self.move_pattern = None
self.coverage = None
-
+ self.possible_moves = None
def init_from_copy(self, c):
self.king = {"white" : None, "black" : None} # We need to keep track of the king, because he is important
self.max_moves = None
self.moves = 0
+ self.move_stack = []
for c in ["black", "white"]:
del self.unrevealed_types[c]["unknown"]
if len(self.possible_moves(piece)) <= 0:
piece.deselect() # Piece can't move; deselect it
+
+ # Piece needs to recalculate moves
+ piece.possible_moves = None
# Update the board when a piece has been moved
def update_move(self, x, y, x2, y2):
+
piece = self.grid[x][y]
+ #print "Moving " + str(x) + "," + str(y) + " to " + str(x2) + "," + str(y2) + "; possible_moves are " + str(self.possible_moves(piece))
+
+ if not [x2,y2] in self.possible_moves(piece):
+ raise Exception("ILLEGAL move")
+
self.grid[x][y] = None
taken = self.grid[x2][y2]
if taken != None:
piece.deselect() # Uncollapse (?) the wavefunction!
self.moves += 1
+
+ # All other pieces need to recalculate moves
+ for p in self.pieces["white"] + self.pieces["black"]:
+ p.possible_moves = None
+
#self.verify()
# Update the board from a string
if prob > 0:
result.update({p : prob})
- self.verify()
+ #self.verify()
return result
for point in self.possible_moves(p, reject_allied):
result[point[0]][point[1]] += prob
- self.verify()
+ #self.verify()
p.current_type = "unknown"
return result
# 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 = []
+ def possible_moves(self, p, reject_allied = True, state=None):
if p == None:
+ raise Exception("SANITY: No piece")
+
+
+
+ if state != None and state != p.current_type:
+ old_type = p.current_type
+ p.current_type = state
+ result = self.possible_moves(p, reject_allied, state=None)
+ p.current_type = old_type
return result
+
+ if p.possible_moves != None:
+ return p.possible_moves
+
+
+ result = []
+
if p.current_type == "unknown":
if g != None and (g.colour == p.colour and reject_allied == True):
result.remove(point) # Remove allied pieces
- self.verify()
+ #self.verify()
+
+ p.possible_moves = result
return result
# 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)
+
+ # Pushes a move temporarily
+ def push_move(self, piece, x, y):
+ target = self.grid[x][y]
+ self.move_stack.append([piece, target, piece.x, piece.y, x, y])
+ [piece.x, piece.y] = [x, y]
+ self.grid[x][y] = piece
+ self.grid[piece.x][piece.y] = None
+
+ for p in self.pieces["white"] + self.pieces["black"]:
+ p.possible_moves = None
+
+ # Restore move
+ def pop_move(self):
+ #print str(self.move_stack)
+ [piece, target, x1, y1, x2, y2] = self.move_stack[len(self.move_stack)-1]
+ self.move_stack = self.move_stack[:-1]
+ piece.x = x1
+ piece.y = y1
+ self.grid[x1][y1] = piece
+ if target != None:
+ target.x = x2
+ target.y = y2
+ self.grid[x2][y2] = target
+
+ for p in self.pieces["white"] + self.pieces["black"]:
+ p.possible_moves = None
+
# --- board.py --- #
import subprocess
import select
# 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
+ self.board.push_move(piece, x, y)
+
+
defenders = self.board.coverage(x, y, piece.colour, reject_allied = False)
d_prob = 0.0
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]
+ self.board.pop_move()
+
# Score of the move
#print "Test font"
pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 32).render("Hello", True,(0,0,0))
- #create_images(grid_sz)
+ #load_images()
create_images(grid_sz)
"""
sys.exit(102)
# --- main.py --- #
-# EOF - created from make on Mon Feb 25 21:46:16 WST 2013
+# EOF - created from make on Thu Feb 28 18:12:37 WST 2013
# 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
+ self.board.push_move(piece, x, y)
+
+
defenders = self.board.coverage(x, y, piece.colour, reject_allied = False)
d_prob = 0.0
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]
+ self.board.pop_move()
+
# Score of the move
self.king = {"white" : None, "black" : None} # We need to keep track of the king, because he is important
self.max_moves = None
self.moves = 0
+ self.move_stack = []
for c in ["black", "white"]:
del self.unrevealed_types[c]["unknown"]
if len(self.possible_moves(piece)) <= 0:
piece.deselect() # Piece can't move; deselect it
+
+ # Piece needs to recalculate moves
+ piece.possible_moves = None
# Update the board when a piece has been moved
def update_move(self, x, y, x2, y2):
+
piece = self.grid[x][y]
+ #print "Moving " + str(x) + "," + str(y) + " to " + str(x2) + "," + str(y2) + "; possible_moves are " + str(self.possible_moves(piece))
+
+ if not [x2,y2] in self.possible_moves(piece):
+ raise Exception("ILLEGAL move")
+
self.grid[x][y] = None
taken = self.grid[x2][y2]
if taken != None:
piece.deselect() # Uncollapse (?) the wavefunction!
self.moves += 1
+
+ # All other pieces need to recalculate moves
+ for p in self.pieces["white"] + self.pieces["black"]:
+ p.possible_moves = None
+
#self.verify()
# Update the board from a string
if prob > 0:
result.update({p : prob})
- self.verify()
+ #self.verify()
return result
for point in self.possible_moves(p, reject_allied):
result[point[0]][point[1]] += prob
- self.verify()
+ #self.verify()
p.current_type = "unknown"
return result
# 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 = []
+ def possible_moves(self, p, reject_allied = True, state=None):
if p == None:
+ raise Exception("SANITY: No piece")
+
+
+
+ if state != None and state != p.current_type:
+ old_type = p.current_type
+ p.current_type = state
+ result = self.possible_moves(p, reject_allied, state=None)
+ p.current_type = old_type
return result
+
+ if p.possible_moves != None:
+ return p.possible_moves
+
+
+ result = []
+
if p.current_type == "unknown":
if g != None and (g.colour == p.colour and reject_allied == True):
result.remove(point) # Remove allied pieces
- self.verify()
+ #self.verify()
+
+ p.possible_moves = result
return result
# 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)
+
+ # Pushes a move temporarily
+ def push_move(self, piece, x, y):
+ target = self.grid[x][y]
+ self.move_stack.append([piece, target, piece.x, piece.y, x, y])
+ [piece.x, piece.y] = [x, y]
+ self.grid[x][y] = piece
+ self.grid[piece.x][piece.y] = None
+
+ for p in self.pieces["white"] + self.pieces["black"]:
+ p.possible_moves = None
+
+ # Restore move
+ def pop_move(self):
+ #print str(self.move_stack)
+ [piece, target, x1, y1, x2, y2] = self.move_stack[len(self.move_stack)-1]
+ self.move_stack = self.move_stack[:-1]
+ piece.x = x1
+ piece.y = y1
+ self.grid[x1][y1] = piece
+ if target != None:
+ target.x = x2
+ target.y = y2
+ self.grid[x2][y2] = target
+
+ for p in self.pieces["white"] + self.pieces["black"]:
+ p.possible_moves = None
+
self.move_pattern = None
self.coverage = None
-
+ self.possible_moves = None
def init_from_copy(self, c):
<head>
<title> UCC::Progcomp 2013 - Writing an Agent - python </title>
+
+<style>
+div.python > ul
+{
+ list-style-type: none;
+}
+
+.python .de1, .python .de2 {-moz-user-select: text;-khtml-user-select: text;-webkit-user-select: text;-ms-user-select: text;user-select: text;
+margin:0; padding: 0 5px; background:none; vertical-align:top;color:#000;border-left: 1px solid #ccc; margin: 0 0 0 -7px; position: relative; background: #ffffff;}
+.python {color:#ACACAC;}
+.python .imp {font-weight: bold; color: red;}
+.python li, .python .li1 {-moz-user-select: -moz-none;-khtml-user-select: none;-webkit-user-select: none;-ms-user-select: none;user-select: none;
+}
+.python .ln {width:1px;text-align:right;margin:0;padding:0 2px;vertical-align:top;}
+.python .kw1 {color: #ff7700;font-weight:bold;}
+.python .kw2 {color: #008000;}
+.python .kw3 {color: #dc143c;}
+.python .kw4 {color: #0000cd;}
+.python .co1 {color: #808080; font-style: italic;}
+.python .coMULTI {color: #808080; font-style: italic;}
+.python .es0 {color: #000099; font-weight: bold;}
+.python .br0 {color: black;}
+.python .sy0 {color: #66cc66;}
+.python .st0 {color: #483d8b;}
+.python .nu0 {color: #ff4500;}
+.python .me1 {color: black;}
+.python .ln-xtra, .python li.ln-xtra, .python div.ln-xtra {color:black;background:#FFFF88;}
+.python span.xtra { display:block; }
+
+</style>
+
</head>
+
+
<body bgcolor=white>
<h1> Python API </h1>
<h2> Overview </h2>
+<ol>
+ <li> Start the script with <code>from qchess import *</code> </li>
+ <li> Write a class <code>Agent</code> that inherits from <code>InternalAgent</code> </li>
+ <li> Make sure <code>Agent.__init__(self, name, colour)</code> calls <code>InternalAgent.__init__(self, name, colour)</code> </li>
+ <li> Implement <code>Agent.select(self)</code>, which must return <code>[x,y]</code> </li>
+ <ul>
+ <li> Where <code>x</code> and <code>y</code> are the x and y coordinates of the piece you want to select </li>
+ <li> <code>x</code> and <code>y</code> must be between <code>0</code> and <code>7</code> </li>
+ </ul>
+ <li> Implement <code>Agent.get_move(self)</code>, which must return <code>[x,y]</code> </li>
+ <ul>
+ <li> Where <code>x</code> and <code>y</code> are the x and y coordinates of the square you wish to move the previously selected piece into. </li>
+ <li> <code>x</code> and <code>y</code> must be between <code>0</code> and <code>7</code> </li>
+ </ul>
+ <li> Read the colour of the agent from stdin, then construct an <code>agent = Agent(colour)</code>, and call <code>run_agent(agent)</code>
+
+</ol>
+
+<hr>
+
+<h2> Skeleton </h2>
+
+<code><div class="python"><ul><li class="li1"><div class="de1"><span class="co1">#!/usr/bin/python</span></div></li>
+<li class="li2"><div class="de2"><span class="kw1">from</span> qchess <span class="kw1">import</span> *</div></li>
+<li class="li1"><div class="de1"><span class="kw1">class</span> Agent<span class="br0">(</span>InternalAgent<span class="br0">)</span>:</div></li>
+<li class="li2"><div class="de2"> <span class="kw1">def</span> <span class="kw4">__init__</span><span class="br0">(</span><span class="kw2">self</span><span class="sy0">,</span> name<span class="sy0">,</span> colour<span class="br0">)</span>:</div></li>
+<li class="li1"><div class="de1"> InternalAgent.<span class="kw4">__init__</span><span class="br0">(</span><span class="kw2">self</span><span class="sy0">,</span> name<span class="sy0">,</span> colour<span class="br0">)</span></div></li>
+<li class="li2"><div class="de2"> </div></li>
+<li class="li1"><div class="de1"> <span class="kw1">def</span> <span class="kw3">select</span><span class="br0">(</span><span class="kw2">self</span><span class="br0">)</span>:</div></li>
+<li class="li2"><div class="de2"> <span class="co1">#TODO: Implement me!</span></div></li>
+<li class="li1"><div class="de1"> <span class="kw2">self</span>.<span class="me1">choice</span> <span class="sy0">=</span> <span class="co1">#a piece that you want to move</span></div></li>
+<li class="li1"><div class="de1"> <span class="kw1">return</span> <span class="br0">[</span><span class="kw2">self</span>.choice.x<span class="sy0">,</span><span class="kw2">self</span>.choice.y<span class="br0">]</span></div></li>
+<li class="li2"><div class="de2"> </div></li>
+<li class="li1"><div class="de1"> <span class="kw1">def</span> get_move<span class="br0">(</span><span class="kw2">self</span><span class="br0">)</span>:</div></li>
+<li class="li2"><div class="de2"> <span class="co1">#TODO: Implement me!</span></div></li>
+<li class="li2"><div class="de2"> <span class="co1"># (ie: Find a move for self.choice)</span></div></li>
+<li class="li1"><div class="de1"> <span class="kw1">return</span> <span class="br0">[</span>x<span class="sy0">,</span>y<span class="br0">]</span></div></li>
+<li class="li2"><div class="de2"> </div></li>
+<li class="li2"><div class="de2"> </div></li>
+<li class="li1"><div class="de1"><span class="kw1">if</span> __name__ <span class="sy0">==</span> <span class="st0">"__main__"</span>:</div></li>
+<li class="li2"><div class="de2"> colour <span class="sy0">=</span> <span class="kw3">sys</span>.<span class="me1">stdin</span>.<span class="kw3">readline</span><span class="br0">(</span><span class="br0">)</span>.<span class="me1">strip</span><span class="br0">(</span><span class="st0">" <span class="es0">\r</span><span class="es0">\n</span>"</span><span class="br0">)</span></div></li>
+<li class="li1"><div class="de1"> agent <span class="sy0">=</span> Agent<span class="br0">(</span>colour<span class="br0">)</span></div></li>
+<li class="li2"><div class="de2"> run_agent<span class="br0">(</span>agent<span class="br0">)</span></div></li>
+</ul></div></code>
+
+
+<hr>
+
+<h2> Useful things from <code>qchess.py</code> </h2>
+
+<p> You can implement your own Quantum Chess pieces and board classes if you really want. However, there are already some in <a href="../qchess/qchess.py"/>qchess.py</a> </p>
+<p> Don't worry, you don't have to read that file, because I will describe the things that it is safe to use right here! </p>
+
+<p> I'm going to dispense with the html for a bit, because I'm sick of having to type <li> every line. </p>
+
+<pre> <code>
+
+InternalAgent - What you should inherit your Agent from if you want it to work
+ colour - string representing colour of the agent
+ board - instance of the Board class. This is automatically updated if you use run_agent
+ choice - you should set this to the Piece that you select in Agent.select()
+
+Piece - Class to represent a Quantum Chess piece
+ colour - string representing colour of the piece
+ types[2] - list containing the two types that the piece can be, as strings
+ choice - integer; either -1 (superposition), 0, or 1 to indicate what type the piece is
+ current_type - string representing the current piece's type; "unknown" for a superposition
+
+Board - Class to represent a quantum chess board. InternalAgent.board is one of these.
+ possible_moves(self, piece, state = None) - Return a list of possible moves for piece.
+ - If state is None, the piece must be in a known classical state
+ - If state is not None, the state of the piece will be temporarily set
+ push_move(self, piece, x, y) - *Temporarily* move piece to position [x,y]. If the square is occupied, the piece that was there is temporarily removed.
+ - Does not perform any legality checks on the move
+ pop_move(self) - Restore the state of the Board to whatever it was before the most recent call to Board.push_move()
+ coverage(self, x, y, colour = None, reject_allied = True) - Returns a dictionary that maps pieces which could move to [x,y] to the probability they could move to [x,y]
+ - Colour can be set to only include pieces of a certain colour
+ - If reject_allied is True, pieces cannot move into squares occupied by pieces of the same colour
+ - If reject_allied is False, pieces are treated as being able to move into friendly squares
+ prob_is_type(self, piece, state) - Return probability that Piece p is in a state
+ probability_grid(self, piece, reject_allied = True) - Return probability that piece can move into [x,y] for each [x,y] on the board. reject_allied is as in Board.coverage()
+ opponent(colour) - return "white" iff colour == "black", else return "black"
+
+</code> </pre>
+
+<h2> Examples </h2>
+
+<p> Probably the best way to learn how to use these functions is to read the source for <a href="../qchess/src/agent_bishop.py"/>Agent Bishop</a> </p>
<hr>
-<p> Page last updated 2013-02-18 by matches </p>
+<p> Page last updated 2013-02-28 by matches and rvvs89 </p>
+<p> <b> Thanks </b> to rvvs89 for prettifying things! </p>
+<p> Also thanks to <a href="http://pastebin.com">pastebin.com</a> </p>
+
+<hr>
<p> <a href="http://www.ucc.asn.au">The UCC Website</a> </p>
<p> <a href="http://progcomp.ucc.asn.au/2013/web">UCC::Progcomp 2013</a> </p>