From 4e3cee35c67cb43df5d81ba8a0ecc2013d065379 Mon Sep 17 00:00:00 2001 From: Sam Moore Date: Thu, 28 Feb 2013 18:13:42 +0800 Subject: [PATCH] Fix bugs and documentate stuff bug - qchess was allowing illegal moves... not good documentate - agent_python.html was empty... not good Thanks to rvvs89 for prettifying agent_python.html --- qchess/qchess.py | 88 ++++++++++++++++++++----- qchess/src/agent_bishop.py | 12 ++-- qchess/src/board.py | 70 ++++++++++++++++++-- qchess/src/piece.py | 2 +- web/agent_python.html | 127 ++++++++++++++++++++++++++++++++++++- 5 files changed, 270 insertions(+), 29 deletions(-) diff --git a/qchess/qchess.py b/qchess/qchess.py index 3554da5..327d193 100755 --- a/qchess/qchess.py +++ b/qchess/qchess.py @@ -20,7 +20,7 @@ class Piece(): self.move_pattern = None self.coverage = None - + self.possible_moves = None def init_from_copy(self, c): @@ -112,6 +112,7 @@ class Board(): 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"] @@ -282,10 +283,19 @@ class Board(): 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: @@ -309,6 +319,11 @@ class Board(): 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 @@ -366,7 +381,7 @@ class Board(): if prob > 0: result.update({p : prob}) - self.verify() + #self.verify() return result @@ -407,7 +422,7 @@ class Board(): 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 @@ -433,10 +448,25 @@ class Board(): # 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": @@ -508,7 +538,9 @@ class Board(): 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 @@ -550,6 +582,34 @@ class Board(): # 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 @@ -856,10 +916,9 @@ class AgentBishop(AgentRandom): # Inherits from AgentRandom (in qchess) # 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 @@ -882,9 +941,8 @@ class AgentBishop(AgentRandom): # Inherits from AgentRandom (in qchess) 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 @@ -1840,7 +1898,7 @@ class GraphicsThread(StoppableThread): #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) """ @@ -2546,4 +2604,4 @@ if __name__ == "__main__": 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 diff --git a/qchess/src/agent_bishop.py b/qchess/src/agent_bishop.py index 1464019..0323edb 100644 --- a/qchess/src/agent_bishop.py +++ b/qchess/src/agent_bishop.py @@ -47,10 +47,9 @@ class AgentBishop(AgentRandom): # Inherits from AgentRandom (in qchess) # 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 @@ -73,9 +72,8 @@ class AgentBishop(AgentRandom): # Inherits from AgentRandom (in qchess) 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 diff --git a/qchess/src/board.py b/qchess/src/board.py index a9825d0..8fbbaa0 100644 --- a/qchess/src/board.py +++ b/qchess/src/board.py @@ -15,6 +15,7 @@ class Board(): 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"] @@ -185,10 +186,19 @@ class Board(): 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: @@ -212,6 +222,11 @@ class Board(): 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 @@ -269,7 +284,7 @@ class Board(): if prob > 0: result.update({p : prob}) - self.verify() + #self.verify() return result @@ -310,7 +325,7 @@ class Board(): 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 @@ -336,10 +351,25 @@ class Board(): # 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": @@ -411,7 +441,9 @@ class Board(): 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 @@ -453,3 +485,31 @@ class Board(): # 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 + diff --git a/qchess/src/piece.py b/qchess/src/piece.py index a72937c..162e82e 100644 --- a/qchess/src/piece.py +++ b/qchess/src/piece.py @@ -19,7 +19,7 @@ class Piece(): self.move_pattern = None self.coverage = None - + self.possible_moves = None def init_from_copy(self, c): diff --git a/web/agent_python.html b/web/agent_python.html index 5414918..9385ad1 100644 --- a/web/agent_python.html +++ b/web/agent_python.html @@ -3,8 +3,41 @@ UCC::Progcomp 2013 - Writing an Agent - python + + + + +

Python API

@@ -17,11 +50,103 @@

Overview

+
    +
  1. Start the script with from qchess import *
  2. +
  3. Write a class Agent that inherits from InternalAgent
  4. +
  5. Make sure Agent.__init__(self, name, colour) calls InternalAgent.__init__(self, name, colour)
  6. +
  7. Implement Agent.select(self), which must return [x,y]
  8. + +
  9. Implement Agent.get_move(self), which must return [x,y]
  10. + +
  11. Read the colour of the agent from stdin, then construct an agent = Agent(colour), and call run_agent(agent) + +
+ +
+ +

Skeleton

+ +
  • #!/usr/bin/python
  • +
  • from qchess import *
  • +
  • class Agent(InternalAgent):
  • +
  •         def __init__(self, name, colour):
  • +
  •                 InternalAgent.__init__(self, name, colour)
  • +
  •        
  • +
  •         def select(self):
  • +
  •                 #TODO: Implement me!
  • +
  •                 self.choice = #a piece that you want to move
  • +
  •                 return [self.choice.x,self.choice.y]
  • +
  •  
  • +
  •         def get_move(self):
  • +
  •                 #TODO: Implement me!
  • +
  •                 # (ie: Find a move for self.choice)
  • +
  •                 return [x,y]
  • +
  •        
  • +
  •        
  • +
  • if __name__ == "__main__":
  • +
  •         colour = sys.stdin.readline().strip(" \r\n")
  • +
  •         agent = Agent(colour)
  • +
  •         run_agent(agent)
  • +
+ + +
+ +

Useful things from qchess.py

+ +

You can implement your own Quantum Chess pieces and board classes if you really want. However, there are already some in qchess.py

+

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!

+ +

I'm going to dispense with the html for a bit, because I'm sick of having to type <li> every line.

+ +
 
+
+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"
+
+ 
+ +

Examples

+ +

Probably the best way to learn how to use these functions is to read the source for Agent Bishop


-

Page last updated 2013-02-18 by matches

+

Page last updated 2013-02-28 by matches and rvvs89

+

Thanks to rvvs89 for prettifying things!

+

Also thanks to pastebin.com

+ +

The UCC Website

UCC::Progcomp 2013

-- 2.20.1