update(line) # Updates agent.board
+ return 0
+
+
+# Sort of works?
+class ExternalWrapper(ExternalAgent):
+ def __init__(self, agent):
+ run = "python -u -c \"import sys;import os;from qchess import *;agent = " + agent.__class__.__name__ + "('" + agent.name + "','"+agent.colour+"');sys.exit(run_agent(agent))\""
+ # str(run)
+ ExternalAgent.__init__(self, run, agent.colour)
+
+
# --- player.py --- #
+# A sample agent
+
+
+class AgentBishop(InternalAgent): # Inherits from InternalAgent (in qchess)
+ def __init__(self, name, colour):
+ InternalAgent.__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
+
+ def prioritise_moves(self, piece):
+
+ #sys.stderr.write(sys.argv[0] + " : " + str(self) + " 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):
+ #sys.stderr.write("Getting choice...")
+ self.choice = self.select_best(self.colour)[0]
+ #sys.stderr.write(" Done " + str(self.choice)+"\n")
+ return [self.choice.x, self.choice.y]
+
+ # Returns [x,y] of square to move selected piece into
+ def get_move(self):
+ #sys.stderr.write("Choice is " + str(self.choice) + "\n")
+ self.choice.selected_moves = self.choice.last_moves
+ moves = self.prioritise_moves(self.choice)
+ if len(moves) > 0:
+ return moves[0][0]
+ else:
+ return InternalAgent.get_move(self)
+
+# --- agent_bishop.py --- #
import multiprocessing
# Hacky alternative to using select for timing out players
# WARNING: Do not wrap around HumanPlayer or things breakify
+# WARNING: Do not use in general or things breakify
class Sleeper(multiprocessing.Process):
def __init__(self, timeout):
elif not s.is_alive():
w.terminate()
s.join()
- raise Exception("UNRESPONSIVE")
+ raise Exception("TIMEOUT")
return self._stop.isSet()
# --- thread_util.py --- #
+
+log_file = None
+
+def log(s):
+ if log_file != None:
+ import datetime
+ log_file.write(str(datetime.datetime.now()) + " : " + s + "\n")
+
+
+
+
# A thread that runs the game
class GameThread(StoppableThread):
def __init__(self, board, players):
p2.update(result) # Inform players of what happened
+ log(result)
target = self.board.grid[x][y]
if isinstance(graphics, GraphicsThread):
if self.stopped():
break
- result = self.board.update_move(x, y, x2, y2)
+ self.board.update_move(x, y, x2, y2)
+ result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
for p2 in self.players:
- p2.update(str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)) # Inform players of what happened
+ p2.update(result) # Inform players of what happened
+
+ log(result)
if isinstance(graphics, GraphicsThread):
with graphics.lock:
for p2 in self.players:
p2.quit(self.final_result)
+ log(self.final_result)
+
graphics.stop()
+# A thread that replays a log file
+class ReplayThread(GameThread):
+ def __init__(self, players, src):
+ self.board = Board(style="agent")
+ GameThread.__init__(self, self.board, players)
+ self.src = src
+
+ self.ended = False
+
+ def run(self):
+ i = 0
+ phase = 0
+ for line in self.src:
+
+ if self.stopped():
+ self.ended = True
+ break
+
+ with self.lock:
+ self.state["turn"] = self.players[i]
+ line = line.split(":")
+ result = line[len(line)-1].strip(" \r\n")
+ log(result)
+
+ try:
+ self.board.update(result)
+ except:
+ self.ended = True
+ self.final_result = result
+ if isinstance(graphics, GraphicsThread):
+ graphics.stop()
+ break
+
+ [x,y] = map(int, result.split(" ")[0:2])
+ target = self.board.grid[x][y]
+
+ if isinstance(graphics, GraphicsThread):
+ if phase == 0:
+ with graphics.lock:
+ graphics.state["moves"] = self.board.possible_moves(target)
+ graphics.state["select"] = target
+
+ time.sleep(turn_delay)
+
+ elif phase == 1:
+ [x2,y2] = map(int, result.split(" ")[3:5])
+ with graphics.lock:
+ graphics.state["moves"] = [[x2,y2]]
+
+ time.sleep(turn_delay)
+
+ with graphics.lock:
+ graphics.state["select"] = None
+ graphics.state["dest"] = None
+ graphics.state["moves"] = None
+
+
+
+
+
+ for p in self.players:
+ p.update(result)
+
+ phase = (phase + 1) % 2
+ if phase == 0:
+ i = (i + 1) % 2
+
+
def opponent(colour):
if colour == "white":
images[c].update({p : pygame.image.load(os.path.join(image_dir, c + "_" + p + ".png"))})
small_images[c].update({p : pygame.image.load(os.path.join(image_dir, c + "_" + p + "_small.png"))})
# --- images.py --- #
-import pygame
-
-
-
-
-
-
+graphics_enabled = True
+try:
+ import pygame
+except:
+ graphics_enabled = False
+
if choice == 0:
players.append(HumanPlayer("human", colour))
elif choice == 1:
- if True:
- import Tkinter
- from tkFileDialog import askopenfilename
- root = Tkinter.Tk() # Need a root to make Tkinter behave
- root.withdraw() # Some sort of magic incantation
- path = askopenfilename(parent=root, initialdir="../agents",title=
-'Choose an agent.')
- if path == "":
- return self.SelectPlayers()
- players.append(make_player(path, colour))
+ import inspect
+ internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass)
+ internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)]
+ internal_agents.remove(('InternalAgent', InternalAgent))
+ if len(internal_agents) > 0:
+ choice2 = self.SelectButton(["internal", "external"], prompt="Type of agent")
else:
- print "Exception was " + str(e.message)
- p = None
- while p == None:
- self.board.display_grid(self.window, self.grid_sz)
- pygame.display.flip()
- path = self.getstr(prompt = "Enter path:")
- if path == None:
- return None
+ choice2 = 1
+ if choice2 == 0:
+ agent = internal_agents[self.SelectButton(map(lambda e : e[0], internal_agents), prompt="Choose internal agent")]
+ players.append(agent[1](agent[0], colour))
+ elif choice2 == 1:
+ try:
+ import Tkinter
+ from tkFileDialog import askopenfilename
+ root = Tkinter.Tk() # Need a root to make Tkinter behave
+ root.withdraw() # Some sort of magic incantation
+ path = askopenfilename(parent=root, initialdir="../agents",title=
+'Choose an agent.')
if path == "":
return self.SelectPlayers()
-
- try:
- p = make_player(path, colour)
- except:
+ players.append(make_player(path, colour))
+ except:
+
+ p = None
+ while p == None:
self.board.display_grid(self.window, self.grid_sz)
pygame.display.flip()
- self.message("Invalid path!")
- time.sleep(1)
- p = None
- players.append(p)
+ path = self.getstr(prompt = "Enter path:")
+ if path == None:
+ return None
+
+ if path == "":
+ return self.SelectPlayers()
+
+ try:
+ p = make_player(path, colour)
+ except:
+ self.board.display_grid(self.window, self.grid_sz)
+ pygame.display.flip()
+ self.message("Invalid path!")
+ time.sleep(1)
+ p = None
+ players.append(p)
elif choice == 2:
address = ""
while address == "":
if len(s) > 1:
address = s[1]
return NetworkReceiver(colour, address)
+ if s[0] == "internal":
+
+ import inspect
+ internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass)
+ internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)]
+ internal_agents.remove(('InternalAgent', InternalAgent))
+
+ if len(s) != 2:
+ sys.stderr.write(sys.argv[0] + " : '@internal' should be followed by ':' and an agent name\n")
+ sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n")
+ return None
+
+ for a in internal_agents:
+ if s[1] == a[0]:
+ return a[1](name, colour)
+
+ sys.stderr.write(sys.argv[0] + " : Can't find an internal agent matching \"" + s[1] + "\"\n")
+ sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n")
+ return None
+
else:
- return AgentPlayer(name, colour)
+ return ExternalAgent(name, colour)
global agent_timeout
global log_file
global src_file
+ global graphics_enabled
-
+ src_file = None
style = "quantum"
colour = "white"
- graphics_enabled = True
+
+ # Get the important warnings out of the way
+ if platform.system() == "Windows":
+ sys.stderr.write(sys.argv[0] + " : Warning - You are using " + platform.system() + "\n")
+ if platform.release() == "Vista":
+ sys.stderr.write(sys.argv[0] + " : God help you.\n")
+
players = []
i = 0
i += 1
arg = argv[i]
if arg[0] != '-':
- players.append(make_player(arg, colour))
+ p = make_player(arg, colour)
+ if not isinstance(p, Player):
+ sys.stderr.write(sys.argv[0] + " : Fatal error creating " + colour + " player\n")
+ return 100
+ players.append(p)
if colour == "white":
colour = "black"
elif colour == "black":
elif (arg[1] == '-' and arg[2:].split("=")[0] == "file"):
# Load game from file
if len(arg[2:].split("=")) == 1:
- src_file = sys.stdout
+ src_file = sys.stdin
else:
- src_file = arg[2:].split("=")[1]
+ src_file = open(arg[2:].split("=")[1])
elif (arg[1] == '-' and arg[2:].split("=")[0] == "log"):
# Log file
if len(arg[2:].split("=")) == 1:
log_file = sys.stdout
else:
- log_file = arg[2:].split("=")[1]
+ log_file = open(arg[2:].split("=")[1], "w")
elif (arg[1] == '-' and arg[2:].split("=")[0] == "delay"):
# Delay
if len(arg[2:].split("=")) == 1:
# Create the board
- board = Board(style)
+
+ # Construct a GameThread! Make it global! Damn the consequences!
+
+ if src_file != None:
+ if len(players) == 0:
+ players = [Player("dummy", "white"), Player("dummy", "black")]
+ game = ReplayThread(players, src_file)
+ else:
+ board = Board(style)
+ game = GameThread(board, players)
+
# Initialise GUI
if graphics_enabled == True:
try:
- graphics = GraphicsThread(board, grid_sz = [64,64]) # Construct a GraphicsThread!
+ graphics = GraphicsThread(game.board, grid_sz = [64,64]) # Construct a GraphicsThread!
except Exception,e:
graphics = None
# If using windows, select won't work; use horrible TimeoutPlayer hack
- if agent_timeout > 0 and platform.system() == "Windows":
- sys.stderr.write(sys.argv[0] + " : Warning - You are using Windows\n")
- sys.stderr.write(sys.argv[0] + " : - Timeouts will be implemented with a terrible hack.\n")
+ if agent_timeout > 0:
+ if platform.system() == "Windows":
+ for i in range(len(players)):
+ if isinstance(players[i], ExternalAgent) or isinstance(players[i], InternalAgent):
+ players[i] = TimeoutPlayer(players[i], agent_timeout)
- for i in range(len(players)):
- if isinstance(players[i], AgentPlayer):
- players[i] = TimeoutPlayer(players[i], agent_timeout)
+ else:
+ warned = False
+ # InternalAgents get wrapped to an ExternalAgent when there is a timeout
+ # This is not confusing at all.
+ for i in range(len(players)):
+ if isinstance(players[i], InternalAgent):
+ players[i] = ExternalWrapper(players[i])
- # Could potentially wrap TimeoutPlayer around internal classes...
- # But that would suck
-
- # Construct a GameThread! Make it global! Damn the consequences!
- game = GameThread(board, players)
game.start() # This runs in a new thread
graphics.run()
game.join()
- return game.error + graphics.error
+ error = game.error + graphics.error
else:
game.run()
- return game.error
+ error = game.error
+
+ if log_file != None and log_file != sys.stdout:
+ log_file.close()
+
+ if src_file != None and src_file != sys.stdin:
+ src_file.close()
+
+ return error
# This is how python does a main() function...
if __name__ == "__main__":
sys.exit(main(sys.argv))
# --- main.py --- #
-# EOF - created from make on Mon Jan 28 22:52:28 WST 2013
+# EOF - created from make on Tue Jan 29 18:10:18 WST 2013