[PATCH] Remove arguments, patch vixen, add hunter AI
[progcomp2012.git] / agents / hunter / basic_python.py
diff --git a/agents/hunter/basic_python.py b/agents/hunter/basic_python.py
new file mode 100755 (executable)
index 0000000..b94b857
--- /dev/null
@@ -0,0 +1,363 @@
+#!/usr/bin/python -u
+
+#NOTE: The -u option is required for unbuffered stdin/stdout.
+#      If stdin/stdout are buffered, the manager program will not recieve any messages and assume that the agent has timed out.
+
+"""
+ basic_python.py - A sample Stratego AI for the UCC Programming Competition 2012
+
+ Written in python, the slithery language 
+ Simply makes random moves, as long as possible
+
+ author Sam Moore (matches) [SZM]
+ website http://matches.ucc.asn.au/stratego
+ git git.ucc.asn.au/progcomp2012.git
+"""
+
+import sys
+import random
+
+ranks = ['B','1','2','3','4','5','6','7','8','9','s','F', '?', '+']
+
+def is_integer(s):
+       """ Using exceptions for this feels... wrong..."""
+       try:
+               int(s)
+               return True
+       except ValueError:
+               return False
+
+def move(x, y, direction, multiplier):
+       """ Moves point (x,y) in direction, returns a pair """
+       if direction == "UP":
+               return (x,y-multiplier)
+       elif direction == "DOWN":
+               return (x,y+multiplier)
+       elif direction == "LEFT":
+               return (x-multiplier, y)
+       elif direction == "RIGHT":
+               return (x+multiplier, y)
+       return (x,y)
+
+
+
+def oppositeColour(colour):
+       """ Returns the opposite colour to that given """
+       if colour == "RED":
+               return "BLUE"
+       elif colour == "BLUE":
+               return "RED"
+       else:
+               return "NONE"
+
+class Piece:
+       """ Class representing a piece 
+               Pieces have colour, rank and co-ordinates       
+       """
+       def __init__(self, colour, rank, x, y):
+               self.colour = colour
+               self.rank = rank
+               self.x = x
+               self.y = y
+               self.lastMoved = -1
+               self.beenRevealed = False
+               self.positions = [(x, y)]
+
+       def copy(self):
+               p = Piece(self.colour, self.rank, self.x, self.y)
+               p.lastMoved = self.lastMoved
+               p.beenRevealed = self.beenRevealed
+               p.positions = []
+               for pos in self.positions:
+                       p.positions.append((pos[0], pos[1]))
+               return p
+
+       def mobile(self):
+               return self.rank != 'F' and self.rank != 'B' and self.rank != '?' and self.rank != '+'
+
+       def valuedRank(self):
+               if ranks.count(self.rank) > 0:
+                       return len(ranks) - 2 - ranks.index(self.rank)
+               else:
+                       return 0
+       
+
+def valuedRank(rank):
+       if ranks.count(rank) > 0 and rank != '?':
+               return len(ranks) - 2 - ranks.index(rank)
+       else:
+               return 0
+
+
+
+class BasicAI:
+       """
+               BasicAI class to play a game of stratego
+               Implements the protocol correctly. Stores the state of the board in self.board
+               Only makes random moves.
+               Override method "MakeMove" for more complex moves
+       """
+       def __init__(self):     
+               """ Constructs the BasicAI agent, and starts it playing the game """
+               #sys.stderr.write("BasicAI __init__ here...\n");
+               self.turn = 0
+               self.board = []
+               self.units = []
+               self.enemyUnits = []
+
+               self.totalAllies = {'B':6,'1':1,'2':1,'3':2,'4':3,'5':4,'6':4,'7':4,'8':5,'9':8,'s':1,'F':1}
+               self.totalEnemies = {'B':6,'1':1,'2':1,'3':2,'4':3,'5':4,'6':4,'7':4,'8':5,'9':8,'s':1,'F':1}
+               self.hiddenEnemies = {'B':6,'1':1,'2':1,'3':2,'4':3,'5':4,'6':4,'7':4,'8':5,'9':8,'s':1,'F':1}
+               self.hiddenAllies = {'B':6,'1':1,'2':1,'3':2,'4':3,'5':4,'6':4,'7':4,'8':5,'9':8,'s':1,'F':1}
+               self.lastMoved = None
+
+       def LegalPosition(self, x, y):
+               return x >= 0 and y >= 0 and x < len(self.board) and y < len(self.board[x])
+               
+
+       def Setup(self):
+               """ Implements Setup part of protocol. Always uses the same setup. Override to create custom setups """
+               #sys.stderr.write("BasicAI Setup here...\n");
+               setup = sys.stdin.readline().split(' ')
+               if len(setup) != 4:
+                       sys.stderr.write("BasicAI setup fails, expected 4 tokens, got " + str(len(setup)) + " "+str(setup) + "\n")
+               self.colour = setup[0]
+               self.opponentName = setup[1]
+               self.width = int(setup[2])
+               self.height = int(setup[3])
+               for x in range(0, self.width):
+                       self.board.append([])
+                       for y in range(0, self.height):         
+                               self.board[x].append(None)
+               if self.colour == "RED":
+                       print "FB8sB479B8\nBB31555583\n6724898974\n967B669999"
+               elif self.colour == "BLUE":
+                       print "967B669999\n6724898974\nBB31555583\nFB8sB479B8"
+               return True
+
+       def MoveCycle(self):
+               #sys.stderr.write("BasicAI MakeMove here...\n");
+               if self.InterpretResult() == False or self.ReadBoard() == False or self.MakeMove() == False:
+                       return False
+               self.turn += 1
+               return self.InterpretResult()
+
+       def MakeMove(self):
+               """ Randomly moves any moveable piece, or prints "NO_MOVE" if there are none """
+               #TODO: Over-ride this function in base classes with more complex move behaviour
+
+               #sys.stderr.write("BasicAI MakeMove here...\n")
+               #self.debugPrintBoard()
+
+               if len(self.units) <= 0:
+                       return False
+
+               index = random.randint(0, len(self.units)-1)
+               startIndex = index
+
+               directions = ("UP", "DOWN", "LEFT", "RIGHT")
+               while True:
+                       piece = self.units[index]
+                       if piece != None and piece.mobile():
+                               dirIndex = random.randint(0, len(directions)-1)
+                               startDirIndex = dirIndex
+                               
+                               while True:
+                                       #sys.stderr.write("Trying index " + str(dirIndex) + "\n")
+                                       p = move(piece.x, piece.y, directions[dirIndex],1)
+                                       if p[0] >= 0 and p[0] < self.width and p[1] >= 0 and p[1] < self.height:
+                                               target = self.board[p[0]][p[1]]
+                                               if target == None or (target.colour != piece.colour and target.colour != "NONE" and target.colour != "BOTH"):   
+                                                       print str(piece.x) + " " + str(piece.y) + " "+directions[dirIndex]
+                                                       return True
+                                       dirIndex = (dirIndex + 1) % len(directions)
+                                       if startDirIndex == dirIndex:
+                                               break
+
+                       index = (index + 1) % len(self.units)
+                       if startIndex == index:
+                               print "NO_MOVE"
+                               return True
+                                                       
+                       
+       def ReadBoard(self):
+               """ Reads in the board. 
+                       On the very first turn, sets up the self.board structure
+                       On subsequent turns, the board is simply read, but the self.board structure is not updated here.
+               """
+               #sys.stderr.write("BasicAI ReadBoard here...\n");
+               for y in range(0,self.height):
+                       row = sys.stdin.readline().strip()
+                       if len(row) < self.width:
+                               sys.stderr.write("Row has length " + str(len(row)) + " vs " + str(self.width) + "\n")
+                               return False
+                       for x in range(0,self.width):
+                               if self.turn == 0:
+                                       if row[x] == '.':
+                                               pass
+                                       elif row[x] == '#':
+                                               self.board[x][y] = Piece(oppositeColour(self.colour), '?',x,y)
+                                               self.enemyUnits.append(self.board[x][y])
+                                       elif row[x] == '+':
+                                               self.board[x][y] = Piece("NONE", '+', x, y)
+                                       else:
+                                               self.board[x][y] = Piece(self.colour, row[x],x,y)
+                                               self.units.append(self.board[x][y])
+                               else:
+                                       pass
+               return True
+               
+
+       def InterpretResult(self, string = None):
+               """ Interprets the result of a move, and updates the board. 
+                       The very first move is ignored. 
+                       On subsequent moves, the self.board structure is updated
+               """
+               #sys.stderr.write("BasicAI InterpretResult here...\n")
+               if string == None:
+                       string = sys.stdin.readline()
+
+               result = string.split(' ')
+
+               #sys.stderr.write("     Read status line \"" + str(result) + "\"\n")
+               if self.turn == 0:
+                       return True
+
+               if result[0].strip() == "QUIT": #Make sure we exit when the manager tells us to!
+                       return False
+
+               if result[0].strip() == "NO_MOVE": #No move was made, don't need to update anything
+                       return True
+
+               if len(result) < 4: #Should be at least 4 tokens (X Y DIRECTION OUTCOME) in any other case
+                       return False
+
+               x = int(result[0].strip())
+               y = int(result[1].strip())
+
+
+               #sys.stderr.write("     Board position " + str(x) + " " + str(y) + " is OK!\n")         
+
+               direction = result[2].strip()
+
+               multiplier = 1
+               outcome = result[3].strip()
+               outIndex = 3
+               if is_integer(outcome):
+                       multiplier = int(outcome)
+                       outcome = result[4].strip()
+                       outIndex = 4
+               
+               p = move(x,y,direction, multiplier)
+
+               #Determine attacking piece
+               attacker = self.board[x][y]
+               self.board[x][y] = None
+
+               if attacker == None:
+                       return False
+
+               lastMoved = attacker
+
+               defender = self.board[p[0]][p[1]]
+
+               #Update attacker's position (Don't overwrite the board yet though)
+
+               attacker.x = p[0]
+               attacker.y = p[1]
+               attacker.positions.insert(0, (attacker.x, attacker.y))
+
+               
+               #Determine ranks of pieces if supplied
+               if len(result) >= outIndex + 3:
+                       if defender == None:
+                               return False
+                       attacker.rank = result[outIndex+1].strip()
+                       if attacker.beenRevealed == False:
+                               if attacker.colour == self.colour:
+                                       self.hiddenAllies[attacker.rank] -= 1
+                               elif attacker.colour == oppositeColour(self.colour):
+                                       self.hiddenEnemies[attacker.rank] -= 1
+                       attacker.beenRevealed = True
+                       defender.rank = result[outIndex+2].strip()
+                       if defender.beenRevealed == False:
+                               if defender.colour == self.colour:
+                                       self.hiddenAllies[defender.rank] -= 1
+                               elif defender.colour == oppositeColour(self.colour):
+                                       self.hiddenEnemies[defender.rank] -= 1
+
+                       defender.beenRevealed = True
+
+                       
+               
+               if outcome == "OK":
+                       self.board[p[0]][p[1]] = attacker
+                       
+               elif outcome == "KILLS":
+                       self.board[p[0]][p[1]] = attacker
+
+                       if defender.colour == self.colour:
+                               self.totalAllies[defender.rank] -= 1
+                               self.units.remove(defender)
+                       elif defender.colour == oppositeColour(self.colour):
+                               self.totalEnemies[defender.rank] -= 1
+                               self.enemyUnits.remove(defender)
+       
+               elif outcome == "DIES":
+                       if attacker.colour == self.colour:
+                               self.totalAllies[attacker.rank] -= 1
+                               self.units.remove(attacker)
+                       elif attacker.colour == oppositeColour(self.colour):
+                               self.totalEnemies[attacker.rank] -= 1
+                               self.enemyUnits.remove(attacker)
+
+               elif outcome == "BOTHDIE":
+                       self.board[p[0]][p[1]] = None
+
+                       if defender.colour == self.colour:
+                               self.totalAllies[defender.rank] -= 1
+                               self.units.remove(defender)
+                       elif defender.colour == oppositeColour(self.colour):
+                               self.totalEnemies[defender.rank] -= 1
+                               self.enemyUnits.remove(defender)
+
+                       if attacker.colour == self.colour:
+                               self.totalAllies[attacker.rank] -= 1
+                               self.units.remove(attacker)
+                       elif attacker.colour == oppositeColour(self.colour):
+                               self.totalEnemies[attacker.rank] -= 1
+                               self.enemyUnits.remove(attacker)
+
+               elif outcome == "FLAG":
+                       #sys.stderr.write("     Game over!\n")
+                       return False
+               elif outcome == "ILLEGAL":
+                       #sys.stderr.write("     Illegal move!\n")
+                       return False
+               else:
+                       #sys.stderr.write("     Don't understand outcome \"" + outcome + "\"!\n");
+                       return False
+
+               #sys.stderr.write("     Completed interpreting move!\n");               
+               return True
+
+       def debugPrintBoard(self):
+               """ For debug purposes only. Prints the board to stderr.
+                       Does not indicate difference between allied and enemy pieces
+                       Unknown (enemy) pieces are shown as '?'
+               """
+               for y in range(0, self.height):
+                       for x in range(0, self.width):
+                               if self.board[x][y] == None:
+                                       sys.stderr.write(".");
+                               else:
+                                       sys.stderr.write(str(self.board[x][y].rank));
+                       sys.stderr.write("\n")
+
+if __name__ == "__main__":
+       basicAI = BasicAI()
+       if basicAI.Setup():
+               while basicAI.MoveCycle():
+                       pass
+

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