--- /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, self.style)
+
+ # 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 " + str(piece.colour) + " not " + str(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)