X-Git-Url: https://git.ucc.asn.au/?p=progcomp2012.git;a=blobdiff_plain;f=agents%2Fbasic_python%2Fbasic_python.py;fp=agents%2Fbasic_python%2Fbasic_python.py;h=b38483834124be627565d8771e59216a4a41ebf0;hp=0000000000000000000000000000000000000000;hb=1a03b2543b67f0551e62babec4cd119f1e0e4640;hpb=e8a611c553bd336550c50ed7491d5800a2ae7142 diff --git a/agents/basic_python/basic_python.py b/agents/basic_python/basic_python.py new file mode 100755 index 0000000..b384838 --- /dev/null +++ b/agents/basic_python/basic_python.py @@ -0,0 +1,348 @@ +#!/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 + email progcomp@ucc.asn.au or matches@ucc.asn.au + 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 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: + 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 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): + """ 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") + result = sys.stdin.readline().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 +