Tried to fix borked permissions
authorjudge <judge@curious.ucc.gu.uwa.edu.au>
Sun, 19 May 2013 08:04:37 +0000 (16:04 +0800)
committerjudge <judge@curious.ucc.gu.uwa.edu.au>
Sun, 19 May 2013 08:04:37 +0000 (16:04 +0800)
30 files changed:
agents/bishop/bishop.py [changed mode: 0755->0644]
agents/bishop/data [deleted symlink]
agents/bishop/data/DejaVuSans.ttf [new file with mode: 0644]
agents/bishop/data/help.txt [new file with mode: 0644]
agents/bishop/qchess.py [changed from symlink to file mode: 0644]
agents/c++/agent++ [changed mode: 0755->0644]
agents/fortran/agent [changed mode: 0755->0644]
agents/java/cough [changed mode: 0755->0644]
agents/python/data [deleted symlink]
agents/python/data/DejaVuSans.ttf [new file with mode: 0644]
agents/python/data/help.txt [new file with mode: 0644]
agents/python/qchess.py [changed from symlink to file mode: 0644]
agents/python/sample.py [changed mode: 0755->0644]
agents/silverfish/silver [changed mode: 0755->0644]
clean.sh [changed mode: 0755->0644]
qchess/data/images/index.html [new file with mode: 0644]
qchess/qchess.py [changed mode: 0755->0644]
qchess/tools/images.py [changed from symlink to file mode: 0644]
qchess_login.sh [changed mode: 0755->0644]
run.sh [changed mode: 0755->0644]
web/images [new symlink]
web/logs/log [new file with mode: 0644]
web/logs/log_1 [new file with mode: 0644]
web/logs/log_2 [new file with mode: 0644]
web/logs/log_3 [new file with mode: 0644]
web/logs/log_4 [new file with mode: 0644]
web/poster [deleted symlink]
web/poster/original.pdf [new file with mode: 0644]
web/poster/outlines.svg [new file with mode: 0644]
web/poster/poster.svg [new file with mode: 0644]

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-../../qchess/data/
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diff --git a/agents/bishop/data/DejaVuSans.ttf b/agents/bishop/data/DejaVuSans.ttf
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diff --git a/agents/bishop/data/help.txt b/agents/bishop/data/help.txt
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+NAME
+       qchess.py - Play quantum chess
+
+SYNOPSIS
+       qchess.py [OPTIONS] [white] [black]
+
+DESCRIPTION
+       An implementation of Quantum Chess as originally described and implemented here:
+       http://research.cs.queensu.ca/Parallel/QuantumChess/QuantumChess.html
+
+       Reimplemented for UCC::Progcomp 2013
+       http://progcomp.ucc.asn.au
+
+       IMPORTANT:
+        - This version does not implement castling or en passen rules.
+        - If a piece currently in a pawn state moves into the opposing back row, that state always becomes a queen.
+           - (The other state of the piece is unaffected).
+
+
+ARGUMENTS
+
+       If no arguments are given, a window should appear asking you to pick each player.
+       Then the game will commence using default values.
+
+       white, black
+               Each of the two players in order. They need not be provided if graphics is enabled (default).
+               
+               Any arguments that do not begin with a hyphen (-) are treated as the player arguments in the order they appear.
+
+               Player arguments that begin with '@' are treated as special players:
+
+               @human
+                       A human player; if graphics are enabled, this players turns are made through the GUI
+
+               @network[:address]
+                       A player over a network connection. 
+
+                       For example, if black@host1 wants to play white@host2:
+
+                       black@host1:~$ ./qchess.py @network @human
+                       white@host2:~$ ./qchess.py @human @network:host1
+
+                       IMPORTANT: Only ONE of the games should give the other's address.
+
+               @internal:name
+                       An internal agent player
+
+                       These agents run within the qchess program (unless there is a timeout setting... never mind).
+                       
+                       Choices are:
+                       
+                       AgentRandom - Makes random moves only
+
+                       AgentBishop - Uses probability estimates and a min/max recursive (depth is only one) algorithm
+                                   - Will usually take a long time to run
+
+OPTIONS
+
+       --help
+               Print this page
+       
+       --graphics
+               Enable the GUI
+
+               If graphics are enabled (default), then the user will be prompted to choose any of the two players not supplied as arguments.
+
+       --no-graphics
+               Disable the GUI
+               
+               
+       --reveal
+               If graphics are enabled, the two states for pieces will always be shown, regardless of whether both states have been revealed.
+               Note that this switch only affects the GUI and does not provide any information to agent players.
+
+               If graphics are disabled, has no effect.
+
+       --file[=filename][:events]
+               Replay a game saved in file, or read from stdin if no filename given
+               If a number of events is supplied, the game will advance that many events before stopping.
+
+               If no players are given, the GUI will NOT ask for player selections.
+               The game will exit after the replay finishes. Events in the replay will be subject to the normal delay (see --delay).
+
+               If black and white players are supplied, the game will continue using those players.
+               In this case, there will be no delays between events in the replay (the game starts at the end of the replay)
+
+               (We hope that) this feature will be useful for comparing how different versions of an agent respond to the same situation.
+
+       --log[=filename]
+               Log moves to a file or stdout if no filename given
+
+               
+
+       --delay[=time]
+               The game pauses between moves so that it can be followed by a human observer.
+               This option can be used to change the delay. If no time is given, the delay is disabled.
+
+               If graphics are enabled (default), the delay is 0.5s by default.
+               If graphics are disabled, there is no delay unless this option is used.
+
+       --timeout[=time]
+               Set the maximum time in seconds to wait before declaring an AI program unresponsive.
+               If no time is given, the timeout is disabled.
+
+               By default the timeout is disabled.
+               
+       --blackout[=time]
+               Setting a blackout time will cause the display to become black if the mouse is not moved and no keys or buttons are pressed.
+               If no time is given, the blackout time is disabled.
+               
+               By default the blackout is disabled.
+               
+               This switch was introduced for entirely obscure purposes.
+
+       --classical
+               If this option is used, the game will treat pieces "classically", ie: as in standard chess.
+               Note that the game does not enforce rules related to check and checkmate.
+
+       --quantum
+               The game uses the quantum chess representation of pieces (default).
+
+       
+AUTHOR
+       Written for the UCC Programming Competition 2013 by Sam Moore.
+       UCC::Progcomp home page: http://progcomp.ucc.asn.au
+
+REPORTING BUGS
+       Report bugs to matches@ucc.asn.au
+       Join IRC channel #progcomp on irc://irc.ucc.asn.au
+
+COPYRIGHT
+       Copyright 2013 The University Computer Club, Inc.
+
+       Contact committee@ucc.asn.au
+
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-../../qchess/qchess.py
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--- /dev/null
+#!/usr/bin/python -u
+import random
+
+# I know using non-abreviated strings is inefficient, but this is python, who cares?
+# Oh, yeah, this stores the number of pieces of each type in a normal chess game
+piece_types = {"pawn" : 8, "bishop" : 2, "knight" : 2, "rook" : 2, "queen" : 1, "king" : 1, "unknown" : 0}
+
+# Class to represent a quantum chess piece
+class Piece():
+       def __init__(self, colour, x, y, types):
+               self.colour = colour # Colour (string) either "white" or "black"
+               self.x = x # x coordinate (0 - 8), none of this fancy 'a', 'b' shit here
+               self.y = y # y coordinate (0 - 8)
+               self.types = types # List of possible types the piece can be (should just be two)
+               self.current_type = "unknown" # Current type
+               self.choice = -1 # Index of the current type in self.types (-1 = unknown type)
+               
+               
+               self.last_state = None
+               
+               self.move_pattern = None
+               self.coverage = None
+               self.possible_moves = {}
+               
+
+       def init_from_copy(self, c):
+               self.colour = c.colour
+               self.x = c.x
+               self.y = c.y
+               self.types = c.types[:]
+               self.current_type = c.current_type
+               self.choice = c.choice
+               
+               self.last_state = None
+               self.move_pattern = None
+
+       
+
+       # Make a string for the piece (used for debug)
+       def __str__(self):
+               return str(self.colour) + " " + str(self.current_type) + " " + str(self.types) + " at " + str(self.x) + ","+str(self.y)  
+
+       # Draw the piece in a pygame surface
+       def draw(self, window, grid_sz = [80,80], style="quantum"):
+
+               # First draw the image corresponding to self.current_type
+               img = images[self.colour][self.current_type]
+               rect = img.get_rect()
+               if style == "classical":
+                       offset = [-rect.width/2, -rect.height/2]
+               else:
+                       offset = [-rect.width/2,-3*rect.height/4] 
+               window.blit(img, (self.x * grid_sz[0] + grid_sz[0]/2 + offset[0], self.y * grid_sz[1] + grid_sz[1]/2 + offset[1]))
+               
+               
+               if style == "classical":
+                       return
+
+               # Draw the two possible types underneath the current_type image
+               for i in range(len(self.types)):
+                       if always_reveal_states == True or self.types[i][0] != '?':
+                               if self.types[i][0] == '?':
+                                       img = small_images[self.colour][self.types[i][1:]]
+                               else:
+                                       img = small_images[self.colour][self.types[i]]
+                       else:
+                               img = small_images[self.colour]["unknown"] # If the type hasn't been revealed, show a placeholder
+
+                       
+                       rect = img.get_rect()
+                       offset = [-rect.width/2,-rect.height/2] 
+                       
+                       if i == 0:
+                               target = (self.x * grid_sz[0] + grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])                             
+                       else:
+                               target = (self.x * grid_sz[0] + 4*grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])                           
+                               
+                       window.blit(img, target) # Blit shit
+       
+       # Collapses the wave function!          
+       def select(self):
+               if self.current_type == "unknown" or not self.choice in [0,1]:
+                       self.choice = random.randint(0,1)
+                       if self.types[self.choice][0] == '?':
+                               self.types[self.choice] = self.types[self.choice][1:]
+                       self.current_type = self.types[self.choice]
+               return self.choice
+
+       # Uncollapses (?) the wave function!
+       def deselect(self):
+               #print "Deselect called"
+               if (self.x + self.y) % 2 != 0:
+                       if (self.types[0] != self.types[1]) or (self.types[0][0] == '?' or self.types[1][0] == '?'):
+                               self.current_type = "unknown"
+                               self.choice = -1
+                       else:
+                               self.choice = 0 # Both the two types are the same
+
+       # The sad moment when you realise that you do not understand anything about a subject you studied for 4 years...
+# --- piece.py --- #
+[w,h] = [8,8] # Width and height of board(s)
+
+always_reveal_states = False
+
+# 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
+               self.max_moves = None
+               self.moves = 0
+               self.move_stack = []
+               for c in ["black", "white"]:
+                       del self.unrevealed_types[c]["unknown"]
+
+               if style == "empty":
+                       return
+
+               # 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.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.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])
+       
+       # Reset the board from a string
+       def reset_board(self, s):
+               self.pieces = {"white" : [], "black" : []}
+               self.king = {"white" : None, "black" : None}
+               self.grid = [[None] * w for _ in range(h)]
+               for x in range(w):
+                       for y in range(h):
+                               self.grid[x][y] = None
+
+               for line in s.split("\n"):
+                       if line == "":
+                               continue
+                       if line[0] == "#":
+                               continue
+
+                       tokens = line.split(" ")
+                       [x, y] = map(int, tokens[len(tokens)-1].split(","))
+                       current_type = tokens[1]
+                       types = map(lambda e : e.strip(" '[],"), line.split('[')[1].split(']')[0].split(','))
+                       
+                       target = Piece(tokens[0], x, y, types)
+                       target.current_type = current_type
+                       
+                       try:
+                               target.choice = types.index(current_type)
+                       except:
+                               target.choice = -1
+
+                       self.pieces[tokens[0]].append(target)
+                       if target.current_type == "king":
+                               self.king[tokens[0]] = target
+
+                       self.grid[x][y] = target
+                       
+
+       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 " + str(x) + ","+str(y))
+
+               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, sanity=True, deselect=True):
+               #debug(str(self) + " update_select called")
+               piece = self.grid[x][y]
+               if piece.types[type_index] == "unknown":
+                       if not state in self.unrevealed_types[piece.colour].keys() and sanity == True:
+                               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.current_type = state
+
+               if deselect == True and 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, sanity=True):
+               #debug(str(self) + " update_move called \""+str(x)+ " " + str(y) + " -> " + str(x2) + " " + str(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) and sanity == True:
+                       raise Exception("ILLEGAL move " + str(x2)+","+str(y2))
+               
+               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.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
+       # Guesses what to do based on the format of the string
+       def update(self, result, sanity=True, deselect=True):
+               #debug(str(self) + " update called \""+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 and sanity == True:
+                       raise Exception("EMPTY " + str(x) + " " + str(y))
+
+               # 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, sanity)
+                       
+               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, sanity=sanity, deselect=deselect)
+
+               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 = 1.0 / float(len(p.types))
+                       if t == "unknown" or p.types[i][0] == '?':
+                               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, state=t2):
+                                               result[point[0]][point[1]] += prob2 * prob
+                               
+                       else:
+                               #p.current_type = t
+                               for point in self.possible_moves(p, reject_allied, state=t):
+                                               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[i][0] == '?':
+                               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, 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
+               
+               
+               
+               
+               result = []
+               
+
+               
+               if p.current_type == "unknown":
+                       raise Exception("SANITY: Unknown state for piece: "+str(p))
+                       # 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()
+               
+               p.possible_moves = result
+               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
+
+       # Returns "white", "black" or "DRAW" if the game should end
+       def end_condition(self):
+               if self.king["white"] == None:
+                       if self.king["black"] == None:
+                               return "DRAW" # This shouldn't happen
+                       return "black"
+               elif self.king["black"] == None:
+                       return "white"
+               elif len(self.pieces["white"]) == 1 and len(self.pieces["black"]) == 1:
+                       return "DRAW"
+               elif self.max_moves != None and self.moves > self.max_moves:
+                       return "DRAW"
+               return None
+
+
+       # 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
+import platform
+import re
+
+agent_timeout = -1.0 # Timeout in seconds for AI players to make moves
+                       # WARNING: Won't work for windows based operating systems
+
+if platform.system() == "Windows":
+       agent_timeout = -1 # Hence this
+
+# A player who can't play
+class Player():
+       def __init__(self, name, colour):
+               self.name = name
+               self.colour = colour
+
+       def update(self, result):
+               return result
+
+       def reset_board(self, s):
+               pass
+       
+       def __str__(self):
+               return self.name + "<"+str(self.colour)+">"
+
+       def base_player(self):
+               return self
+
+# Player that runs from another process
+class ExternalAgent(Player):
+
+
+       def __init__(self, name, colour):
+               Player.__init__(self, name, colour)
+               self.p = subprocess.Popen(name,bufsize=0,stdin=subprocess.PIPE, stdout=subprocess.PIPE, shell=True,universal_newlines=True)
+               
+               self.send_message(colour)
+
+       def send_message(self, s):
+               if agent_timeout > 0.0:
+                       ready = select.select([], [self.p.stdin], [], agent_timeout)[1]
+               else:
+                       ready = [self.p.stdin]
+               if self.p.stdin in ready:
+                       #sys.stderr.write("Writing \'" + s + "\' to " + str(self.p) + "\n")
+                       try:
+                               self.p.stdin.write(s + "\n")
+                       except:
+                               raise Exception("UNRESPONSIVE")
+               else:
+                       raise Exception("TIMEOUT")
+
+       def get_response(self):
+               if agent_timeout > 0.0:
+                       ready = select.select([self.p.stdout], [], [], agent_timeout)[0]
+               else:
+                       ready = [self.p.stdout]
+               if self.p.stdout in ready:
+                       #sys.stderr.write("Reading from " + str(self.p) + " 's stdout...\n")
+                       try:
+                               result = self.p.stdout.readline().strip(" \t\r\n")
+                               #sys.stderr.write("Read \'" + result + "\' from " + str(self.p) + "\n")
+                               return result
+                       except: # Exception, e:
+                               raise Exception("UNRESPONSIVE")
+               else:
+                       raise Exception("TIMEOUT")
+
+       def select(self):
+
+               self.send_message("SELECTION?")
+               line = self.get_response()
+               
+               try:
+                       m = re.match("\s*(\d+)\s+(\d+)\s*", line)
+                       result = map(int, [m.group(1), m.group(2)])
+               except:
+                       raise Exception("GIBBERISH \"" + str(line) + "\"")
+               return result
+
+       def update(self, result):
+               #print "Update " + str(result) + " called for AgentPlayer"
+               self.send_message(result)
+               return result
+
+       def get_move(self):
+               
+               self.send_message("MOVE?")
+               line = self.get_response()
+               
+               try:
+                       m = re.match("\s*(\d+)\s+(\d+)\s*", line)
+                       result = map(int, [m.group(1), m.group(2)])
+
+               except:
+                       raise Exception("GIBBERISH \"" + str(line) + "\"")
+               return result
+
+       def reset_board(self, s):
+               self.send_message("BOARD")
+               for line in s.split("\n"):
+                       self.send_message(line.strip(" \r\n"))
+               self.send_message("END BOARD")
+
+       def quit(self, final_result):
+               try:
+                       self.send_message("QUIT " + final_result)
+               except:
+                       self.p.kill()
+
+# So you want to be a player here?
+class HumanPlayer(Player):
+       def __init__(self, name, colour):
+               Player.__init__(self, name, colour)
+               
+       # Select your preferred account
+       def select(self):
+               if isinstance(graphics, GraphicsThread):
+                       # Basically, we let the graphics thread do some shit and then return that information to the game thread
+                       graphics.cond.acquire()
+                       # We wait for the graphics thread to select a piece
+                       while graphics.stopped() == False and graphics.state["select"] == None:
+                               graphics.cond.wait() # The difference between humans and machines is that humans sleep
+                       select = graphics.state["select"]
+                       
+                       
+                       graphics.cond.release()
+                       if graphics.stopped():
+                               return [-1,-1]
+                       return [select.x, select.y]
+               else:
+                       # Since I don't display the board in this case, I'm not sure why I filled it in...
+                       while True:
+                               sys.stdout.write("SELECTION?\n")
+                               try:
+                                       p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
+                               except:
+                                       sys.stderr.write("ILLEGAL GIBBERISH\n")
+                                       continue
+       # It's your move captain
+       def get_move(self):
+               if isinstance(graphics, GraphicsThread):
+                       graphics.cond.acquire()
+                       while graphics.stopped() == False and graphics.state["dest"] == None:
+                               graphics.cond.wait()
+                       graphics.cond.release()
+                       
+                       return graphics.state["dest"]
+               else:
+
+                       while True:
+                               sys.stdout.write("MOVE?\n")
+                               try:
+                                       p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
+                               except:
+                                       sys.stderr.write("ILLEGAL GIBBERISH\n")
+                                       continue
+
+       # Are you sure you want to quit?
+       def quit(self, final_result):
+               if graphics == None:            
+                       sys.stdout.write("QUIT " + final_result + "\n")
+
+       # Completely useless function
+       def update(self, result):
+               if isinstance(graphics, GraphicsThread):
+                       pass
+               else:
+                       sys.stdout.write(result + "\n") 
+               return result
+
+
+# Default internal player (makes random moves)
+class InternalAgent(Player):
+       def __init__(self, name, colour):
+               Player.__init__(self, name, colour)
+               self.choice = None
+
+               self.board = Board(style = "agent")
+
+
+
+       def update(self, result):
+               
+               self.board.update(result)
+               #self.board.verify()
+               return result
+
+       def reset_board(self, s):
+               self.board.reset_board(s)
+
+       def quit(self, final_result):
+               pass
+
+class AgentRandom(InternalAgent):
+       def __init__(self, name, colour):
+               InternalAgent.__init__(self, name, colour)
+
+       def select(self):
+               while True:
+                       self.choice = self.board.pieces[self.colour][random.randint(0, len(self.board.pieces[self.colour])-1)]
+                       all_moves = []
+                       # Check that the piece has some possibility to move
+                       tmp = self.choice.current_type
+                       if tmp == "unknown": # For unknown pieces, try both types
+                               for t in self.choice.types:
+                                       if t == "unknown":
+                                               continue
+                                       self.choice.current_type = t
+                                       all_moves += self.board.possible_moves(self.choice)
+                       else:
+                               all_moves = self.board.possible_moves(self.choice)
+                       self.choice.current_type = tmp
+                       if len(all_moves) > 0:
+                               break
+               return [self.choice.x, self.choice.y]
+
+       def get_move(self):
+               moves = self.board.possible_moves(self.choice)
+               move = moves[random.randint(0, len(moves)-1)]
+               return move
+
+
+# Terrible, terrible hacks
+
+def run_agent(agent):
+       #sys.stderr.write(sys.argv[0] + " : Running agent " + str(agent) + "\n")
+       while True:
+               line = sys.stdin.readline().strip(" \r\n")
+               if line == "SELECTION?":
+                       #sys.stderr.write(sys.argv[0] + " : Make selection\n")
+                       [x,y] = agent.select() # Gets your agent's selection
+                       #sys.stderr.write(sys.argv[0] + " : Selection was " + str(agent.choice) + "\n")
+                       sys.stdout.write(str(x) + " " + str(y) + "\n")                          
+               elif line == "MOVE?":
+                       #sys.stderr.write(sys.argv[0] + " : Make move\n")
+                       [x,y] = agent.get_move() # Gets your agent's move
+                       sys.stdout.write(str(x) + " " + str(y) + "\n")
+               elif line.split(" ")[0] == "QUIT":
+                       #sys.stderr.write(sys.argv[0] + " : Quitting\n")
+                       agent.quit(" ".join(line.split(" ")[1:])) # Quits the game
+                       break
+               elif line.split(" ")[0] == "BOARD":
+                       s = ""
+                       line = sys.stdin.readline().strip(" \r\n")
+                       while line != "END BOARD":
+                               s += line + "\n"
+                               line = sys.stdin.readline().strip(" \r\n")
+                       agent.board.reset_board(s)
+                       
+               else:
+                       agent.update(line) # Updates agent.board
+       return 0
+
+
+# Sort of works?
+
+class ExternalWrapper(ExternalAgent):
+       def __init__(self, agent):
+               run = "python -u -c \"import sys;import os;from qchess import *;agent = " + agent.__class__.__name__ + "('" + agent.name + "','"+agent.colour+"');sys.stdin.readline();sys.exit(run_agent(agent))\""
+               # str(run)
+               ExternalAgent.__init__(self, run, agent.colour)
+
+       
+
+# --- player.py --- #
+# A sample agent
+
+
+class AgentBishop(AgentRandom): # Inherits from AgentRandom (in qchess)
+       def __init__(self, name, colour):
+               InternalAgent.__init__(self, name, colour)
+               self.value = {"pawn" : 1, "bishop" : 3, "knight" : 3, "rook" : 5, "queen" : 9, "king" : 100, "unknown" : 4}
+
+               self.aggression = 2.0 # Multiplier for scoring due to aggressive actions
+               self.defence = 1.0 # Multiplier for scoring due to defensive actions
+               
+               self.depth = 0 # Current depth
+               self.max_depth = 2 # Recurse this many times (for some reason, makes more mistakes when this is increased???)
+               self.recurse_for = -1 # Recurse for the best few moves each times (less than 0 = all moves)
+
+               for p in self.board.pieces["white"] + self.board.pieces["black"]:
+                       p.last_moves = None
+                       p.selected_moves = None
+
+               
+
+       def get_value(self, piece):
+               if piece == None:
+                       return 0.0
+               return float(self.value[piece.types[0]] + self.value[piece.types[1]]) / 2.0
+               
+       # Score possible moves for the piece
+       
+       def prioritise_moves(self, piece):
+
+               #sys.stderr.write(sys.argv[0] + " : " + str(self) + " prioritise called for " + str(piece) + "\n")
+
+               
+               
+               grid = self.board.probability_grid(piece)
+               #sys.stderr.write("\t Probability grid " + str(grid) + "\n")
+               moves = []
+               for x in range(w):
+                       for y in range(h):
+                               if grid[x][y] < 0.3: # Throw out moves with < 30% probability
+                                       #sys.stderr.write("\tReject " + str(x) + "," + str(y) + " (" + str(grid[x][y]) + ")\n")
+                                       continue
+
+                               target = self.board.grid[x][y]
+                       
+                               
+                               
+                               
+                               # Get total probability that the move is protected
+                               self.board.push_move(piece, x, y)
+                               
+
+                               
+                               defenders = self.board.coverage(x, y, piece.colour, reject_allied = False)
+                               d_prob = 0.0
+                               for d in defenders.keys():
+                                       d_prob += defenders[d]
+                               if len(defenders.keys()) > 0:
+                                       d_prob /= float(len(defenders.keys()))
+
+                               if (d_prob > 1.0):
+                                       d_prob = 1.0
+
+                               # Get total probability that the move is threatened
+                               attackers = self.board.coverage(x, y, opponent(piece.colour), reject_allied = False)
+                               a_prob = 0.0
+                               for a in attackers.keys():
+                                       a_prob += attackers[a]
+                               if len(attackers.keys()) > 0:
+                                       a_prob /= float(len(attackers.keys()))
+
+                               if (a_prob > 1.0):
+                                       a_prob = 1.0
+
+                               self.board.pop_move()
+                               
+
+                               
+                               # Score of the move
+                               value = self.aggression * (1.0 + d_prob) * self.get_value(target) - self.defence * (1.0 - d_prob) * a_prob * self.get_value(piece)
+
+                               # Adjust score based on movement of piece out of danger
+                               attackers = self.board.coverage(piece.x, piece.y, opponent(piece.colour))
+                               s_prob = 0.0
+                               for a in attackers.keys():
+                                       s_prob += attackers[a]
+                               if len(attackers.keys()) > 0:
+                                       s_prob /= float(len(attackers.keys()))
+
+                               if (s_prob > 1.0):
+                                       s_prob = 1.0
+                               value += self.defence * s_prob * self.get_value(piece)
+                               
+                               # Adjust score based on probability that the move is actually possible
+                               moves.append([[x, y], grid[x][y] * value])
+
+               moves.sort(key = lambda e : e[1], reverse = True)
+               #sys.stderr.write(sys.argv[0] + ": Moves for " + str(piece) + " are " + str(moves) + "\n")
+
+               piece.last_moves = moves
+               piece.selected_moves = None
+
+               
+
+               
+               return moves
+
+       def select_best(self, colour):
+
+               self.depth += 1
+               all_moves = {}
+               for p in self.board.pieces[colour]:
+                       self.choice = p # Temporarily pick that piece
+                       m = self.prioritise_moves(p)
+                       if len(m) > 0:
+                               all_moves.update({p : m[0]})
+
+               if len(all_moves.items()) <= 0:
+                       return None
+               
+               
+               opts = all_moves.items()
+               opts.sort(key = lambda e : e[1][1], reverse = True)
+
+               if self.depth >= self.max_depth:
+                       self.depth -= 1
+                       return list(opts[0])
+
+               if self.recurse_for >= 0:
+                       opts = opts[0:self.recurse_for]
+               #sys.stderr.write(sys.argv[0] + " : Before recurse, options are " + str(opts) + "\n")
+
+               # Take the best few moves, and recurse
+               for choice in opts[0:self.recurse_for]:
+                       [xx,yy] = [choice[0].x, choice[0].y] # Remember position
+                       [nx,ny] = choice[1][0] # Target
+                       [choice[0].x, choice[0].y] = [nx, ny] # Set position
+                       target = self.board.grid[nx][ny] # Remember piece in spot
+                       self.board.grid[xx][yy] = None # Remove piece
+                       self.board.grid[nx][ny] = choice[0] # Replace with moving piece
+                       
+                       # Recurse
+                       best_enemy_move = self.select_best(opponent(choice[0].colour))
+                       choice[1][1] -= best_enemy_move[1][1] / float(self.depth + 1.0)
+                       
+                       [choice[0].x, choice[0].y] = [xx, yy] # Restore position
+                       self.board.grid[nx][ny] = target # Restore taken piece
+                       self.board.grid[xx][yy] = choice[0] # Restore moved piece
+                       
+               
+
+               opts.sort(key = lambda e : e[1][1], reverse = True)
+               #sys.stderr.write(sys.argv[0] + " : After recurse, options are " + str(opts) + "\n")
+
+               self.depth -= 1
+               return list(opts[0])
+
+               
+
+       # Returns [x,y] of selected piece
+       def select(self):
+               #sys.stderr.write("Getting choice...")
+               self.choice = self.select_best(self.colour)[0]
+               
+               #sys.stderr.write(" Done " + str(self.choice)+"\n")
+               return [self.choice.x, self.choice.y]
+       
+       # Returns [x,y] of square to move selected piece into
+       def get_move(self):
+               #sys.stderr.write("Choice is " + str(self.choice) + "\n")
+               self.choice.selected_moves = self.choice.last_moves
+               moves = self.prioritise_moves(self.choice)
+               if len(moves) > 0:
+                       return moves[0][0]
+               else:
+                       return AgentRandom.get_move(self)
+
+# --- agent_bishop.py --- #
+import multiprocessing
+
+# Hacky alternative to using select for timing out players
+
+# WARNING: Do not wrap around HumanPlayer or things breakify
+# WARNING: Do not use in general or things breakify
+
+class Sleeper(multiprocessing.Process):
+       def __init__(self, timeout):
+               multiprocessing.Process.__init__(self)
+               self.timeout = timeout
+
+       def run(self):
+               time.sleep(self.timeout)
+
+
+class Worker(multiprocessing.Process):
+       def __init__(self, function, args, q):
+               multiprocessing.Process.__init__(self)
+               self.function = function
+               self.args = args
+               self.q = q
+
+       def run(self):
+               #print str(self) + " runs " + str(self.function) + " with args " + str(self.args) 
+               self.q.put(self.function(*self.args))
+               
+               
+
+def TimeoutFunction(function, args, timeout):
+       q = multiprocessing.Queue()
+       w = Worker(function, args, q)
+       s = Sleeper(timeout)
+       w.start()
+       s.start()
+       while True: # Busy loop of crappyness
+               if not w.is_alive():
+                       s.terminate()
+                       result = q.get()
+                       w.join()
+                       #print "TimeoutFunction gets " + str(result)
+                       return result
+               elif not s.is_alive():
+                       w.terminate()
+                       s.join()
+                       raise Exception("TIMEOUT")
+
+       
+               
+
+# A player that wraps another player and times out its moves
+# Uses threads
+# A (crappy) alternative to the use of select()
+class TimeoutPlayer(Player):
+       def __init__(self, base_player, timeout):
+               Player.__init__(self, base_player.name, base_player.colour)
+               self.base_player = base_player
+               self.timeout = timeout
+               
+       def select(self):
+               return TimeoutFunction(self.base_player.select, [], self.timeout)
+               
+       
+       def get_move(self):
+               return TimeoutFunction(self.base_player.get_move, [], self.timeout)
+
+       def update(self, result):
+               return TimeoutFunction(self.base_player.update, [result], self.timeout)
+
+       def quit(self, final_result):
+               return TimeoutFunction(self.base_player.quit, [final_result], self.timeout)
+# --- timeout_player.py --- #
+import socket
+import select
+
+network_timeout_start = -1.0 # Timeout in seconds to wait for the start of a message
+network_timeout_delay = 1.0 # Maximum time between two characters being received
+
+class NetworkPlayer(Player):
+       def __init__(self, colour, network, player):
+               Player.__init__(self, "@network:"+str(network.address), colour) 
+               self.player = player
+               self.network = network
+               
+       def __str__(self):
+               return "NetworkPlayer<"+str(self.colour)+","+str(self.player)+">"
+               
+       def select(self):
+               #debug(str(self) + " select called")
+               if self.player != None:
+                       s = self.player.select()
+                       self.send_message(str(s[0]) + " " + str(s[1]))
+               else:
+                       s = map(int, self.get_response().split(" "))
+                       for p in game.players:
+                               if p != self and isinstance(p, NetworkPlayer) and p.player == None:
+                                       p.network.send_message(str(s[0]) + " " + str(s[1]))
+               if s == [-1,-1]:
+                       game.final_result = "network terminate"
+                       game.stop()
+               return s
+       
+       def send_message(self, message):
+               #debug(str(self) + " send_message(\""+str(message)+"\") called")
+               self.network.send_message(message)
+               
+       def get_response(self):
+               #debug(str(self) + " get_response() called")
+               s = self.network.get_response()
+               #debug(str(self) + " get_response() returns \""+str(s)+"\"")
+               return s
+                       
+                       
+       def get_move(self):
+               #debug(str(self) + " get_move called")
+               if self.player != None:
+                       s = self.player.get_move()
+                       self.send_message(str(s[0]) + " " + str(s[1]))
+               else:
+                       s = map(int, self.get_response().split(" "))
+                       for p in game.players:
+                               if p != self and isinstance(p, NetworkPlayer) and p.player == None:
+                                       p.network.send_message(str(s[0]) + " " + str(s[1]))
+                                       
+               if s == [-1,-1]:
+                       game.final_result = "network terminate"
+                       game.stop()
+               return s
+       
+       def update(self, result):
+               #debug(str(self) + " update(\""+str(result)+"\") called")
+               if self.network.server == True:
+                       if self.player == None:
+                               self.send_message(result)
+               elif self.player != None:
+                       result = self.get_response()
+                       if result == "-1 -1":
+                               game.final_result = "network terminate"
+                               game.stop()
+                               return "-1 -1"
+                       self.board.update(result, deselect=False)
+               
+               
+               
+               if self.player != None:
+                       result = self.player.update(result)
+                       
+               return result
+               
+               
+       
+       def base_player(self):
+               if self.player == None:
+                       return self
+               else:
+                       return self.player.base_player()
+               
+       def quit(self, result):
+               try:
+                       self.send_message("-1 -1")
+               except:
+                       pass
+
+class Network():
+       def __init__(self, address = (None,4562)):
+               self.socket = socket.socket()
+               self.socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
+               #self.socket.setblocking(0)
+               self.address = address
+               self.server = (address[0] == None)
+               
+               
+               self.connected = False
+                       
+       def connect(self):      
+               #debug(str(self) + "Tries to connect")
+               self.connected = True
+               if self.address[0] == None:
+                       self.host = "0.0.0.0" #socket.gethostname() # Breaks things???
+                       self.socket.bind((self.host, self.address[1]))
+                       self.socket.listen(5)   
+
+                       self.src, self.actual_address = self.socket.accept()
+                       
+                       self.src.send("ok\n")
+                       s = self.get_response()
+                       if s == "QUIT":
+                               self.src.close()
+                               return
+                       elif s != "ok":
+                               self.src.close()
+                               self.__init__(colour, (self.address[0], int(s)), baseplayer)
+                               return
+                       
+               else:
+                       time.sleep(0.3)
+                       self.socket.connect(self.address)
+                       self.src = self.socket
+                       self.src.send("ok\n")
+                       s = self.get_response()
+                       if s == "QUIT":
+                               self.src.close()
+                               return
+                       elif s != "ok":
+                               self.src.close()
+                               self.__init__(colour, (self.address[0], int(s)), baseplayer)
+                               return
+                       
+
+               
+       def __str__(self):
+               return "@network:"+str(self.address)
+
+       def get_response(self):
+               
+               # Timeout the start of the message (first character)
+               if network_timeout_start > 0.0:
+                       ready = select.select([self.src], [], [], network_timeout_start)[0]
+               else:
+                       ready = [self.src]
+               if self.src in ready:
+                       s = self.src.recv(1)
+               else:
+                       raise Exception("UNRESPONSIVE")
+
+
+               while s[len(s)-1] != '\n':
+                       # Timeout on each character in the message
+                       if network_timeout_delay > 0.0:
+                               ready = select.select([self.src], [], [], network_timeout_delay)[0]
+                       else:
+                               ready = [self.src]
+                       if self.src in ready:
+                               s += self.src.recv(1) 
+                       else:
+                               raise Exception("UNRESPONSIVE")
+
+               
+               return s.strip(" \r\n")
+
+       def send_message(self,s):
+               if network_timeout_start > 0.0:
+                       ready = select.select([], [self.src], [], network_timeout_start)[1]
+               else:
+                       ready = [self.src]
+
+               if self.src in ready:
+                       self.src.send(s + "\n")
+               else:
+                       raise Exception("UNRESPONSIVE")
+               
+               
+
+       def close(self):
+               self.src.shutdown()
+               self.src.close()
+# --- network.py --- #
+import threading
+
+# A thread that can be stopped!
+# Except it can only be stopped if it checks self.stopped() periodically
+# So it can sort of be stopped
+class StoppableThread(threading.Thread):
+       def __init__(self):
+               threading.Thread.__init__(self)
+               self._stop = threading.Event()
+
+       def stop(self):
+               self._stop.set()
+
+       def stopped(self):
+               return self._stop.isSet()
+# --- thread_util.py --- #
+log_files = []
+import datetime
+import urllib2
+
+class LogFile():
+       def __init__(self, log, name):  
+               self.name = name
+               self.log = log
+               self.logged = []
+               self.log.write("# Log starts " + str(datetime.datetime.now()) + "\n")
+
+       def write(self, s):
+               now = datetime.datetime.now()
+               self.log.write(str(now) + " : " + s + "\n")
+               self.logged.append((now, s))
+
+       def setup(self, board, players):
+               
+               for p in players:
+                       self.log.write("# " + str(p.colour) + " : " + str(p.name) + "\n")
+               
+               self.log.write("# Initial board\n")
+               for x in range(0, w):
+                       for y in range(0, h):
+                               if board.grid[x][y] != None:
+                                       self.log.write(str(board.grid[x][y]) + "\n")
+
+               self.log.write("# Start game\n")
+
+       def close(self):
+               self.log.write("# EOF\n")
+               if self.log != sys.stdout:
+                       self.log.close()
+
+class ShortLog(LogFile):
+       def __init__(self, file_name):
+               if file_name == "":
+                       self.log = sys.stdout
+               else:
+                       self.log = open(file_name, "w", 0)
+               LogFile.__init__(self, self.log, "@"+file_name)
+               self.file_name = file_name
+               self.phase = 0
+
+       def write(self, s):
+               now = datetime.datetime.now()
+               self.logged.append((now, s))
+               
+               if self.phase == 0:
+                       if self.log != sys.stdout:
+                               self.log.close()
+                               self.log = open(self.file_name, "w", 0)
+                       self.log.write("# Short log updated " + str(datetime.datetime.now()) + "\n")    
+                       LogFile.setup(self, game.board, game.players)
+
+               elif self.phase == 1:
+                       for message in self.logged[len(self.logged)-2:]:
+                               self.log.write(str(message[0]) + " : " + message[1] + "\n")
+
+               self.phase = (self.phase + 1) % 2               
+               
+       def close(self):
+               if self.phase == 1:
+                       ending = self.logged[len(self.logged)-1]
+                       self.log.write(str(ending[0]) + " : " + ending[1] + "\n")
+               self.log.write("# EOF\n")
+               if self.log != sys.stdout:
+                       self.log.close()
+               
+
+class HeadRequest(urllib2.Request):
+       def get_method(self):
+               return "HEAD"
+
+class HttpGetter(StoppableThread):
+       def __init__(self, address):
+               StoppableThread.__init__(self)
+               self.address = address
+               self.log = urllib2.urlopen(address)
+               self.lines = []
+               self.lock = threading.RLock() #lock for access of self.state
+               self.cond = threading.Condition() # conditional
+
+       def run(self):
+               while not self.stopped():
+                       line = self.log.readline()
+                       if line == "":
+                               date_mod = datetime.datetime.strptime(self.log.headers['last-modified'], "%a, %d %b %Y %H:%M:%S GMT")
+                               self.log.close()
+       
+                               next_log = urllib2.urlopen(HeadRequest(self.address))
+                               date_new = datetime.datetime.strptime(next_log.headers['last-modified'], "%a, %d %b %Y %H:%M:%S GMT")
+                               while date_new <= date_mod and not self.stopped():
+                                       next_log = urllib2.urlopen(HeadRequest(self.address))
+                                       date_new = datetime.datetime.strptime(next_log.headers['last-modified'], "%a, %d %b %Y %H:%M:%S GMT")
+                               if self.stopped():
+                                       break
+
+                               self.log = urllib2.urlopen(self.address)
+                               line = self.log.readline()
+
+                       self.cond.acquire()
+                       self.lines.append(line)
+                       self.cond.notifyAll()
+                       self.cond.release()
+
+                       #sys.stderr.write(" HttpGetter got \'" + str(line) + "\'\n")
+
+               self.log.close()
+                               
+                               
+       
+               
+               
+class HttpReplay():
+       def __init__(self, address):
+               self.getter = HttpGetter(address)
+               self.getter.start()
+               
+       def readline(self):
+               self.getter.cond.acquire()
+               while len(self.getter.lines) == 0:
+                       self.getter.cond.wait()
+                       
+               result = self.getter.lines[0]
+               self.getter.lines = self.getter.lines[1:]
+               self.getter.cond.release()
+
+               return result
+                       
+                       
+       def close(self):
+               self.getter.stop()
+
+class FileReplay():
+       def __init__(self, filename):
+               self.f = open(filename, "r", 0)
+               self.filename = filename
+               self.mod = os.path.getmtime(filename)
+               self.count = 0
+       
+       def readline(self):
+               line = self.f.readline()
+               
+               while line == "":
+                       mod2 = os.path.getmtime(self.filename)
+                       if mod2 > self.mod:
+                               #sys.stderr.write("File changed!\n")
+                               self.mod = mod2
+                               self.f.close()
+                               self.f = open(self.filename, "r", 0)
+                               
+                               new_line = self.f.readline()
+                               
+                               if " ".join(new_line.split(" ")[0:3]) != "# Short log":
+                                       for i in range(self.count):
+                                               new_line = self.f.readline()
+                                               #sys.stderr.write("Read back " + str(i) + ": " + str(new_line) + "\n")
+                                       new_line = self.f.readline()
+                               else:
+                                       self.count = 0
+                               
+                               line = new_line
+
+               self.count += 1
+               return line
+
+       def close(self):
+               self.f.close()
+               
+                                               
+def log(s):
+       for l in log_files:
+               l.write(s)
+               
+def debug(s):
+       sys.stderr.write("# DEBUG: " + s + "\n")
+               
+
+def log_init(board, players):
+       for l in log_files:
+               l.setup(board, players)
+
+# --- log.py --- #
+
+
+
+       
+
+# A thread that runs the game
+class GameThread(StoppableThread):
+       def __init__(self, board, players, server = True):
+               StoppableThread.__init__(self)
+               self.board = board
+               self.players = players
+               self.state = {"turn" : None} # The game state
+               self.error = 0 # Whether the thread exits with an error
+               self.lock = threading.RLock() #lock for access of self.state
+               self.cond = threading.Condition() # conditional for some reason, I forgot
+               self.final_result = ""
+               self.server = server
+               
+               
+                       
+               
+               
+
+       # Run the game (run in new thread with start(), run in current thread with run())
+       def run(self):
+               result = ""
+               while not self.stopped():
+                       
+                       for p in self.players:
+                               with self.lock:
+                                       self.state["turn"] = p.base_player()
+                               #try:
+                               if True:
+                                       [x,y] = p.select() # Player selects a square
+                                       if self.stopped():
+                                               #debug("Quitting in select")
+                                               break
+                                               
+                                       if isinstance(p, NetworkPlayer):
+                                               if p.network.server == True:
+                                                       result = self.board.select(x, y, colour = p.colour)
+                                               else:
+                                                       result = None
+                                                       
+                                       else:
+                                               result = self.board.select(x, y, colour = p.colour)
+                                       
+                                       result = p.update(result)
+                                       if self.stopped():
+                                               break
+                                       for p2 in self.players:
+                                               if p2 == p:
+                                                       continue
+                                               p2.update(result) # Inform players of what happened
+                                               if self.stopped():
+                                                       break
+                                       
+                                       if self.stopped():
+                                               break
+
+
+                                       log(result)
+
+                                       target = self.board.grid[x][y]
+                                       if isinstance(graphics, GraphicsThread):
+                                               with graphics.lock:
+                                                       graphics.state["moves"] = self.board.possible_moves(target)
+                                                       graphics.state["select"] = target
+
+                                       time.sleep(turn_delay)
+
+
+                                       if len(self.board.possible_moves(target)) == 0:
+                                               #print "Piece cannot move"
+                                               target.deselect()
+                                               if isinstance(graphics, GraphicsThread):
+                                                       with graphics.lock:
+                                                               graphics.state["moves"] = None
+                                                               graphics.state["select"] = None
+                                                               graphics.state["dest"] = None
+                                               continue
+
+                                       try:
+                                               [x2,y2] = p.get_move() # Player selects a destination
+                                       except:
+                                               self.stop()
+
+                                       if self.stopped():
+                                               #debug("Quitting in get_move")
+                                               break
+                                       
+                                       if isinstance(p, NetworkPlayer):
+                                               if p.network.server == True:
+                                                       result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
+                                                       self.board.update_move(x, y, x2, y2)
+                                               else:
+                                                       result = None
+                                                       
+                                       else:
+                                               result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
+                                               self.board.update_move(x, y, x2, y2)
+                                       
+                                       result = p.update(result)
+                                       if self.stopped():
+                                               break
+                                       for p2 in self.players:
+                                               if p2 == p:
+                                                       continue
+                                               p2.update(result) # Inform players of what happened
+                                               if self.stopped():
+                                                       break
+                                       
+                                       if self.stopped():
+                                               break
+                                       
+                                       
+                                                                                       
+                                       log(result)
+
+
+                                                                               
+
+                                       if isinstance(graphics, GraphicsThread):
+                                               with graphics.lock:
+                                                       graphics.state["moves"] = [[x2,y2]]
+
+                                       time.sleep(turn_delay)
+
+                                       if isinstance(graphics, GraphicsThread):
+                                               with graphics.lock:
+                                                       graphics.state["select"] = None
+                                                       graphics.state["dest"] = None
+                                                       graphics.state["moves"] = None
+
+                       # Commented out exception stuff for now, because it makes it impossible to tell if I made an IndentationError somewhere
+                       #       except Exception,e:
+                       #               result = e.message
+                       #               #sys.stderr.write(result + "\n")
+                       #               
+                       #               self.stop()
+                       #               with self.lock:
+                       #                       self.final_result = self.state["turn"].colour + " " + e.message
+
+                               end = self.board.end_condition()
+                               if end != None:         
+                                       with self.lock:
+                                               if end == "DRAW":
+                                                       self.final_result = self.state["turn"].colour + " " + end
+                                               else:
+                                                       self.final_result = end
+                                       self.stop()
+                               
+                               if self.stopped():
+                                       break
+
+
+               for p2 in self.players:
+                       p2.quit(self.final_result)
+
+               log(self.final_result)
+
+               if isinstance(graphics, GraphicsThread):
+                       graphics.stop()
+
+       
+# A thread that replays a log file
+class ReplayThread(GameThread):
+       def __init__(self, players, src, end=False,max_moves=None):
+               self.board = Board(style="empty")
+               self.board.max_moves = max_moves
+               GameThread.__init__(self, self.board, players)
+               self.src = src
+               self.end = end
+
+               self.reset_board(self.src.readline())
+
+       def reset_board(self, line):
+               agent_str = ""
+               self_str = ""
+               while line != "# Start game" and line != "# EOF":
+                       
+                       while line == "":
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+
+                       if line[0] == '#':
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+
+                       self_str += line + "\n"
+
+                       if self.players[0].name == "dummy" and self.players[1].name == "dummy":
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+                       
+                       tokens = line.split(" ")
+                       types = map(lambda e : e.strip("[] ,'"), tokens[2:4])
+                       for i in range(len(types)):
+                               if types[i][0] == "?":
+                                       types[i] = "unknown"
+
+                       agent_str += tokens[0] + " " + tokens[1] + " " + str(types) + " ".join(tokens[4:]) + "\n"
+                       line = self.src.readline().strip(" \r\n")
+
+               for p in self.players:
+                       p.reset_board(agent_str)
+               
+               
+               self.board.reset_board(self_str)
+
+       
+       def run(self):
+               move_count = 0
+               last_line = ""
+               line = self.src.readline().strip(" \r\n")
+               while line != "# EOF":
+
+
+                       if self.stopped():
+                               break
+                       
+                       if len(line) <= 0:
+                               continue
+                                       
+
+                       if line[0] == '#':
+                               last_line = line
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+
+                       tokens = line.split(" ")
+                       if tokens[0] == "white" or tokens[0] == "black":
+                               self.reset_board(line)
+                               last_line = line
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+
+                       move = line.split(":")
+                       move = move[len(move)-1].strip(" \r\n")
+                       tokens = move.split(" ")
+                       
+                       
+                       try:
+                               [x,y] = map(int, tokens[0:2])
+                       except:
+                               last_line = line
+                               self.stop()
+                               break
+
+                       log(move)
+
+                       target = self.board.grid[x][y]
+                       with self.lock:
+                               if target.colour == "white":
+                                       self.state["turn"] = self.players[0]
+                               else:
+                                       self.state["turn"] = self.players[1]
+                       
+                       move_piece = (tokens[2] == "->")
+                       if move_piece:
+                               [x2,y2] = map(int, tokens[len(tokens)-2:])
+
+                       if isinstance(graphics, GraphicsThread):
+                               with graphics.lock:
+                                       graphics.state["select"] = target
+                                       
+                       if not move_piece:
+                               self.board.update_select(x, y, int(tokens[2]), tokens[len(tokens)-1])
+                               if isinstance(graphics, GraphicsThread):
+                                       with graphics.lock:
+                                               if target.current_type != "unknown":
+                                                       graphics.state["moves"] = self.board.possible_moves(target)
+                                               else:
+                                                       graphics.state["moves"] = None
+                                       time.sleep(turn_delay)
+                       else:
+                               self.board.update_move(x, y, x2, y2)
+                               if isinstance(graphics, GraphicsThread):
+                                       with graphics.lock:
+                                               graphics.state["moves"] = [[x2,y2]]
+                                       time.sleep(turn_delay)
+                                       with graphics.lock:
+                                               graphics.state["select"] = None
+                                               graphics.state["moves"] = None
+                                               graphics.state["dest"] = None
+                       
+
+                       
+                       
+                       
+                       for p in self.players:
+                               p.update(move)
+
+                       last_line = line
+                       line = self.src.readline().strip(" \r\n")
+                       
+                       
+                       end = self.board.end_condition()
+                       if end != None:
+                               self.final_result = end
+                               self.stop()
+                               break
+                                       
+                                               
+                                               
+
+                       
+                                       
+
+
+                       
+
+                               
+                       
+
+               
+
+               if self.end and isinstance(graphics, GraphicsThread):
+                       #graphics.stop()
+                       pass # Let the user stop the display
+               elif not self.end and self.board.end_condition() == None:
+                       global game
+                       # Work out the last move
+                                       
+                       t = last_line.split(" ")
+                       if t[len(t)-2] == "black":
+                               self.players.reverse()
+                       elif t[len(t)-2] == "white":
+                               pass
+                       elif self.state["turn"] != None and self.state["turn"].colour == "white":
+                               self.players.reverse()
+
+
+                       game = GameThread(self.board, self.players)
+                       game.run()
+               else:
+                       pass
+
+               
+
+def opponent(colour):
+       if colour == "white":
+               return "black"
+       else:
+               return "white"
+# --- game.py --- #
+try:
+       import pygame
+except:
+       pass
+import os
+
+# Dictionary that stores the unicode character representations of the different pieces
+# Chess was clearly the reason why unicode was invented
+# For some reason none of the pygame chess implementations I found used them!
+piece_char = {"white" : {"king" : u'\u2654',
+                        "queen" : u'\u2655',
+                        "rook" : u'\u2656',
+                        "bishop" : u'\u2657',
+                        "knight" : u'\u2658',
+                        "pawn" : u'\u2659',
+                        "unknown" : '?'},
+               "black" : {"king" : u'\u265A',
+                        "queen" : u'\u265B',
+                        "rook" : u'\u265C',
+                        "bishop" : u'\u265D',
+                        "knight" : u'\u265E',
+                        "pawn" : u'\u265F',
+                        "unknown" : '?'}}
+
+images = {"white" : {}, "black" : {}}
+small_images = {"white" : {}, "black" : {}}
+
+def create_images(grid_sz, font_name=os.path.join(os.path.curdir, "data", "DejaVuSans.ttf")):
+
+       # Get the font sizes
+       l_size = 5*(grid_sz[0] / 8)
+       s_size = 3*(grid_sz[0] / 8)
+
+       for c in piece_char.keys():
+               
+               if c == "black":
+                       for p in piece_char[c].keys():
+                               images[c].update({p : pygame.font.Font(font_name, l_size).render(piece_char[c][p], True,(0,0,0))})
+                               small_images[c].update({p : pygame.font.Font(font_name, s_size).render(piece_char[c][p],True,(0,0,0))})         
+               elif c == "white":
+                       for p in piece_char[c].keys():
+                               images[c].update({p : pygame.font.Font(font_name, l_size+1).render(piece_char["black"][p], True,(255,255,255))})
+                               images[c][p].blit(pygame.font.Font(font_name, l_size).render(piece_char[c][p], True,(0,0,0)),(0,0))
+                               small_images[c].update({p : pygame.font.Font(font_name, s_size+1).render(piece_char["black"][p],True,(255,255,255))})
+                               small_images[c][p].blit(pygame.font.Font(font_name, s_size).render(piece_char[c][p],True,(0,0,0)),(0,0))
+       
+
+def load_images(image_dir=os.path.join(os.path.curdir, "data", "images")):
+       if not os.path.exists(image_dir):
+               raise Exception("Couldn't load images from " + image_dir + " (path doesn't exist)")
+       for c in piece_char.keys():
+               for p in piece_char[c].keys():
+                       images[c].update({p : pygame.image.load(os.path.join(image_dir, c + "_" + p + ".png"))})
+                       small_images[c].update({p : pygame.image.load(os.path.join(image_dir, c + "_" + p + "_small.png"))})
+# --- images.py --- #
+graphics_enabled = True
+
+try:
+       import pygame
+       os.environ["SDL_VIDEO_ALLOW_SCREENSAVER"] = "1"
+except:
+       graphics_enabled = False
+       
+import time
+
+
+
+# A thread to make things pretty
+class GraphicsThread(StoppableThread):
+       def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]):
+               StoppableThread.__init__(self)
+               
+               self.board = board
+               pygame.init()
+               self.window = pygame.display.set_mode((grid_sz[0] * w, grid_sz[1] * h))
+               pygame.display.set_caption(title)
+
+               #print "Initialised properly"
+               
+               self.grid_sz = grid_sz[:]
+               self.state = {"select" : None, "dest" : None, "moves" : None, "overlay" : None, "coverage" : None}
+               self.error = 0
+               self.lock = threading.RLock()
+               self.cond = threading.Condition()
+               self.sleep_timeout = None
+               self.last_event = time.time()
+               self.blackout = False
+
+               #print "Test font"
+               pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 32).render("Hello", True,(0,0,0))
+
+               #load_images()
+               create_images(grid_sz)
+
+               """
+               for c in images.keys():
+                       for p in images[c].keys():
+                               images[c][p] = images[c][p].convert(self.window)
+                               small_images[c][p] = small_images[c][p].convert(self.window)
+               """
+
+               
+       
+
+
+       # On the run from the world
+       def run(self):
+               
+               while not self.stopped():
+                       
+                       if self.sleep_timeout == None or (time.time() - self.last_event) < self.sleep_timeout:
+                       
+                               #print "Display grid"
+                               self.board.display_grid(window = self.window, grid_sz = self.grid_sz) # Draw the board
+
+                               #print "Display overlay"
+                               self.overlay()
+
+                               #print "Display pieces"
+                               self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board                
+                               self.blackout = False
+                               
+                       elif pygame.mouse.get_focused() and not self.blackout:
+                               os.system("xset dpms force off")
+                               self.blackout = True
+                               self.window.fill((0,0,0))
+
+                       pygame.display.flip()
+
+                       for event in pygame.event.get():
+                               self.last_event = time.time()
+                               if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_q):
+                                       if isinstance(game, GameThread):
+                                               with game.lock:
+                                                       game.final_result = ""
+                                                       if game.state["turn"] != None:
+                                                               game.final_result = game.state["turn"].colour + " "
+                                                       game.final_result += "terminated"
+                                               game.stop()
+                                       self.stop()
+                                       break
+                               elif event.type == pygame.MOUSEBUTTONDOWN:
+                                       self.mouse_down(event)
+                                       
+                               elif event.type == pygame.MOUSEBUTTONUP:
+                                       self.mouse_up(event)                    
+                               
+                               
+                                       
+  
+                               
+                                                               
+                                               
+                                               
+               self.message("Game ends, result \""+str(game.final_result) + "\"")
+               time.sleep(1)
+
+               # Wake up anyone who is sleeping
+               self.cond.acquire()
+               self.cond.notify()
+               self.cond.release()
+
+               pygame.quit() # Time to say goodbye
+
+       # Mouse release event handler
+       def mouse_up(self, event):
+               if event.button == 3:
+                       with self.lock:
+                               self.state["overlay"] = None
+               elif event.button == 2:
+                       with self.lock:
+                               self.state["coverage"] = None   
+
+       # Mouse click event handler
+       def mouse_down(self, event):
+               if event.button == 1:
+                       m = [event.pos[i] / self.grid_sz[i] for i in range(2)]
+                       if isinstance(game, GameThread):
+                               with game.lock:
+                                       p = game.state["turn"]
+                       else:
+                                       p = None
+                                       
+                                       
+                       if isinstance(p, HumanPlayer):
+                               with self.lock:
+                                       s = self.board.grid[m[0]][m[1]]
+                                       select = self.state["select"]
+                               if select == None:
+                                       if s != None and s.colour != p.colour:
+                                               self.message("Wrong colour") # Look at all this user friendliness!
+                                               time.sleep(1)
+                                               return
+                                       # Notify human player of move
+                                       self.cond.acquire()
+                                       with self.lock:
+                                               self.state["select"] = s
+                                               self.state["dest"] = None
+                                       self.cond.notify()
+                                       self.cond.release()
+                                       return
+
+                               if select == None:
+                                       return
+                                               
+                                       
+                               if self.state["moves"] == None:
+                                       return
+
+                               if not m in self.state["moves"]:
+                                       self.message("Illegal Move") # I still think last year's mouse interface was adequate
+                                       time.sleep(2)
+                                       return
+                                               
+                               with self.lock:
+                                       if self.state["dest"] == None:
+                                               self.cond.acquire()
+                                               self.state["dest"] = m
+                                               self.state["select"] = None
+                                               self.state["moves"] = None
+                                               self.cond.notify()
+                                               self.cond.release()
+               elif event.button == 3:
+                       m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))]
+                       if isinstance(game, GameThread):
+                               with game.lock:
+                                       p = game.state["turn"]
+                       else:
+                               p = None
+                                       
+                                       
+                       if isinstance(p, HumanPlayer):
+                               with self.lock:
+                                       self.state["overlay"] = self.board.probability_grid(self.board.grid[m[0]][m[1]])
+
+               elif event.button == 2:
+                       m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))]
+                       if isinstance(game, GameThread):
+                               with game.lock:
+                                       p = game.state["turn"]
+                       else:
+                               p = None
+                       
+                       
+                       if isinstance(p, HumanPlayer):
+                               with self.lock:
+                                       self.state["coverage"] = self.board.coverage(m[0], m[1], None, self.state["select"])
+                               
+       # Draw the overlay
+       def overlay(self):
+
+               square_img = pygame.Surface((self.grid_sz[0], self.grid_sz[1]),pygame.SRCALPHA) # A square image
+               # Draw square over the selected piece
+               with self.lock:
+                       select = self.state["select"]
+               if select != None:
+                       mp = [self.grid_sz[i] * [select.x, select.y][i] for i in range(len(self.grid_sz))]
+                       square_img.fill(pygame.Color(0,255,0,64))
+                       self.window.blit(square_img, mp)
+               # If a piece is selected, draw all reachable squares
+               # (This quality user interface has been patented)
+               with self.lock:
+                       m = self.state["moves"]
+               if m != None:
+                       square_img.fill(pygame.Color(255,0,0,128)) # Draw them in blood red
+                       for move in m:
+                               mp = [self.grid_sz[i] * move[i] for i in range(2)]
+                               self.window.blit(square_img, mp)
+               # If a piece is overlayed, show all squares that it has a probability to reach
+               with self.lock:
+                       m = self.state["overlay"]
+               if m != None:
+                       for x in range(w):
+                               for y in range(h):
+                                       if m[x][y] > 0.0:
+                                               mp = [self.grid_sz[i] * [x,y][i] for i in range(2)]
+                                               square_img.fill(pygame.Color(255,0,255,int(m[x][y] * 128))) # Draw in purple
+                                               self.window.blit(square_img, mp)
+                                               font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14)
+                                               text = font.render("{0:.2f}".format(round(m[x][y],2)), 1, pygame.Color(0,0,0))
+                                               self.window.blit(text, mp)
+                               
+               # If a square is selected, highlight all pieces that have a probability to reach it
+               with self.lock:                         
+                       m = self.state["coverage"]
+               if m != None:
+                       for p in m:
+                               mp = [self.grid_sz[i] * [p.x,p.y][i] for i in range(2)]
+                               square_img.fill(pygame.Color(0,255,255, int(m[p] * 196))) # Draw in pale blue
+                               self.window.blit(square_img, mp)
+                               font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14)
+                               text = font.render("{0:.2f}".format(round(m[p],2)), 1, pygame.Color(0,0,0))
+                               self.window.blit(text, mp)
+                       # Draw a square where the mouse is
+               # This also serves to indicate who's turn it is
+               
+               if isinstance(game, GameThread):
+                       with game.lock:
+                               turn = game.state["turn"]
+               else:
+                       turn = None
+
+               if isinstance(turn, HumanPlayer):
+                       mp = [self.grid_sz[i] * int(pygame.mouse.get_pos()[i] / self.grid_sz[i]) for i in range(2)]
+                       square_img.fill(pygame.Color(0,0,255,128))
+                       if turn.colour == "white":
+                               c = pygame.Color(255,255,255)
+                       else:
+                               c = pygame.Color(0,0,0)
+                       pygame.draw.rect(square_img, c, (0,0,self.grid_sz[0], self.grid_sz[1]), self.grid_sz[0]/10)
+                       self.window.blit(square_img, mp)
+
+       # Message in a bottle
+       def message(self, string, pos = None, colour = None, font_size = 20):
+               #print "Drawing message..."
+               font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size)
+               if colour == None:
+                       colour = pygame.Color(0,0,0)
+               
+               text = font.render(string, 1, colour)
+       
+
+               s = pygame.Surface((text.get_width(), text.get_height()), pygame.SRCALPHA)
+               s.fill(pygame.Color(128,128,128))
+
+               tmp = self.window.get_size()
+
+               if pos == None:
+                       pos = (tmp[0] / 2 - text.get_width() / 2, tmp[1] / 3 - text.get_height())
+               else:
+                       pos = (pos[0]*text.get_width() + tmp[0] / 2 - text.get_width() / 2, pos[1]*text.get_height() + tmp[1] / 3 - text.get_height())
+               
+
+               rect = (pos[0], pos[1], text.get_width(), text.get_height())
+       
+               pygame.draw.rect(self.window, pygame.Color(0,0,0), pygame.Rect(rect), 1)
+               self.window.blit(s, pos)
+               self.window.blit(text, pos)
+
+               pygame.display.flip()
+
+       def getstr(self, prompt = None):
+               s = pygame.Surface((self.window.get_width(), self.window.get_height()))
+               s.blit(self.window, (0,0))
+               result = ""
+
+               while True:
+                       #print "LOOP"
+                       if prompt != None:
+                               self.message(prompt)
+                               self.message(result, pos = (0, 1))
+       
+                       pygame.event.pump()
+                       for event in pygame.event.get():
+                               if event.type == pygame.QUIT:
+                                       return None
+                               if event.type == pygame.KEYDOWN:
+                                       if event.key == pygame.K_BACKSPACE:
+                                               result = result[0:len(result)-1]
+                                               self.window.blit(s, (0,0)) # Revert the display
+                                               continue
+                               
+                                               
+                                       try:
+                                               if event.unicode == '\r':
+                                                       return result
+                                       
+                                               result += str(event.unicode)
+                                       except:
+                                               continue
+
+
+       # Function to pick a button
+       def SelectButton(self, choices, prompt = None, font_size=20):
+
+               #print "Select button called!"
+               self.board.display_grid(self.window, self.grid_sz)
+               if prompt != None:
+                       self.message(prompt)
+               font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size)
+               targets = []
+               sz = self.window.get_size()
+
+               
+               for i in range(len(choices)):
+                       c = choices[i]
+                       
+                       text = font.render(c, 1, pygame.Color(0,0,0))
+                       p = (sz[0] / 2 - (1.5*text.get_width())/2, sz[1] / 2 +(i-1)*text.get_height()+(i*2))
+                       targets.append((p[0], p[1], p[0] + 1.5*text.get_width(), p[1] + text.get_height()))
+
+               while True:
+                       mp =pygame.mouse.get_pos()
+                       for i in range(len(choices)):
+                               c = choices[i]
+                               if mp[0] > targets[i][0] and mp[0] < targets[i][2] and mp[1] > targets[i][1] and mp[1] < targets[i][3]:
+                                       font_colour = pygame.Color(255,0,0)
+                                       box_colour = pygame.Color(0,0,255,128)
+                               else:
+                                       font_colour = pygame.Color(0,0,0)
+                                       box_colour = pygame.Color(128,128,128)
+                               
+                               text = font.render(c, 1, font_colour)
+                               s = pygame.Surface((text.get_width()*1.5, text.get_height()), pygame.SRCALPHA)
+                               s.fill(box_colour)
+                               pygame.draw.rect(s, (0,0,0), (0,0,1.5*text.get_width(), text.get_height()), self.grid_sz[0]/10)
+                               s.blit(text, ((text.get_width()*1.5)/2 - text.get_width()/2 ,0))
+                               self.window.blit(s, targets[i][0:2])
+                               
+       
+                       pygame.display.flip()
+
+                       for event in pygame.event.get():
+                               if event.type == pygame.QUIT:
+                                       return None
+                               elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
+                                       for i in range(len(targets)):
+                                               t = targets[i]
+                                               if event.pos[0] > t[0] and event.pos[0] < t[2]:
+                                                       if event.pos[1] > t[1] and event.pos[1] < t[3]:
+                                                               return i
+                                               #print "Reject " + str(i) + str(event.pos) + " vs " + str(t)
+               
+
+       # Function to choose between dedicated server or normal play
+       def SelectServer(self):
+       
+               choice = self.SelectButton(["Normal", "Join Eigenserver"],prompt="Game type?")
+               if choice == 0:
+                       return None
+               choice = self.SelectButton(["progcomp.ucc", "other"], prompt="Address?")
+               if choice == 0:
+                       return "progcomp.ucc.asn.au"
+               else:
+                       return self.getstr(prompt = "Enter address:")
+                       
+       # Function to pick players in a nice GUI way
+       def SelectPlayers(self, players = []):
+
+
+               #print "SelectPlayers called"
+               
+               missing = ["white", "black"]
+               for p in players:
+                       missing.remove(p.colour)
+
+               for colour in missing:
+                       
+                       
+                       choice = self.SelectButton(["human", "agent", "network"],prompt = "Choose " + str(colour) + " player")
+                       if choice == 0:
+                               players.append(HumanPlayer("human", colour))
+                       elif choice == 1:
+                               import inspect
+                               internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass)
+                               internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)]
+                               internal_agents.remove(('InternalAgent', InternalAgent)) 
+                               if len(internal_agents) > 0:
+                                       choice2 = self.SelectButton(["internal", "external"], prompt="Type of agent")
+                               else:
+                                       choice2 = 1
+
+                               if choice2 == 0:
+                                       agent = internal_agents[self.SelectButton(map(lambda e : e[0], internal_agents), prompt="Choose internal agent")]
+                                       players.append(agent[1](agent[0], colour))                                      
+                               elif choice2 == 1:
+                                       try:
+                                               import Tkinter
+                                               from tkFileDialog import askopenfilename
+                                               root = Tkinter.Tk() # Need a root to make Tkinter behave
+                                               root.withdraw() # Some sort of magic incantation
+                                               path = askopenfilename(parent=root, initialdir="../agents",title=
+'Choose an agent.')
+                                               if path == "":
+                                                       return self.SelectPlayers()
+                                               players.append(make_player(path, colour))       
+                                       except:
+                                               
+                                               p = None
+                                               while p == None:
+                                                       self.board.display_grid(self.window, self.grid_sz)
+                                                       pygame.display.flip()
+                                                       path = self.getstr(prompt = "Enter path:")
+                                                       if path == None:
+                                                               return None
+       
+                                                       if path == "":
+                                                               return self.SelectPlayers()
+       
+                                                       try:
+                                                               p = make_player(path, colour)
+                                                       except:
+                                                               self.board.display_grid(self.window, self.grid_sz)
+                                                               pygame.display.flip()
+                                                               self.message("Invalid path!")
+                                                               time.sleep(1)
+                                                               p = None
+                                               players.append(p)
+                       elif choice == 1:
+                               address = ""
+                               while address == "":
+                                       self.board.display_grid(self.window, self.grid_sz)
+                                       
+                                       address = self.getstr(prompt = "Address? (leave blank for server)")
+                                       if address == None:
+                                               return None
+                                       if address == "":
+                                               address = None
+                                               continue
+                                       try:
+                                               map(int, address.split("."))
+                                       except:
+                                               self.board.display_grid(self.window, self.grid_sz)
+                                               self.message("Invalid IPv4 address!")
+                                               address = ""
+
+                               players.append(NetworkReceiver(colour, address))
+                       else:
+                               return None
+               #print str(self) + ".SelectPlayers returns " + str(players)
+               return players
+                       
+                               
+                       
+# --- graphics.py --- #
+def dedicated_server():
+       global log_files
+       
+       max_games = 5
+       games = []
+       gameID = 0
+       while True:
+               # Get players
+               gameID += 1
+               log("Getting clients...")
+               s = socket.socket()
+               s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
+               s.bind(("0.0.0.0", 4562))
+               s.listen(2)
+               ss = s.accept()
+               
+               log("Got white player")
+               
+               args = ["python", "qchess.py", "--no-graphics", "@network::"+str(4600+2*len(games)), "@network::"+str(4600+2*len(games))]
+               if len(log_files) != 0:
+                       for l in log_files:
+                               if l.name == "":
+                                       args.append("--log")
+                               else:
+                                       args.append("--log="+str(l.name)+"_"+str(gameID))
+               
+               g = subprocess.Popen(args, stdout=subprocess.PIPE)
+               games.append(g)
+               
+               time.sleep(0.5)
+               ss[0].send("white " + str(4600 + 2*(len(games)-1)))
+               ss[0].shutdown(socket.SHUT_RD)
+               ss[0].close()
+               
+               time.sleep(0.5)
+               ss = s.accept()
+               
+               log("Got black player")
+               
+               time.sleep(0.5)
+               ss[0].send("black " + str(4600 + 2*(len(games)-1)))
+               ss[0].shutdown(socket.SHUT_RD)
+               ss[0].close()
+               
+               s.shutdown(socket.SHUT_RDWR)
+               s.close()
+               
+               
+               while len(games) > max_games:
+                       #log("Too many games; waiting for game to finish...")
+                       ready = select.select(map(lambda e : e.stdout, games),[], [])
+                       for r in ready[0]:
+                               s = r.readline().strip(" \r\n").split(" ")
+                               if s[0] == "white" or s[0] == "black":
+                                       for g in games[:]:
+                                               if g.stdout == r:
+                                                       log("Game " + str(g) + " has finished")
+                                                       games.remove(g)
+                                                       
+       return 0
+       
+def client(addr):
+       
+       
+       
+       s = socket.socket()
+       s.connect((addr, 4562))
+       
+       [colour,port] = s.recv(1024).strip(" \r\n").split(" ")
+       
+       #debug("Colour: " + colour + ", port: " + port)
+       
+       s.shutdown(socket.SHUT_RDWR)
+       s.close()
+       
+       if colour == "white":
+               p = subprocess.Popen(["python", "qchess.py", "@human", "@network:"+addr+":"+port])
+       else:
+               p = subprocess.Popen(["python", "qchess.py", "@network:"+addr+":"+port, "@human"])
+       p.wait()
+       return 0# --- server.py --- #
+#!/usr/bin/python -u
+
+# Do you know what the -u does? It unbuffers stdin and stdout
+# I can't remember why, but last year things broke without that
+
+"""
+       UCC::Progcomp 2013 Quantum Chess game
+       @author Sam Moore [SZM] "matches"
+       @copyright The University Computer Club, Incorporated
+               (ie: You can copy it for not for profit purposes)
+"""
+
+# system python modules or whatever they are called
+import sys
+import os
+import time
+
+turn_delay = 0.5
+sleep_timeout = None
+[game, graphics] = [None, None]
+
+def make_player(name, colour):
+       if name[0] == '@':
+               if name[1:] == "human":
+                       return HumanPlayer(name, colour)
+               s = name[1:].split(":")
+               if s[0] == "network":
+                       ip = None
+                       port = 4562
+                       #print str(s)
+                       if len(s) > 1:
+                               if s[1] != "":
+                                       ip = s[1]
+                       if len(s) > 2:
+                               port = int(s[2])
+                               
+                       if ip == None:
+                               if colour == "black":
+                                       port += 1
+                       elif colour == "white":
+                               port += 1
+                                               
+                       return NetworkPlayer(colour, Network((ip, port)), None)
+               if s[0] == "internal":
+
+                       import inspect
+                       internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass)
+                       internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)]
+                       internal_agents.remove(('InternalAgent', InternalAgent)) 
+                       
+                       if len(s) != 2:
+                               sys.stderr.write(sys.argv[0] + " : '@internal' should be followed by ':' and an agent name\n")
+                               sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n")
+                               return None
+
+                       for a in internal_agents:
+                               if s[1] == a[0]:
+                                       return a[1](name, colour)
+                       
+                       sys.stderr.write(sys.argv[0] + " : Can't find an internal agent matching \"" + s[1] + "\"\n")
+                       sys.stderr.write(sys.argv[0] + " : Choices are: " + str(map(lambda e : e[0], internal_agents)) + "\n")
+                       return None
+                       
+
+       else:
+               return ExternalAgent(name, colour)
+                       
+
+
+# The main function! It does the main stuff!
+def main(argv):
+
+       # Apparently python will silently treat things as local unless you do this
+       # Anyone who says "You should never use a global variable" can die in a fire
+       global game
+       global graphics
+       
+       global turn_delay
+       global agent_timeout
+       global log_files
+       global src_file
+       global graphics_enabled
+       global always_reveal_states
+       global sleep_timeout
+
+
+       server_addr = None
+
+       max_moves = None
+       src_file = None
+       
+       style = "quantum"
+       colour = "white"
+
+       # Get the important warnings out of the way
+       if platform.system() == "Windows":
+               sys.stderr.write(sys.argv[0] + " : Warning - You are using " + platform.system() + "\n")
+               if platform.release() == "Vista":
+                       sys.stderr.write(sys.argv[0] + " : God help you.\n")
+       
+
+       players = []
+       i = 0
+       while i < len(argv)-1:
+               i += 1
+               arg = argv[i]
+               if arg[0] != '-':
+                       p = make_player(arg, colour)
+                       if not isinstance(p, Player):
+                               sys.stderr.write(sys.argv[0] + " : Fatal error creating " + colour + " player\n")
+                               return 100
+                       players.append(p)
+                       if colour == "white":
+                               colour = "black"
+                       elif colour == "black":
+                               pass
+                       else:
+                               sys.stderr.write(sys.argv[0] + " : Too many players (max 2)\n")
+                       continue
+
+               # Option parsing goes here
+               if arg[1] == '-' and arg[2:] == "classical":
+                       style = "classical"
+               elif arg[1] == '-' and arg[2:] == "quantum":
+                       style = "quantum"
+               elif arg[1] == '-' and arg[2:] == "reveal":
+                       always_reveal_states = True
+               elif (arg[1] == '-' and arg[2:] == "graphics"):
+                       graphics_enabled = True
+               elif (arg[1] == '-' and arg[2:] == "no-graphics"):
+                       graphics_enabled = False
+               elif (arg[1] == '-' and arg[2:].split("=")[0] == "file"):
+                       # Load game from file
+                       if len(arg[2:].split("=")) == 1:
+                               src_file = sys.stdin
+                       else:
+                               f = arg[2:].split("=")[1]
+                               if f[0:7] == "http://":
+                                       src_file = HttpReplay(f)
+                               else:
+                                       src_file = FileReplay(f.split(":")[0])
+
+                                       if len(f.split(":")) == 2:
+                                               max_moves = int(f.split(":")[1])
+                                               
+               elif (arg[1] == '-' and arg[2:].split("=")[0] == "server"):
+                       #debug("Server: " + str(arg[2:]))
+                       if len(arg[2:].split("=")) <= 1:
+                               server_addr = True
+                       else:
+                               server_addr = arg[2:].split("=")[1]
+                       
+               elif (arg[1] == '-' and arg[2:].split("=")[0] == "log"):
+                       # Log file
+                       if len(arg[2:].split("=")) == 1:
+                               log_files.append(LogFile(sys.stdout,""))
+                       else:
+                               f = arg[2:].split("=")[1]
+                               if f == "":
+                                       log_files.append(LogFile(sys.stdout, ""))
+                               elif f[0] == '@':
+                                       log_files.append(ShortLog(f[1:]))
+                               else:
+                                       log_files.append(LogFile(open(f, "w", 0), f))
+               elif (arg[1] == '-' and arg[2:].split("=")[0] == "delay"):
+                       # Delay
+                       if len(arg[2:].split("=")) == 1:
+                               turn_delay = 0
+                       else:
+                               turn_delay = float(arg[2:].split("=")[1])
+
+               elif (arg[1] == '-' and arg[2:].split("=")[0] == "timeout"):
+                       # Timeout
+                       if len(arg[2:].split("=")) == 1:
+                               agent_timeout = -1
+                       else:
+                               agent_timeout = float(arg[2:].split("=")[1])
+               elif (arg[1] == '-' and arg[2:].split("=")[0] == "blackout"):
+                       # Screen saver delay
+                       if len(arg[2:].split("=")) == 1:
+                               sleep_timeout = -1
+                       else:
+                               sleep_timeout = float(arg[2:].split("=")[1])
+                               
+               elif (arg[1] == '-' and arg[2:] == "help"):
+                       # Help
+                       os.system("less data/help.txt") # The best help function
+                       return 0
+               
+       # Dedicated server?
+       
+       #debug("server_addr = " + str(server_addr))
+       
+       if server_addr != None:
+               if server_addr == True:
+                       return dedicated_server()
+               else:
+                       return client(server_addr)
+               
+
+       # Create the board
+       
+       # Construct a GameThread! Make it global! Damn the consequences!
+                       
+       if src_file != None:
+               # Hack to stop ReplayThread from exiting
+               #if len(players) == 0:
+               #       players = [HumanPlayer("dummy", "white"), HumanPlayer("dummy", "black")]
+
+               # Normally the ReplayThread exits if there are no players
+               # TODO: Decide which behaviour to use, and fix it
+               end = (len(players) == 0)
+               if end:
+                       players = [Player("dummy", "white"), Player("dummy", "black")]
+               elif len(players) != 2:
+                       sys.stderr.write(sys.argv[0] + " : Usage " + sys.argv[0] + " white black\n")
+                       if graphics_enabled:
+                               sys.stderr.write(sys.argv[0] + " : (You won't get a GUI, because --file was used, and the author is lazy)\n")
+                       return 44
+               game = ReplayThread(players, src_file, end=end, max_moves=max_moves)
+       else:
+               board = Board(style)
+               board.max_moves = max_moves
+               game = GameThread(board, players) 
+
+
+
+
+       # Initialise GUI
+       if graphics_enabled == True:
+               try:
+                       graphics = GraphicsThread(game.board, grid_sz = [64,64]) # Construct a GraphicsThread!
+                       
+                       graphics.sleep_timeout = sleep_timeout
+
+               except Exception,e:
+                       graphics = None
+                       sys.stderr.write(sys.argv[0] + " : Got exception trying to initialise graphics\n"+str(e.message)+"\nDisabled graphics\n")
+                       graphics_enabled = False
+
+       # If there are no players listed, display a nice pretty menu
+       if len(players) != 2:
+               if graphics != None:
+                       
+                       server_addr = graphics.SelectServer()
+                       if server_addr != None:
+                               if server_addr == True:
+                                       return dedicated_server()
+                               else:
+                                       return client(server_addr)      
+                       
+                       players = graphics.SelectPlayers(players)
+               else:
+                       sys.stderr.write(sys.argv[0] + " : Usage " + sys.argv[0] + " white black\n")
+                       return 44
+
+       # If there are still no players, quit
+       if players == None or len(players) != 2:
+               sys.stderr.write(sys.argv[0] + " : Graphics window closed before players chosen\n")
+               return 45
+
+       old = players[:]
+       for p in old:
+               if isinstance(p, NetworkPlayer):
+                       for i in range(len(old)):
+                               if old[i] == p or isinstance(old[i], NetworkPlayer):
+                                       continue
+                               players[i] = NetworkPlayer(old[i].colour, p.network, old[i])
+               
+       for p in players:
+               #debug(str(p))
+               if isinstance(p, NetworkPlayer):
+                       p.board = game.board
+                       if not p.network.connected:
+                               if not p.network.server:
+                                       time.sleep(0.2)
+                               p.network.connect()
+                               
+       
+       # If using windows, select won't work; use horrible TimeoutPlayer hack
+       if agent_timeout > 0:
+               if platform.system() == "Windows":
+                       for i in range(len(players)):
+                               if isinstance(players[i], ExternalAgent) or isinstance(players[i], InternalAgent):
+                                       players[i] = TimeoutPlayer(players[i], agent_timeout)
+
+               else:
+                       warned = False
+                       # InternalAgents get wrapped to an ExternalAgent when there is a timeout
+                       # This is not confusing at all.
+                       for i in range(len(players)):
+                               if isinstance(players[i], InternalAgent):
+                                               players[i] = ExternalWrapper(players[i])
+
+
+               
+
+
+
+
+       log_init(game.board, players)
+       
+       
+       if graphics != None:
+               game.start() # This runs in a new thread
+               graphics.run()
+               if game.is_alive():
+                       game.join()
+       
+
+               error = game.error + graphics.error
+       else:
+               game.run()
+               error = game.error
+       
+
+       for l in log_files:
+               l.close()
+
+       if src_file != None and src_file != sys.stdin:
+               src_file.close()
+
+       sys.stdout.write(game.final_result + "\n")
+
+       return error
+               
+               
+       
+               
+       
+               
+               
+
+# This is how python does a main() function...
+if __name__ == "__main__":
+       retcode = 0
+       try:
+               retcode = main(sys.argv)
+       except KeyboardInterrupt:
+               sys.stderr.write(sys.argv[0] + " : Got KeyboardInterrupt. Stopping everything\n")
+               if isinstance(graphics, StoppableThread):
+                       graphics.stop()
+                       graphics.run() # Will clean up graphics because it is stopped, not run it (a bit dodgy)
+
+               if isinstance(game, StoppableThread):
+                       game.stop()
+                       if game.is_alive():
+                               game.join()
+               retcode = 102
+       #except Exception, e:
+       #       sys.stderr.write(sys.argv[0] + " : " + e.message + "\n")
+       #       retcode = 103   
+               
+       try:
+               sys.stdout.close()
+       except:
+               pass
+       try:
+               sys.stderr.close()
+       except:
+               pass
+       sys.exit(retcode)
+               
+
+# --- main.py --- #
+# EOF - created from make on Sat Apr 20 12:19:31 WST 2013
old mode 100755 (executable)
new mode 100644 (file)
old mode 100755 (executable)
new mode 100644 (file)
old mode 100755 (executable)
new mode 100644 (file)
diff --git a/agents/python/data b/agents/python/data
deleted file mode 120000 (symlink)
index 75a080a..0000000
+++ /dev/null
@@ -1 +0,0 @@
-../../qchess/data/
\ No newline at end of file
diff --git a/agents/python/data/DejaVuSans.ttf b/agents/python/data/DejaVuSans.ttf
new file mode 100644 (file)
index 0000000..27cff47
Binary files /dev/null and b/agents/python/data/DejaVuSans.ttf differ
diff --git a/agents/python/data/help.txt b/agents/python/data/help.txt
new file mode 100644 (file)
index 0000000..8911f3b
--- /dev/null
@@ -0,0 +1,135 @@
+NAME
+       qchess.py - Play quantum chess
+
+SYNOPSIS
+       qchess.py [OPTIONS] [white] [black]
+
+DESCRIPTION
+       An implementation of Quantum Chess as originally described and implemented here:
+       http://research.cs.queensu.ca/Parallel/QuantumChess/QuantumChess.html
+
+       Reimplemented for UCC::Progcomp 2013
+       http://progcomp.ucc.asn.au
+
+       IMPORTANT:
+        - This version does not implement castling or en passen rules.
+        - If a piece currently in a pawn state moves into the opposing back row, that state always becomes a queen.
+           - (The other state of the piece is unaffected).
+
+
+ARGUMENTS
+
+       If no arguments are given, a window should appear asking you to pick each player.
+       Then the game will commence using default values.
+
+       white, black
+               Each of the two players in order. They need not be provided if graphics is enabled (default).
+               
+               Any arguments that do not begin with a hyphen (-) are treated as the player arguments in the order they appear.
+
+               Player arguments that begin with '@' are treated as special players:
+
+               @human
+                       A human player; if graphics are enabled, this players turns are made through the GUI
+
+               @network[:address]
+                       A player over a network connection. 
+
+                       For example, if black@host1 wants to play white@host2:
+
+                       black@host1:~$ ./qchess.py @network @human
+                       white@host2:~$ ./qchess.py @human @network:host1
+
+                       IMPORTANT: Only ONE of the games should give the other's address.
+
+               @internal:name
+                       An internal agent player
+
+                       These agents run within the qchess program (unless there is a timeout setting... never mind).
+                       
+                       Choices are:
+                       
+                       AgentRandom - Makes random moves only
+
+                       AgentBishop - Uses probability estimates and a min/max recursive (depth is only one) algorithm
+                                   - Will usually take a long time to run
+
+OPTIONS
+
+       --help
+               Print this page
+       
+       --graphics
+               Enable the GUI
+
+               If graphics are enabled (default), then the user will be prompted to choose any of the two players not supplied as arguments.
+
+       --no-graphics
+               Disable the GUI
+               
+               
+       --reveal
+               If graphics are enabled, the two states for pieces will always be shown, regardless of whether both states have been revealed.
+               Note that this switch only affects the GUI and does not provide any information to agent players.
+
+               If graphics are disabled, has no effect.
+
+       --file[=filename][:events]
+               Replay a game saved in file, or read from stdin if no filename given
+               If a number of events is supplied, the game will advance that many events before stopping.
+
+               If no players are given, the GUI will NOT ask for player selections.
+               The game will exit after the replay finishes. Events in the replay will be subject to the normal delay (see --delay).
+
+               If black and white players are supplied, the game will continue using those players.
+               In this case, there will be no delays between events in the replay (the game starts at the end of the replay)
+
+               (We hope that) this feature will be useful for comparing how different versions of an agent respond to the same situation.
+
+       --log[=filename]
+               Log moves to a file or stdout if no filename given
+
+               
+
+       --delay[=time]
+               The game pauses between moves so that it can be followed by a human observer.
+               This option can be used to change the delay. If no time is given, the delay is disabled.
+
+               If graphics are enabled (default), the delay is 0.5s by default.
+               If graphics are disabled, there is no delay unless this option is used.
+
+       --timeout[=time]
+               Set the maximum time in seconds to wait before declaring an AI program unresponsive.
+               If no time is given, the timeout is disabled.
+
+               By default the timeout is disabled.
+               
+       --blackout[=time]
+               Setting a blackout time will cause the display to become black if the mouse is not moved and no keys or buttons are pressed.
+               If no time is given, the blackout time is disabled.
+               
+               By default the blackout is disabled.
+               
+               This switch was introduced for entirely obscure purposes.
+
+       --classical
+               If this option is used, the game will treat pieces "classically", ie: as in standard chess.
+               Note that the game does not enforce rules related to check and checkmate.
+
+       --quantum
+               The game uses the quantum chess representation of pieces (default).
+
+       
+AUTHOR
+       Written for the UCC Programming Competition 2013 by Sam Moore.
+       UCC::Progcomp home page: http://progcomp.ucc.asn.au
+
+REPORTING BUGS
+       Report bugs to matches@ucc.asn.au
+       Join IRC channel #progcomp on irc://irc.ucc.asn.au
+
+COPYRIGHT
+       Copyright 2013 The University Computer Club, Inc.
+
+       Contact committee@ucc.asn.au
+
deleted file mode 120000 (symlink)
index 35c6d6e8a5edf5bdf5173254d57a1c5500b7b59b..0000000000000000000000000000000000000000
+++ /dev/null
@@ -1 +0,0 @@
-../../qchess/qchess.py
\ No newline at end of file
new file mode 100644 (file)
index 0000000000000000000000000000000000000000..8a3610bd9cfc1d3e4ba1af9565d070f9d645d6b8
--- /dev/null
+#!/usr/bin/python -u
+import random
+
+# I know using non-abreviated strings is inefficient, but this is python, who cares?
+# Oh, yeah, this stores the number of pieces of each type in a normal chess game
+piece_types = {"pawn" : 8, "bishop" : 2, "knight" : 2, "rook" : 2, "queen" : 1, "king" : 1, "unknown" : 0}
+
+# Class to represent a quantum chess piece
+class Piece():
+       def __init__(self, colour, x, y, types):
+               self.colour = colour # Colour (string) either "white" or "black"
+               self.x = x # x coordinate (0 - 8), none of this fancy 'a', 'b' shit here
+               self.y = y # y coordinate (0 - 8)
+               self.types = types # List of possible types the piece can be (should just be two)
+               self.current_type = "unknown" # Current type
+               self.choice = -1 # Index of the current type in self.types (-1 = unknown type)
+               
+               
+               self.last_state = None
+               
+               self.move_pattern = None
+               self.coverage = None
+               self.possible_moves = {}
+               
+
+       def init_from_copy(self, c):
+               self.colour = c.colour
+               self.x = c.x
+               self.y = c.y
+               self.types = c.types[:]
+               self.current_type = c.current_type
+               self.choice = c.choice
+               
+               self.last_state = None
+               self.move_pattern = None
+
+       
+
+       # Make a string for the piece (used for debug)
+       def __str__(self):
+               return str(self.colour) + " " + str(self.current_type) + " " + str(self.types) + " at " + str(self.x) + ","+str(self.y)  
+
+       # Draw the piece in a pygame surface
+       def draw(self, window, grid_sz = [80,80], style="quantum"):
+
+               # First draw the image corresponding to self.current_type
+               img = images[self.colour][self.current_type]
+               rect = img.get_rect()
+               if style == "classical":
+                       offset = [-rect.width/2, -rect.height/2]
+               else:
+                       offset = [-rect.width/2,-3*rect.height/4] 
+               window.blit(img, (self.x * grid_sz[0] + grid_sz[0]/2 + offset[0], self.y * grid_sz[1] + grid_sz[1]/2 + offset[1]))
+               
+               
+               if style == "classical":
+                       return
+
+               # Draw the two possible types underneath the current_type image
+               for i in range(len(self.types)):
+                       if always_reveal_states == True or self.types[i][0] != '?':
+                               if self.types[i][0] == '?':
+                                       img = small_images[self.colour][self.types[i][1:]]
+                               else:
+                                       img = small_images[self.colour][self.types[i]]
+                       else:
+                               img = small_images[self.colour]["unknown"] # If the type hasn't been revealed, show a placeholder
+
+                       
+                       rect = img.get_rect()
+                       offset = [-rect.width/2,-rect.height/2] 
+                       
+                       if i == 0:
+                               target = (self.x * grid_sz[0] + grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])                             
+                       else:
+                               target = (self.x * grid_sz[0] + 4*grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])                           
+                               
+                       window.blit(img, target) # Blit shit
+       
+       # Collapses the wave function!          
+       def select(self):
+               if self.current_type == "unknown" or not self.choice in [0,1]:
+                       self.choice = random.randint(0,1)
+                       if self.types[self.choice][0] == '?':
+                               self.types[self.choice] = self.types[self.choice][1:]
+                       self.current_type = self.types[self.choice]
+               return self.choice
+
+       # Uncollapses (?) the wave function!
+       def deselect(self):
+               #print "Deselect called"
+               if (self.x + self.y) % 2 != 0:
+                       if (self.types[0] != self.types[1]) or (self.types[0][0] == '?' or self.types[1][0] == '?'):
+                               self.current_type = "unknown"
+                               self.choice = -1
+                       else:
+                               self.choice = 0 # Both the two types are the same
+
+       # The sad moment when you realise that you do not understand anything about a subject you studied for 4 years...
+# --- piece.py --- #
+[w,h] = [8,8] # Width and height of board(s)
+
+always_reveal_states = False
+
+# 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
+               self.max_moves = None
+               self.moves = 0
+               self.move_stack = []
+               for c in ["black", "white"]:
+                       del self.unrevealed_types[c]["unknown"]
+
+               if style == "empty":
+                       return
+
+               # 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.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.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])
+       
+       # Reset the board from a string
+       def reset_board(self, s):
+               self.pieces = {"white" : [], "black" : []}
+               self.king = {"white" : None, "black" : None}
+               self.grid = [[None] * w for _ in range(h)]
+               for x in range(w):
+                       for y in range(h):
+                               self.grid[x][y] = None
+
+               for line in s.split("\n"):
+                       if line == "":
+                               continue
+                       if line[0] == "#":
+                               continue
+
+                       tokens = line.split(" ")
+                       [x, y] = map(int, tokens[len(tokens)-1].split(","))
+                       current_type = tokens[1]
+                       types = map(lambda e : e.strip(" '[],"), line.split('[')[1].split(']')[0].split(','))
+                       
+                       target = Piece(tokens[0], x, y, types)
+                       target.current_type = current_type
+                       
+                       try:
+                               target.choice = types.index(current_type)
+                       except:
+                               target.choice = -1
+
+                       self.pieces[tokens[0]].append(target)
+                       if target.current_type == "king":
+                               self.king[tokens[0]] = target
+
+                       self.grid[x][y] = target
+                       
+
+       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 " + str(x) + ","+str(y))
+
+               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, sanity=True, deselect=True):
+               #debug(str(self) + " update_select called")
+               piece = self.grid[x][y]
+               if piece.types[type_index] == "unknown":
+                       if not state in self.unrevealed_types[piece.colour].keys() and sanity == True:
+                               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.current_type = state
+
+               if deselect == True and 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, sanity=True):
+               #debug(str(self) + " update_move called \""+str(x)+ " " + str(y) + " -> " + str(x2) + " " + str(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) and sanity == True:
+                       raise Exception("ILLEGAL move " + str(x2)+","+str(y2))
+               
+               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.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
+       # Guesses what to do based on the format of the string
+       def update(self, result, sanity=True, deselect=True):
+               #debug(str(self) + " update called \""+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 and sanity == True:
+                       raise Exception("EMPTY " + str(x) + " " + str(y))
+
+               # 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, sanity)
+                       
+               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, sanity=sanity, deselect=deselect)
+
+               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 = 1.0 / float(len(p.types))
+                       if t == "unknown" or p.types[i][0] == '?':
+                               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, state=t2):
+                                               result[point[0]][point[1]] += prob2 * prob
+                               
+                       else:
+                               #p.current_type = t
+                               for point in self.possible_moves(p, reject_allied, state=t):
+                                               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[i][0] == '?':
+                               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, 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
+               
+               
+               
+               
+               result = []
+               
+
+               
+               if p.current_type == "unknown":
+                       raise Exception("SANITY: Unknown state for piece: "+str(p))
+                       # 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()
+               
+               p.possible_moves = result
+               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
+
+       # Returns "white", "black" or "DRAW" if the game should end
+       def end_condition(self):
+               if self.king["white"] == None:
+                       if self.king["black"] == None:
+                               return "DRAW" # This shouldn't happen
+                       return "black"
+               elif self.king["black"] == None:
+                       return "white"
+               elif len(self.pieces["white"]) == 1 and len(self.pieces["black"]) == 1:
+                       return "DRAW"
+               elif self.max_moves != None and self.moves > self.max_moves:
+                       return "DRAW"
+               return None
+
+
+       # 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
+import platform
+import re
+
+agent_timeout = -1.0 # Timeout in seconds for AI players to make moves
+                       # WARNING: Won't work for windows based operating systems
+
+if platform.system() == "Windows":
+       agent_timeout = -1 # Hence this
+
+# A player who can't play
+class Player():
+       def __init__(self, name, colour):
+               self.name = name
+               self.colour = colour
+
+       def update(self, result):
+               return result
+
+       def reset_board(self, s):
+               pass
+       
+       def __str__(self):
+               return self.name + "<"+str(self.colour)+">"
+
+       def base_player(self):
+               return self
+
+# Player that runs from another process
+class ExternalAgent(Player):
+
+
+       def __init__(self, name, colour):
+               Player.__init__(self, name, colour)
+               self.p = subprocess.Popen(name,bufsize=0,stdin=subprocess.PIPE, stdout=subprocess.PIPE, shell=True,universal_newlines=True)
+               
+               self.send_message(colour)
+
+       def send_message(self, s):
+               if agent_timeout > 0.0:
+                       ready = select.select([], [self.p.stdin], [], agent_timeout)[1]
+               else:
+                       ready = [self.p.stdin]
+               if self.p.stdin in ready:
+                       #sys.stderr.write("Writing \'" + s + "\' to " + str(self.p) + "\n")
+                       try:
+                               self.p.stdin.write(s + "\n")
+                       except:
+                               raise Exception("UNRESPONSIVE")
+               else:
+                       raise Exception("TIMEOUT")
+
+       def get_response(self):
+               if agent_timeout > 0.0:
+                       ready = select.select([self.p.stdout], [], [], agent_timeout)[0]
+               else:
+                       ready = [self.p.stdout]
+               if self.p.stdout in ready:
+                       #sys.stderr.write("Reading from " + str(self.p) + " 's stdout...\n")
+                       try:
+                               result = self.p.stdout.readline().strip(" \t\r\n")
+                               #sys.stderr.write("Read \'" + result + "\' from " + str(self.p) + "\n")
+                               return result
+                       except: # Exception, e:
+                               raise Exception("UNRESPONSIVE")
+               else:
+                       raise Exception("TIMEOUT")
+
+       def select(self):
+
+               self.send_message("SELECTION?")
+               line = self.get_response()
+               
+               try:
+                       m = re.match("\s*(\d+)\s+(\d+)\s*", line)
+                       result = map(int, [m.group(1), m.group(2)])
+               except:
+                       raise Exception("GIBBERISH \"" + str(line) + "\"")
+               return result
+
+       def update(self, result):
+               #print "Update " + str(result) + " called for AgentPlayer"
+               self.send_message(result)
+               return result
+
+       def get_move(self):
+               
+               self.send_message("MOVE?")
+               line = self.get_response()
+               
+               try:
+                       m = re.match("\s*(\d+)\s+(\d+)\s*", line)
+                       result = map(int, [m.group(1), m.group(2)])
+
+               except:
+                       raise Exception("GIBBERISH \"" + str(line) + "\"")
+               return result
+
+       def reset_board(self, s):
+               self.send_message("BOARD")
+               for line in s.split("\n"):
+                       self.send_message(line.strip(" \r\n"))
+               self.send_message("END BOARD")
+
+       def quit(self, final_result):
+               try:
+                       self.send_message("QUIT " + final_result)
+               except:
+                       self.p.kill()
+
+# So you want to be a player here?
+class HumanPlayer(Player):
+       def __init__(self, name, colour):
+               Player.__init__(self, name, colour)
+               
+       # Select your preferred account
+       def select(self):
+               if isinstance(graphics, GraphicsThread):
+                       # Basically, we let the graphics thread do some shit and then return that information to the game thread
+                       graphics.cond.acquire()
+                       # We wait for the graphics thread to select a piece
+                       while graphics.stopped() == False and graphics.state["select"] == None:
+                               graphics.cond.wait() # The difference between humans and machines is that humans sleep
+                       select = graphics.state["select"]
+                       
+                       
+                       graphics.cond.release()
+                       if graphics.stopped():
+                               return [-1,-1]
+                       return [select.x, select.y]
+               else:
+                       # Since I don't display the board in this case, I'm not sure why I filled it in...
+                       while True:
+                               sys.stdout.write("SELECTION?\n")
+                               try:
+                                       p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
+                               except:
+                                       sys.stderr.write("ILLEGAL GIBBERISH\n")
+                                       continue
+       # It's your move captain
+       def get_move(self):
+               if isinstance(graphics, GraphicsThread):
+                       graphics.cond.acquire()
+                       while graphics.stopped() == False and graphics.state["dest"] == None:
+                               graphics.cond.wait()
+                       graphics.cond.release()
+                       
+                       return graphics.state["dest"]
+               else:
+
+                       while True:
+                               sys.stdout.write("MOVE?\n")
+                               try:
+                                       p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
+                               except:
+                                       sys.stderr.write("ILLEGAL GIBBERISH\n")
+                                       continue
+
+       # Are you sure you want to quit?
+       def quit(self, final_result):
+               if graphics == None:            
+                       sys.stdout.write("QUIT " + final_result + "\n")
+
+       # Completely useless function
+       def update(self, result):
+               if isinstance(graphics, GraphicsThread):
+                       pass
+               else:
+                       sys.stdout.write(result + "\n") 
+               return result
+
+
+# Default internal player (makes random moves)
+class InternalAgent(Player):
+       def __init__(self, name, colour):
+               Player.__init__(self, name, colour)
+               self.choice = None
+
+               self.board = Board(style = "agent")
+
+
+
+       def update(self, result):
+               
+               self.board.update(result)
+               #self.board.verify()
+               return result
+
+       def reset_board(self, s):
+               self.board.reset_board(s)
+
+       def quit(self, final_result):
+               pass
+
+class AgentRandom(InternalAgent):
+       def __init__(self, name, colour):
+               InternalAgent.__init__(self, name, colour)
+
+       def select(self):
+               while True:
+                       self.choice = self.board.pieces[self.colour][random.randint(0, len(self.board.pieces[self.colour])-1)]
+                       all_moves = []
+                       # Check that the piece has some possibility to move
+                       tmp = self.choice.current_type
+                       if tmp == "unknown": # For unknown pieces, try both types
+                               for t in self.choice.types:
+                                       if t == "unknown":
+                                               continue
+                                       self.choice.current_type = t
+                                       all_moves += self.board.possible_moves(self.choice)
+                       else:
+                               all_moves = self.board.possible_moves(self.choice)
+                       self.choice.current_type = tmp
+                       if len(all_moves) > 0:
+                               break
+               return [self.choice.x, self.choice.y]
+
+       def get_move(self):
+               moves = self.board.possible_moves(self.choice)
+               move = moves[random.randint(0, len(moves)-1)]
+               return move
+
+
+# Terrible, terrible hacks
+
+def run_agent(agent):
+       #sys.stderr.write(sys.argv[0] + " : Running agent " + str(agent) + "\n")
+       while True:
+               line = sys.stdin.readline().strip(" \r\n")
+               if line == "SELECTION?":
+                       #sys.stderr.write(sys.argv[0] + " : Make selection\n")
+                       [x,y] = agent.select() # Gets your agent's selection
+                       #sys.stderr.write(sys.argv[0] + " : Selection was " + str(agent.choice) + "\n")
+                       sys.stdout.write(str(x) + " " + str(y) + "\n")                          
+               elif line == "MOVE?":
+                       #sys.stderr.write(sys.argv[0] + " : Make move\n")
+                       [x,y] = agent.get_move() # Gets your agent's move
+                       sys.stdout.write(str(x) + " " + str(y) + "\n")
+               elif line.split(" ")[0] == "QUIT":
+                       #sys.stderr.write(sys.argv[0] + " : Quitting\n")
+                       agent.quit(" ".join(line.split(" ")[1:])) # Quits the game
+                       break
+               elif line.split(" ")[0] == "BOARD":
+                       s = ""
+                       line = sys.stdin.readline().strip(" \r\n")
+                       while line != "END BOARD":
+                               s += line + "\n"
+                               line = sys.stdin.readline().strip(" \r\n")
+                       agent.board.reset_board(s)
+                       
+               else:
+                       agent.update(line) # Updates agent.board
+       return 0
+
+
+# Sort of works?
+
+class ExternalWrapper(ExternalAgent):
+       def __init__(self, agent):
+               run = "python -u -c \"import sys;import os;from qchess import *;agent = " + agent.__class__.__name__ + "('" + agent.name + "','"+agent.colour+"');sys.stdin.readline();sys.exit(run_agent(agent))\""
+               # str(run)
+               ExternalAgent.__init__(self, run, agent.colour)
+
+       
+
+# --- player.py --- #
+# A sample agent
+
+
+class AgentBishop(AgentRandom): # Inherits from AgentRandom (in qchess)
+       def __init__(self, name, colour):
+               InternalAgent.__init__(self, name, colour)
+               self.value = {"pawn" : 1, "bishop" : 3, "knight" : 3, "rook" : 5, "queen" : 9, "king" : 100, "unknown" : 4}
+
+               self.aggression = 2.0 # Multiplier for scoring due to aggressive actions
+               self.defence = 1.0 # Multiplier for scoring due to defensive actions
+               
+               self.depth = 0 # Current depth
+               self.max_depth = 2 # Recurse this many times (for some reason, makes more mistakes when this is increased???)
+               self.recurse_for = -1 # Recurse for the best few moves each times (less than 0 = all moves)
+
+               for p in self.board.pieces["white"] + self.board.pieces["black"]:
+                       p.last_moves = None
+                       p.selected_moves = None
+
+               
+
+       def get_value(self, piece):
+               if piece == None:
+                       return 0.0
+               return float(self.value[piece.types[0]] + self.value[piece.types[1]]) / 2.0
+               
+       # Score possible moves for the piece
+       
+       def prioritise_moves(self, piece):
+
+               #sys.stderr.write(sys.argv[0] + " : " + str(self) + " prioritise called for " + str(piece) + "\n")
+
+               
+               
+               grid = self.board.probability_grid(piece)
+               #sys.stderr.write("\t Probability grid " + str(grid) + "\n")
+               moves = []
+               for x in range(w):
+                       for y in range(h):
+                               if grid[x][y] < 0.3: # Throw out moves with < 30% probability
+                                       #sys.stderr.write("\tReject " + str(x) + "," + str(y) + " (" + str(grid[x][y]) + ")\n")
+                                       continue
+
+                               target = self.board.grid[x][y]
+                       
+                               
+                               
+                               
+                               # Get total probability that the move is protected
+                               self.board.push_move(piece, x, y)
+                               
+
+                               
+                               defenders = self.board.coverage(x, y, piece.colour, reject_allied = False)
+                               d_prob = 0.0
+                               for d in defenders.keys():
+                                       d_prob += defenders[d]
+                               if len(defenders.keys()) > 0:
+                                       d_prob /= float(len(defenders.keys()))
+
+                               if (d_prob > 1.0):
+                                       d_prob = 1.0
+
+                               # Get total probability that the move is threatened
+                               attackers = self.board.coverage(x, y, opponent(piece.colour), reject_allied = False)
+                               a_prob = 0.0
+                               for a in attackers.keys():
+                                       a_prob += attackers[a]
+                               if len(attackers.keys()) > 0:
+                                       a_prob /= float(len(attackers.keys()))
+
+                               if (a_prob > 1.0):
+                                       a_prob = 1.0
+
+                               self.board.pop_move()
+                               
+
+                               
+                               # Score of the move
+                               value = self.aggression * (1.0 + d_prob) * self.get_value(target) - self.defence * (1.0 - d_prob) * a_prob * self.get_value(piece)
+
+                               # Adjust score based on movement of piece out of danger
+                               attackers = self.board.coverage(piece.x, piece.y, opponent(piece.colour))
+                               s_prob = 0.0
+                               for a in attackers.keys():
+                                       s_prob += attackers[a]
+                               if len(attackers.keys()) > 0:
+                                       s_prob /= float(len(attackers.keys()))
+
+                               if (s_prob > 1.0):
+                                       s_prob = 1.0
+                               value += self.defence * s_prob * self.get_value(piece)
+                               
+                               # Adjust score based on probability that the move is actually possible
+                               moves.append([[x, y], grid[x][y] * value])
+
+               moves.sort(key = lambda e : e[1], reverse = True)
+               #sys.stderr.write(sys.argv[0] + ": Moves for " + str(piece) + " are " + str(moves) + "\n")
+
+               piece.last_moves = moves
+               piece.selected_moves = None
+
+               
+
+               
+               return moves
+
+       def select_best(self, colour):
+
+               self.depth += 1
+               all_moves = {}
+               for p in self.board.pieces[colour]:
+                       self.choice = p # Temporarily pick that piece
+                       m = self.prioritise_moves(p)
+                       if len(m) > 0:
+                               all_moves.update({p : m[0]})
+
+               if len(all_moves.items()) <= 0:
+                       return None
+               
+               
+               opts = all_moves.items()
+               opts.sort(key = lambda e : e[1][1], reverse = True)
+
+               if self.depth >= self.max_depth:
+                       self.depth -= 1
+                       return list(opts[0])
+
+               if self.recurse_for >= 0:
+                       opts = opts[0:self.recurse_for]
+               #sys.stderr.write(sys.argv[0] + " : Before recurse, options are " + str(opts) + "\n")
+
+               # Take the best few moves, and recurse
+               for choice in opts[0:self.recurse_for]:
+                       [xx,yy] = [choice[0].x, choice[0].y] # Remember position
+                       [nx,ny] = choice[1][0] # Target
+                       [choice[0].x, choice[0].y] = [nx, ny] # Set position
+                       target = self.board.grid[nx][ny] # Remember piece in spot
+                       self.board.grid[xx][yy] = None # Remove piece
+                       self.board.grid[nx][ny] = choice[0] # Replace with moving piece
+                       
+                       # Recurse
+                       best_enemy_move = self.select_best(opponent(choice[0].colour))
+                       choice[1][1] -= best_enemy_move[1][1] / float(self.depth + 1.0)
+                       
+                       [choice[0].x, choice[0].y] = [xx, yy] # Restore position
+                       self.board.grid[nx][ny] = target # Restore taken piece
+                       self.board.grid[xx][yy] = choice[0] # Restore moved piece
+                       
+               
+
+               opts.sort(key = lambda e : e[1][1], reverse = True)
+               #sys.stderr.write(sys.argv[0] + " : After recurse, options are " + str(opts) + "\n")
+
+               self.depth -= 1
+               return list(opts[0])
+
+               
+
+       # Returns [x,y] of selected piece
+       def select(self):
+               #sys.stderr.write("Getting choice...")
+               self.choice = self.select_best(self.colour)[0]
+               
+               #sys.stderr.write(" Done " + str(self.choice)+"\n")
+               return [self.choice.x, self.choice.y]
+       
+       # Returns [x,y] of square to move selected piece into
+       def get_move(self):
+               #sys.stderr.write("Choice is " + str(self.choice) + "\n")
+               self.choice.selected_moves = self.choice.last_moves
+               moves = self.prioritise_moves(self.choice)
+               if len(moves) > 0:
+                       return moves[0][0]
+               else:
+                       return AgentRandom.get_move(self)
+
+# --- agent_bishop.py --- #
+import multiprocessing
+
+# Hacky alternative to using select for timing out players
+
+# WARNING: Do not wrap around HumanPlayer or things breakify
+# WARNING: Do not use in general or things breakify
+
+class Sleeper(multiprocessing.Process):
+       def __init__(self, timeout):
+               multiprocessing.Process.__init__(self)
+               self.timeout = timeout
+
+       def run(self):
+               time.sleep(self.timeout)
+
+
+class Worker(multiprocessing.Process):
+       def __init__(self, function, args, q):
+               multiprocessing.Process.__init__(self)
+               self.function = function
+               self.args = args
+               self.q = q
+
+       def run(self):
+               #print str(self) + " runs " + str(self.function) + " with args " + str(self.args) 
+               self.q.put(self.function(*self.args))
+               
+               
+
+def TimeoutFunction(function, args, timeout):
+       q = multiprocessing.Queue()
+       w = Worker(function, args, q)
+       s = Sleeper(timeout)
+       w.start()
+       s.start()
+       while True: # Busy loop of crappyness
+               if not w.is_alive():
+                       s.terminate()
+                       result = q.get()
+                       w.join()
+                       #print "TimeoutFunction gets " + str(result)
+                       return result
+               elif not s.is_alive():
+                       w.terminate()
+                       s.join()
+                       raise Exception("TIMEOUT")
+
+       
+               
+
+# A player that wraps another player and times out its moves
+# Uses threads
+# A (crappy) alternative to the use of select()
+class TimeoutPlayer(Player):
+       def __init__(self, base_player, timeout):
+               Player.__init__(self, base_player.name, base_player.colour)
+               self.base_player = base_player
+               self.timeout = timeout
+               
+       def select(self):
+               return TimeoutFunction(self.base_player.select, [], self.timeout)
+               
+       
+       def get_move(self):
+               return TimeoutFunction(self.base_player.get_move, [], self.timeout)
+
+       def update(self, result):
+               return TimeoutFunction(self.base_player.update, [result], self.timeout)
+
+       def quit(self, final_result):
+               return TimeoutFunction(self.base_player.quit, [final_result], self.timeout)
+# --- timeout_player.py --- #
+import socket
+import select
+
+network_timeout_start = -1.0 # Timeout in seconds to wait for the start of a message
+network_timeout_delay = 1.0 # Maximum time between two characters being received
+
+class NetworkPlayer(Player):
+       def __init__(self, colour, network, player):
+               Player.__init__(self, "@network:"+str(network.address), colour) 
+               self.player = player
+               self.network = network
+               
+       def __str__(self):
+               return "NetworkPlayer<"+str(self.colour)+","+str(self.player)+">"
+               
+       def select(self):
+               #debug(str(self) + " select called")
+               if self.player != None:
+                       s = self.player.select()
+                       self.send_message(str(s[0]) + " " + str(s[1]))
+               else:
+                       s = map(int, self.get_response().split(" "))
+                       for p in game.players:
+                               if p != self and isinstance(p, NetworkPlayer) and p.player == None:
+                                       p.network.send_message(str(s[0]) + " " + str(s[1]))
+               if s == [-1,-1]:
+                       game.final_result = "network terminate"
+                       game.stop()
+               return s
+       
+       def send_message(self, message):
+               #debug(str(self) + " send_message(\""+str(message)+"\") called")
+               self.network.send_message(message)
+               
+       def get_response(self):
+               #debug(str(self) + " get_response() called")
+               s = self.network.get_response()
+               #debug(str(self) + " get_response() returns \""+str(s)+"\"")
+               return s
+                       
+                       
+       def get_move(self):
+               #debug(str(self) + " get_move called")
+               if self.player != None:
+                       s = self.player.get_move()
+                       self.send_message(str(s[0]) + " " + str(s[1]))
+               else:
+                       s = map(int, self.get_response().split(" "))
+                       for p in game.players:
+                               if p != self and isinstance(p, NetworkPlayer) and p.player == None:
+                                       p.network.send_message(str(s[0]) + " " + str(s[1]))
+                                       
+               if s == [-1,-1]:
+                       game.final_result = "network terminate"
+                       game.stop()
+               return s
+       
+       def update(self, result):
+               #debug(str(self) + " update(\""+str(result)+"\") called")
+               if self.network.server == True:
+                       if self.player == None:
+                               self.send_message(result)
+               elif self.player != None:
+                       result = self.get_response()
+                       if result == "-1 -1":
+                               game.final_result = "network terminate"
+                               game.stop()
+                               return "-1 -1"
+                       self.board.update(result, deselect=False)
+               
+               
+               
+               if self.player != None:
+                       result = self.player.update(result)
+                       
+               return result
+               
+               
+       
+       def base_player(self):
+               if self.player == None:
+                       return self
+               else:
+                       return self.player.base_player()
+               
+       def quit(self, result):
+               try:
+                       self.send_message("-1 -1")
+               except:
+                       pass
+
+class Network():
+       def __init__(self, address = (None,4562)):
+               self.socket = socket.socket()
+               self.socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
+               #self.socket.setblocking(0)
+               self.address = address
+               self.server = (address[0] == None)
+               
+               
+               self.connected = False
+                       
+       def connect(self):      
+               #debug(str(self) + "Tries to connect")
+               self.connected = True
+               if self.address[0] == None:
+                       self.host = "0.0.0.0" #socket.gethostname() # Breaks things???
+                       self.socket.bind((self.host, self.address[1]))
+                       self.socket.listen(5)   
+
+                       self.src, self.actual_address = self.socket.accept()
+                       
+                       self.src.send("ok\n")
+                       s = self.get_response()
+                       if s == "QUIT":
+                               self.src.close()
+                               return
+                       elif s != "ok":
+                               self.src.close()
+                               self.__init__(colour, (self.address[0], int(s)), baseplayer)
+                               return
+                       
+               else:
+                       time.sleep(0.3)
+                       self.socket.connect(self.address)
+                       self.src = self.socket
+                       self.src.send("ok\n")
+                       s = self.get_response()
+                       if s == "QUIT":
+                               self.src.close()
+                               return
+                       elif s != "ok":
+                               self.src.close()
+                               self.__init__(colour, (self.address[0], int(s)), baseplayer)
+                               return
+                       
+
+               
+       def __str__(self):
+               return "@network:"+str(self.address)
+
+       def get_response(self):
+               
+               # Timeout the start of the message (first character)
+               if network_timeout_start > 0.0:
+                       ready = select.select([self.src], [], [], network_timeout_start)[0]
+               else:
+                       ready = [self.src]
+               if self.src in ready:
+                       s = self.src.recv(1)
+               else:
+                       raise Exception("UNRESPONSIVE")
+
+
+               while s[len(s)-1] != '\n':
+                       # Timeout on each character in the message
+                       if network_timeout_delay > 0.0:
+                               ready = select.select([self.src], [], [], network_timeout_delay)[0]
+                       else:
+                               ready = [self.src]
+                       if self.src in ready:
+                               s += self.src.recv(1) 
+                       else:
+                               raise Exception("UNRESPONSIVE")
+
+               
+               return s.strip(" \r\n")
+
+       def send_message(self,s):
+               if network_timeout_start > 0.0:
+                       ready = select.select([], [self.src], [], network_timeout_start)[1]
+               else:
+                       ready = [self.src]
+
+               if self.src in ready:
+                       self.src.send(s + "\n")
+               else:
+                       raise Exception("UNRESPONSIVE")
+               
+               
+
+       def close(self):
+               self.src.shutdown()
+               self.src.close()
+# --- network.py --- #
+import threading
+
+# A thread that can be stopped!
+# Except it can only be stopped if it checks self.stopped() periodically
+# So it can sort of be stopped
+class StoppableThread(threading.Thread):
+       def __init__(self):
+               threading.Thread.__init__(self)
+               self._stop = threading.Event()
+
+       def stop(self):
+               self._stop.set()
+
+       def stopped(self):
+               return self._stop.isSet()
+# --- thread_util.py --- #
+log_files = []
+import datetime
+import urllib2
+
+class LogFile():
+       def __init__(self, log, name):  
+               self.name = name
+               self.log = log
+               self.logged = []
+               self.log.write("# Log starts " + str(datetime.datetime.now()) + "\n")
+
+       def write(self, s):
+               now = datetime.datetime.now()
+               self.log.write(str(now) + " : " + s + "\n")
+               self.logged.append((now, s))
+
+       def setup(self, board, players):
+               
+               for p in players:
+                       self.log.write("# " + str(p.colour) + " : " + str(p.name) + "\n")
+               
+               self.log.write("# Initial board\n")
+               for x in range(0, w):
+                       for y in range(0, h):
+                               if board.grid[x][y] != None:
+                                       self.log.write(str(board.grid[x][y]) + "\n")
+
+               self.log.write("# Start game\n")
+
+       def close(self):
+               self.log.write("# EOF\n")
+               if self.log != sys.stdout:
+                       self.log.close()
+
+class ShortLog(LogFile):
+       def __init__(self, file_name):
+               if file_name == "":
+                       self.log = sys.stdout
+               else:
+                       self.log = open(file_name, "w", 0)
+               LogFile.__init__(self, self.log, "@"+file_name)
+               self.file_name = file_name
+               self.phase = 0
+
+       def write(self, s):
+               now = datetime.datetime.now()
+               self.logged.append((now, s))
+               
+               if self.phase == 0:
+                       if self.log != sys.stdout:
+                               self.log.close()
+                               self.log = open(self.file_name, "w", 0)
+                       self.log.write("# Short log updated " + str(datetime.datetime.now()) + "\n")    
+                       LogFile.setup(self, game.board, game.players)
+
+               elif self.phase == 1:
+                       for message in self.logged[len(self.logged)-2:]:
+                               self.log.write(str(message[0]) + " : " + message[1] + "\n")
+
+               self.phase = (self.phase + 1) % 2               
+               
+       def close(self):
+               if self.phase == 1:
+                       ending = self.logged[len(self.logged)-1]
+                       self.log.write(str(ending[0]) + " : " + ending[1] + "\n")
+               self.log.write("# EOF\n")
+               if self.log != sys.stdout:
+                       self.log.close()
+               
+
+class HeadRequest(urllib2.Request):
+       def get_method(self):
+               return "HEAD"
+
+class HttpGetter(StoppableThread):
+       def __init__(self, address):
+               StoppableThread.__init__(self)
+               self.address = address
+               self.log = urllib2.urlopen(address)
+               self.lines = []
+               self.lock = threading.RLock() #lock for access of self.state
+               self.cond = threading.Condition() # conditional
+
+       def run(self):
+               while not self.stopped():
+                       line = self.log.readline()
+                       if line == "":
+                               date_mod = datetime.datetime.strptime(self.log.headers['last-modified'], "%a, %d %b %Y %H:%M:%S GMT")
+                               self.log.close()
+       
+                               next_log = urllib2.urlopen(HeadRequest(self.address))
+                               date_new = datetime.datetime.strptime(next_log.headers['last-modified'], "%a, %d %b %Y %H:%M:%S GMT")
+                               while date_new <= date_mod and not self.stopped():
+                                       next_log = urllib2.urlopen(HeadRequest(self.address))
+                                       date_new = datetime.datetime.strptime(next_log.headers['last-modified'], "%a, %d %b %Y %H:%M:%S GMT")
+                               if self.stopped():
+                                       break
+
+                               self.log = urllib2.urlopen(self.address)
+                               line = self.log.readline()
+
+                       self.cond.acquire()
+                       self.lines.append(line)
+                       self.cond.notifyAll()
+                       self.cond.release()
+
+                       #sys.stderr.write(" HttpGetter got \'" + str(line) + "\'\n")
+
+               self.log.close()
+                               
+                               
+       
+               
+               
+class HttpReplay():
+       def __init__(self, address):
+               self.getter = HttpGetter(address)
+               self.getter.start()
+               
+       def readline(self):
+               self.getter.cond.acquire()
+               while len(self.getter.lines) == 0:
+                       self.getter.cond.wait()
+                       
+               result = self.getter.lines[0]
+               self.getter.lines = self.getter.lines[1:]
+               self.getter.cond.release()
+
+               return result
+                       
+                       
+       def close(self):
+               self.getter.stop()
+
+class FileReplay():
+       def __init__(self, filename):
+               self.f = open(filename, "r", 0)
+               self.filename = filename
+               self.mod = os.path.getmtime(filename)
+               self.count = 0
+       
+       def readline(self):
+               line = self.f.readline()
+               
+               while line == "":
+                       mod2 = os.path.getmtime(self.filename)
+                       if mod2 > self.mod:
+                               #sys.stderr.write("File changed!\n")
+                               self.mod = mod2
+                               self.f.close()
+                               self.f = open(self.filename, "r", 0)
+                               
+                               new_line = self.f.readline()
+                               
+                               if " ".join(new_line.split(" ")[0:3]) != "# Short log":
+                                       for i in range(self.count):
+                                               new_line = self.f.readline()
+                                               #sys.stderr.write("Read back " + str(i) + ": " + str(new_line) + "\n")
+                                       new_line = self.f.readline()
+                               else:
+                                       self.count = 0
+                               
+                               line = new_line
+
+               self.count += 1
+               return line
+
+       def close(self):
+               self.f.close()
+               
+                                               
+def log(s):
+       for l in log_files:
+               l.write(s)
+               
+def debug(s):
+       sys.stderr.write("# DEBUG: " + s + "\n")
+               
+
+def log_init(board, players):
+       for l in log_files:
+               l.setup(board, players)
+
+# --- log.py --- #
+
+
+
+       
+
+# A thread that runs the game
+class GameThread(StoppableThread):
+       def __init__(self, board, players, server = True):
+               StoppableThread.__init__(self)
+               self.board = board
+               self.players = players
+               self.state = {"turn" : None} # The game state
+               self.error = 0 # Whether the thread exits with an error
+               self.lock = threading.RLock() #lock for access of self.state
+               self.cond = threading.Condition() # conditional for some reason, I forgot
+               self.final_result = ""
+               self.server = server
+               
+               
+                       
+               
+               
+
+       # Run the game (run in new thread with start(), run in current thread with run())
+       def run(self):
+               result = ""
+               while not self.stopped():
+                       
+                       for p in self.players:
+                               with self.lock:
+                                       self.state["turn"] = p.base_player()
+                               #try:
+                               if True:
+                                       [x,y] = p.select() # Player selects a square
+                                       if self.stopped():
+                                               #debug("Quitting in select")
+                                               break
+                                               
+                                       if isinstance(p, NetworkPlayer):
+                                               if p.network.server == True:
+                                                       result = self.board.select(x, y, colour = p.colour)
+                                               else:
+                                                       result = None
+                                                       
+                                       else:
+                                               result = self.board.select(x, y, colour = p.colour)
+                                       
+                                       result = p.update(result)
+                                       if self.stopped():
+                                               break
+                                       for p2 in self.players:
+                                               if p2 == p:
+                                                       continue
+                                               p2.update(result) # Inform players of what happened
+                                               if self.stopped():
+                                                       break
+                                       
+                                       if self.stopped():
+                                               break
+
+
+                                       log(result)
+
+                                       target = self.board.grid[x][y]
+                                       if isinstance(graphics, GraphicsThread):
+                                               with graphics.lock:
+                                                       graphics.state["moves"] = self.board.possible_moves(target)
+                                                       graphics.state["select"] = target
+
+                                       time.sleep(turn_delay)
+
+
+                                       if len(self.board.possible_moves(target)) == 0:
+                                               #print "Piece cannot move"
+                                               target.deselect()
+                                               if isinstance(graphics, GraphicsThread):
+                                                       with graphics.lock:
+                                                               graphics.state["moves"] = None
+                                                               graphics.state["select"] = None
+                                                               graphics.state["dest"] = None
+                                               continue
+
+                                       try:
+                                               [x2,y2] = p.get_move() # Player selects a destination
+                                       except:
+                                               self.stop()
+
+                                       if self.stopped():
+                                               #debug("Quitting in get_move")
+                                               break
+                                       
+                                       if isinstance(p, NetworkPlayer):
+                                               if p.network.server == True:
+                                                       result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
+                                                       self.board.update_move(x, y, x2, y2)
+                                               else:
+                                                       result = None
+                                                       
+                                       else:
+                                               result = str(x) + " " + str(y) + " -> " + str(x2) + " " + str(y2)
+                                               self.board.update_move(x, y, x2, y2)
+                                       
+                                       result = p.update(result)
+                                       if self.stopped():
+                                               break
+                                       for p2 in self.players:
+                                               if p2 == p:
+                                                       continue
+                                               p2.update(result) # Inform players of what happened
+                                               if self.stopped():
+                                                       break
+                                       
+                                       if self.stopped():
+                                               break
+                                       
+                                       
+                                                                                       
+                                       log(result)
+
+
+                                                                               
+
+                                       if isinstance(graphics, GraphicsThread):
+                                               with graphics.lock:
+                                                       graphics.state["moves"] = [[x2,y2]]
+
+                                       time.sleep(turn_delay)
+
+                                       if isinstance(graphics, GraphicsThread):
+                                               with graphics.lock:
+                                                       graphics.state["select"] = None
+                                                       graphics.state["dest"] = None
+                                                       graphics.state["moves"] = None
+
+                       # Commented out exception stuff for now, because it makes it impossible to tell if I made an IndentationError somewhere
+                       #       except Exception,e:
+                       #               result = e.message
+                       #               #sys.stderr.write(result + "\n")
+                       #               
+                       #               self.stop()
+                       #               with self.lock:
+                       #                       self.final_result = self.state["turn"].colour + " " + e.message
+
+                               end = self.board.end_condition()
+                               if end != None:         
+                                       with self.lock:
+                                               if end == "DRAW":
+                                                       self.final_result = self.state["turn"].colour + " " + end
+                                               else:
+                                                       self.final_result = end
+                                       self.stop()
+                               
+                               if self.stopped():
+                                       break
+
+
+               for p2 in self.players:
+                       p2.quit(self.final_result)
+
+               log(self.final_result)
+
+               if isinstance(graphics, GraphicsThread):
+                       graphics.stop()
+
+       
+# A thread that replays a log file
+class ReplayThread(GameThread):
+       def __init__(self, players, src, end=False,max_moves=None):
+               self.board = Board(style="empty")
+               self.board.max_moves = max_moves
+               GameThread.__init__(self, self.board, players)
+               self.src = src
+               self.end = end
+
+               self.reset_board(self.src.readline())
+
+       def reset_board(self, line):
+               agent_str = ""
+               self_str = ""
+               while line != "# Start game" and line != "# EOF":
+                       
+                       while line == "":
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+
+                       if line[0] == '#':
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+
+                       self_str += line + "\n"
+
+                       if self.players[0].name == "dummy" and self.players[1].name == "dummy":
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+                       
+                       tokens = line.split(" ")
+                       types = map(lambda e : e.strip("[] ,'"), tokens[2:4])
+                       for i in range(len(types)):
+                               if types[i][0] == "?":
+                                       types[i] = "unknown"
+
+                       agent_str += tokens[0] + " " + tokens[1] + " " + str(types) + " ".join(tokens[4:]) + "\n"
+                       line = self.src.readline().strip(" \r\n")
+
+               for p in self.players:
+                       p.reset_board(agent_str)
+               
+               
+               self.board.reset_board(self_str)
+
+       
+       def run(self):
+               move_count = 0
+               last_line = ""
+               line = self.src.readline().strip(" \r\n")
+               while line != "# EOF":
+
+
+                       if self.stopped():
+                               break
+                       
+                       if len(line) <= 0:
+                               continue
+                                       
+
+                       if line[0] == '#':
+                               last_line = line
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+
+                       tokens = line.split(" ")
+                       if tokens[0] == "white" or tokens[0] == "black":
+                               self.reset_board(line)
+                               last_line = line
+                               line = self.src.readline().strip(" \r\n")
+                               continue
+
+                       move = line.split(":")
+                       move = move[len(move)-1].strip(" \r\n")
+                       tokens = move.split(" ")
+                       
+                       
+                       try:
+                               [x,y] = map(int, tokens[0:2])
+                       except:
+                               last_line = line
+                               self.stop()
+                               break
+
+                       log(move)
+
+                       target = self.board.grid[x][y]
+                       with self.lock:
+                               if target.colour == "white":
+                                       self.state["turn"] = self.players[0]
+                               else:
+                                       self.state["turn"] = self.players[1]
+                       
+                       move_piece = (tokens[2] == "->")
+                       if move_piece:
+                               [x2,y2] = map(int, tokens[len(tokens)-2:])
+
+                       if isinstance(graphics, GraphicsThread):
+                               with graphics.lock:
+                                       graphics.state["select"] = target
+                                       
+                       if not move_piece:
+                               self.board.update_select(x, y, int(tokens[2]), tokens[len(tokens)-1])
+                               if isinstance(graphics, GraphicsThread):
+                                       with graphics.lock:
+                                               if target.current_type != "unknown":
+                                                       graphics.state["moves"] = self.board.possible_moves(target)
+                                               else:
+                                                       graphics.state["moves"] = None
+                                       time.sleep(turn_delay)
+                       else:
+                               self.board.update_move(x, y, x2, y2)
+                               if isinstance(graphics, GraphicsThread):
+                                       with graphics.lock:
+                                               graphics.state["moves"] = [[x2,y2]]
+                                       time.sleep(turn_delay)
+                                       with graphics.lock:
+                                               graphics.state["select"] = None
+                                               graphics.state["moves"] = None
+                                               graphics.state["dest"] = None
+                       
+
+                       
+                       
+                       
+                       for p in self.players:
+                               p.update(move)
+
+                       last_line = line
+                       line = self.src.readline().strip(" \r\n")
+                       
+                       
+                       end = self.board.end_condition()
+                       if end != None:
+                               self.final_result = end
+                               self.stop()
+                               break
+                                       
+                                               
+                                               
+
+                       
+                                       
+
+
+                       
+
+                               
+                       
+
+               
+
+               if self.end and isinstance(graphics, GraphicsThread):
+                       #graphics.stop()
+                       pass # Let the user stop the display
+               elif not self.end and self.board.end_condition() == None:
+                       global game
+                       # Work out the last move
+                                       
+                       t = last_line.split(" ")
+                       if t[len(t)-2] == "black":
+                               self.players.reverse()
+                       elif t[len(t)-2] == "white":
+                               pass
+                       elif self.state["turn"] != None and self.state["turn"].colour == "white":
+                               self.players.reverse()
+
+
+                       game = GameThread(self.board, self.players)
+                       game.run()
+               else:
+                       pass
+
+               
+
+def opponent(colour):
+       if colour == "white":
+               return "black"
+       else:
+               return "white"
+# --- game.py --- #
+try:
+       import pygame
+except:
+       pass
+import os
+
+# Dictionary that stores the unicode character representations of the different pieces
+# Chess was clearly the reason why unicode was invented
+# For some reason none of the pygame chess implementations I found used them!
+piece_char = {"white" : {"king" : u'\u2654',
+                        "queen" : u'\u2655',
+                        "rook" : u'\u2656',
+                        "bishop" : u'\u2657',
+                        "knight" : u'\u2658',
+                        "pawn" : u'\u2659',
+                        "unknown" : '?'},
+               "black" : {"king" : u'\u265A',
+                        "queen" : u'\u265B',
+                        "rook" : u'\u265C',
+                        "bishop" : u'\u265D',
+                        "knight" : u'\u265E',
+                        "pawn" : u'\u265F',
+                        "unknown" : '?'}}
+
+images = {"white" : {}, "black" : {}}
+small_images = {"white" : {}, "black" : {}}
+
+def create_images(grid_sz, font_name=os.path.join(os.path.curdir, "data", "DejaVuSans.ttf")):
+
+       # Get the font sizes
+       l_size = 5*(grid_sz[0] / 8)
+       s_size = 3*(grid_sz[0] / 8)
+
+       for c in piece_char.keys():
+               
+               if c == "black":
+                       for p in piece_char[c].keys():
+                               images[c].update({p : pygame.font.Font(font_name, l_size).render(piece_char[c][p], True,(0,0,0))})
+                               small_images[c].update({p : pygame.font.Font(font_name, s_size).render(piece_char[c][p],True,(0,0,0))})         
+               elif c == "white":
+                       for p in piece_char[c].keys():
+                               images[c].update({p : pygame.font.Font(font_name, l_size+1).render(piece_char["black"][p], True,(255,255,255))})
+                               images[c][p].blit(pygame.font.Font(font_name, l_size).render(piece_char[c][p], True,(0,0,0)),(0,0))
+                               small_images[c].update({p : pygame.font.Font(font_name, s_size+1).render(piece_char["black"][p],True,(255,255,255))})
+                               small_images[c][p].blit(pygame.font.Font(font_name, s_size).render(piece_char[c][p],True,(0,0,0)),(0,0))
+       
+
+def load_images(image_dir=os.path.join(os.path.curdir, "data", "images")):
+       if not os.path.exists(image_dir):
+               raise Exception("Couldn't load images from " + image_dir + " (path doesn't exist)")
+       for c in piece_char.keys():
+               for p in piece_char[c].keys():
+                       images[c].update({p : pygame.image.load(os.path.join(image_dir, c + "_" + p + ".png"))})
+                       small_images[c].update({p : pygame.image.load(os.path.join(image_dir, c + "_" + p + "_small.png"))})
+# --- images.py --- #
+graphics_enabled = True
+
+try:
+       import pygame
+       os.environ["SDL_VIDEO_ALLOW_SCREENSAVER"] = "1"
+except:
+       graphics_enabled = False
+       
+import time
+
+
+
+# A thread to make things pretty
+class GraphicsThread(StoppableThread):
+       def __init__(self, board, title = "UCC::Progcomp 2013 - QChess", grid_sz = [80,80]):
+               StoppableThread.__init__(self)
+               
+               self.board = board
+               pygame.init()
+               self.window = pygame.display.set_mode((grid_sz[0] * w, grid_sz[1] * h))
+               pygame.display.set_caption(title)
+
+               #print "Initialised properly"
+               
+               self.grid_sz = grid_sz[:]
+               self.state = {"select" : None, "dest" : None, "moves" : None, "overlay" : None, "coverage" : None}
+               self.error = 0
+               self.lock = threading.RLock()
+               self.cond = threading.Condition()
+               self.sleep_timeout = None
+               self.last_event = time.time()
+               self.blackout = False
+
+               #print "Test font"
+               pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 32).render("Hello", True,(0,0,0))
+
+               #load_images()
+               create_images(grid_sz)
+
+               """
+               for c in images.keys():
+                       for p in images[c].keys():
+                               images[c][p] = images[c][p].convert(self.window)
+                               small_images[c][p] = small_images[c][p].convert(self.window)
+               """
+
+               
+       
+
+
+       # On the run from the world
+       def run(self):
+               
+               while not self.stopped():
+                       
+                       if self.sleep_timeout == None or (time.time() - self.last_event) < self.sleep_timeout:
+                       
+                               #print "Display grid"
+                               self.board.display_grid(window = self.window, grid_sz = self.grid_sz) # Draw the board
+
+                               #print "Display overlay"
+                               self.overlay()
+
+                               #print "Display pieces"
+                               self.board.display_pieces(window = self.window, grid_sz = self.grid_sz) # Draw the board                
+                               self.blackout = False
+                               
+                       elif pygame.mouse.get_focused() and not self.blackout:
+                               os.system("xset dpms force off")
+                               self.blackout = True
+                               self.window.fill((0,0,0))
+
+                       pygame.display.flip()
+
+                       for event in pygame.event.get():
+                               self.last_event = time.time()
+                               if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_q):
+                                       if isinstance(game, GameThread):
+                                               with game.lock:
+                                                       game.final_result = ""
+                                                       if game.state["turn"] != None:
+                                                               game.final_result = game.state["turn"].colour + " "
+                                                       game.final_result += "terminated"
+                                               game.stop()
+                                       self.stop()
+                                       break
+                               elif event.type == pygame.MOUSEBUTTONDOWN:
+                                       self.mouse_down(event)
+                                       
+                               elif event.type == pygame.MOUSEBUTTONUP:
+                                       self.mouse_up(event)                    
+                               
+                               
+                                       
+  
+                               
+                                                               
+                                               
+                                               
+               self.message("Game ends, result \""+str(game.final_result) + "\"")
+               time.sleep(1)
+
+               # Wake up anyone who is sleeping
+               self.cond.acquire()
+               self.cond.notify()
+               self.cond.release()
+
+               pygame.quit() # Time to say goodbye
+
+       # Mouse release event handler
+       def mouse_up(self, event):
+               if event.button == 3:
+                       with self.lock:
+                               self.state["overlay"] = None
+               elif event.button == 2:
+                       with self.lock:
+                               self.state["coverage"] = None   
+
+       # Mouse click event handler
+       def mouse_down(self, event):
+               if event.button == 1:
+                       m = [event.pos[i] / self.grid_sz[i] for i in range(2)]
+                       if isinstance(game, GameThread):
+                               with game.lock:
+                                       p = game.state["turn"]
+                       else:
+                                       p = None
+                                       
+                                       
+                       if isinstance(p, HumanPlayer):
+                               with self.lock:
+                                       s = self.board.grid[m[0]][m[1]]
+                                       select = self.state["select"]
+                               if select == None:
+                                       if s != None and s.colour != p.colour:
+                                               self.message("Wrong colour") # Look at all this user friendliness!
+                                               time.sleep(1)
+                                               return
+                                       # Notify human player of move
+                                       self.cond.acquire()
+                                       with self.lock:
+                                               self.state["select"] = s
+                                               self.state["dest"] = None
+                                       self.cond.notify()
+                                       self.cond.release()
+                                       return
+
+                               if select == None:
+                                       return
+                                               
+                                       
+                               if self.state["moves"] == None:
+                                       return
+
+                               if not m in self.state["moves"]:
+                                       self.message("Illegal Move") # I still think last year's mouse interface was adequate
+                                       time.sleep(2)
+                                       return
+                                               
+                               with self.lock:
+                                       if self.state["dest"] == None:
+                                               self.cond.acquire()
+                                               self.state["dest"] = m
+                                               self.state["select"] = None
+                                               self.state["moves"] = None
+                                               self.cond.notify()
+                                               self.cond.release()
+               elif event.button == 3:
+                       m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))]
+                       if isinstance(game, GameThread):
+                               with game.lock:
+                                       p = game.state["turn"]
+                       else:
+                               p = None
+                                       
+                                       
+                       if isinstance(p, HumanPlayer):
+                               with self.lock:
+                                       self.state["overlay"] = self.board.probability_grid(self.board.grid[m[0]][m[1]])
+
+               elif event.button == 2:
+                       m = [event.pos[i] / self.grid_sz[i] for i in range(len(event.pos))]
+                       if isinstance(game, GameThread):
+                               with game.lock:
+                                       p = game.state["turn"]
+                       else:
+                               p = None
+                       
+                       
+                       if isinstance(p, HumanPlayer):
+                               with self.lock:
+                                       self.state["coverage"] = self.board.coverage(m[0], m[1], None, self.state["select"])
+                               
+       # Draw the overlay
+       def overlay(self):
+
+               square_img = pygame.Surface((self.grid_sz[0], self.grid_sz[1]),pygame.SRCALPHA) # A square image
+               # Draw square over the selected piece
+               with self.lock:
+                       select = self.state["select"]
+               if select != None:
+                       mp = [self.grid_sz[i] * [select.x, select.y][i] for i in range(len(self.grid_sz))]
+                       square_img.fill(pygame.Color(0,255,0,64))
+                       self.window.blit(square_img, mp)
+               # If a piece is selected, draw all reachable squares
+               # (This quality user interface has been patented)
+               with self.lock:
+                       m = self.state["moves"]
+               if m != None:
+                       square_img.fill(pygame.Color(255,0,0,128)) # Draw them in blood red
+                       for move in m:
+                               mp = [self.grid_sz[i] * move[i] for i in range(2)]
+                               self.window.blit(square_img, mp)
+               # If a piece is overlayed, show all squares that it has a probability to reach
+               with self.lock:
+                       m = self.state["overlay"]
+               if m != None:
+                       for x in range(w):
+                               for y in range(h):
+                                       if m[x][y] > 0.0:
+                                               mp = [self.grid_sz[i] * [x,y][i] for i in range(2)]
+                                               square_img.fill(pygame.Color(255,0,255,int(m[x][y] * 128))) # Draw in purple
+                                               self.window.blit(square_img, mp)
+                                               font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14)
+                                               text = font.render("{0:.2f}".format(round(m[x][y],2)), 1, pygame.Color(0,0,0))
+                                               self.window.blit(text, mp)
+                               
+               # If a square is selected, highlight all pieces that have a probability to reach it
+               with self.lock:                         
+                       m = self.state["coverage"]
+               if m != None:
+                       for p in m:
+                               mp = [self.grid_sz[i] * [p.x,p.y][i] for i in range(2)]
+                               square_img.fill(pygame.Color(0,255,255, int(m[p] * 196))) # Draw in pale blue
+                               self.window.blit(square_img, mp)
+                               font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 14)
+                               text = font.render("{0:.2f}".format(round(m[p],2)), 1, pygame.Color(0,0,0))
+                               self.window.blit(text, mp)
+                       # Draw a square where the mouse is
+               # This also serves to indicate who's turn it is
+               
+               if isinstance(game, GameThread):
+                       with game.lock:
+                               turn = game.state["turn"]
+               else:
+                       turn = None
+
+               if isinstance(turn, HumanPlayer):
+                       mp = [self.grid_sz[i] * int(pygame.mouse.get_pos()[i] / self.grid_sz[i]) for i in range(2)]
+                       square_img.fill(pygame.Color(0,0,255,128))
+                       if turn.colour == "white":
+                               c = pygame.Color(255,255,255)
+                       else:
+                               c = pygame.Color(0,0,0)
+                       pygame.draw.rect(square_img, c, (0,0,self.grid_sz[0], self.grid_sz[1]), self.grid_sz[0]/10)
+                       self.window.blit(square_img, mp)
+
+       # Message in a bottle
+       def message(self, string, pos = None, colour = None, font_size = 20):
+               #print "Drawing message..."
+               font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size)
+               if colour == None:
+                       colour = pygame.Color(0,0,0)
+               
+               text = font.render(string, 1, colour)
+       
+
+               s = pygame.Surface((text.get_width(), text.get_height()), pygame.SRCALPHA)
+               s.fill(pygame.Color(128,128,128))
+
+               tmp = self.window.get_size()
+
+               if pos == None:
+                       pos = (tmp[0] / 2 - text.get_width() / 2, tmp[1] / 3 - text.get_height())
+               else:
+                       pos = (pos[0]*text.get_width() + tmp[0] / 2 - text.get_width() / 2, pos[1]*text.get_height() + tmp[1] / 3 - text.get_height())
+               
+
+               rect = (pos[0], pos[1], text.get_width(), text.get_height())
+       
+               pygame.draw.rect(self.window, pygame.Color(0,0,0), pygame.Rect(rect), 1)
+               self.window.blit(s, pos)
+               self.window.blit(text, pos)
+
+               pygame.display.flip()
+
+       def getstr(self, prompt = None):
+               s = pygame.Surface((self.window.get_width(), self.window.get_height()))
+               s.blit(self.window, (0,0))
+               result = ""
+
+               while True:
+                       #print "LOOP"
+                       if prompt != None:
+                               self.message(prompt)
+                               self.message(result, pos = (0, 1))
+       
+                       pygame.event.pump()
+                       for event in pygame.event.get():
+                               if event.type == pygame.QUIT:
+                                       return None
+                               if event.type == pygame.KEYDOWN:
+                                       if event.key == pygame.K_BACKSPACE:
+                                               result = result[0:len(result)-1]
+                                               self.window.blit(s, (0,0)) # Revert the display
+                                               continue
+                               
+                                               
+                                       try:
+                                               if event.unicode == '\r':
+                                                       return result
+                                       
+                                               result += str(event.unicode)
+                                       except:
+                                               continue
+
+
+       # Function to pick a button
+       def SelectButton(self, choices, prompt = None, font_size=20):
+
+               #print "Select button called!"
+               self.board.display_grid(self.window, self.grid_sz)
+               if prompt != None:
+                       self.message(prompt)
+               font = pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), font_size)
+               targets = []
+               sz = self.window.get_size()
+
+               
+               for i in range(len(choices)):
+                       c = choices[i]
+                       
+                       text = font.render(c, 1, pygame.Color(0,0,0))
+                       p = (sz[0] / 2 - (1.5*text.get_width())/2, sz[1] / 2 +(i-1)*text.get_height()+(i*2))
+                       targets.append((p[0], p[1], p[0] + 1.5*text.get_width(), p[1] + text.get_height()))
+
+               while True:
+                       mp =pygame.mouse.get_pos()
+                       for i in range(len(choices)):
+                               c = choices[i]
+                               if mp[0] > targets[i][0] and mp[0] < targets[i][2] and mp[1] > targets[i][1] and mp[1] < targets[i][3]:
+                                       font_colour = pygame.Color(255,0,0)
+                                       box_colour = pygame.Color(0,0,255,128)
+                               else:
+                                       font_colour = pygame.Color(0,0,0)
+                                       box_colour = pygame.Color(128,128,128)
+                               
+                               text = font.render(c, 1, font_colour)
+                               s = pygame.Surface((text.get_width()*1.5, text.get_height()), pygame.SRCALPHA)
+                               s.fill(box_colour)
+                               pygame.draw.rect(s, (0,0,0), (0,0,1.5*text.get_width(), text.get_height()), self.grid_sz[0]/10)
+                               s.blit(text, ((text.get_width()*1.5)/2 - text.get_width()/2 ,0))
+                               self.window.blit(s, targets[i][0:2])
+                               
+       
+                       pygame.display.flip()
+
+                       for event in pygame.event.get():
+                               if event.type == pygame.QUIT:
+                                       return None
+                               elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
+                                       for i in range(len(targets)):
+                                               t = targets[i]
+                                               if event.pos[0] > t[0] and event.pos[0] < t[2]:
+                                                       if event.pos[1] > t[1] and event.pos[1] < t[3]:
+                                                               return i
+                                               #print "Reject " + str(i) + str(event.pos) + " vs " + str(t)
+               
+
+       # Function to choose between dedicated server or normal play
+       def SelectServer(self):
+       
+               choice = self.SelectButton(["Normal", "Join Eigenserver"],prompt="Game type?")
+               if choice == 0:
+                       return None
+               choice = self.SelectButton(["progcomp.ucc", "other"], prompt="Address?")
+               if choice == 0:
+                       return "progcomp.ucc.asn.au"
+               else:
+                       return self.getstr(prompt = "Enter address:")
+                       
+       # Function to pick players in a nice GUI way
+       def SelectPlayers(self, players = []):
+
+
+               #print "SelectPlayers called"
+               
+               missing = ["white", "black"]
+               for p in players:
+                       missing.remove(p.colour)
+
+               for colour in missing:
+                       
+                       
+                       choice = self.SelectButton(["human", "agent", "network"],prompt = "Choose " + str(colour) + " player")
+                       if choice == 0:
+                               players.append(HumanPlayer("human", colour))
+                       elif choice == 1:
+                               import inspect
+                               internal_agents = inspect.getmembers(sys.modules[__name__], inspect.isclass)
+                               internal_agents = [x for x in internal_agents if issubclass(x[1], InternalAgent)]
+                               internal_agents.remove(('InternalAgent', InternalAgent)) 
+                               if len(internal_agents) > 0:
+                                       choice2 = self.SelectButton(["internal", "external"], prompt="Type of agent")
+                               else:
+                                       choice2 = 1
+
+                               if choice2 == 0:
+                                       agent = internal_agents[self.SelectButton(map(lambda e : e[0], internal_agents), prompt="Choose internal agent")]
+                                       players.append(agent[1](agent[0], colour))                                      
+                               elif choice2 == 1:
+                                       try:
+                                               import Tkinter
+                                               from tkFileDialog import askopenfilename
+                                               root = Tkinter.Tk() # Need a root to make Tkinter behave
+                                               root.withdraw() # Some sort of magic incantation
+                                               path = askopenfilename(parent=root, initialdir="../agents",title=
+'Choose an agent.')
+                                               if path == "":
+                                                       return self.SelectPlayers()
+                                               players.append(make_player(path, colour))       
+                                       except:
+                                               
+                                               p = None
+                                               while p == None:
+                                                       self.board.display_grid(self.window, self.grid_sz)
+                                                       pygame.display.flip()
+                                                       path = self.getstr(prompt = "Enter path:")
+                                                       if path == None:
+                                                               return None
+       
+                                                       if path == "":
+                                                               return self.SelectPlayers()
+       
+                                                       try:
+                                                               p = make_player(path, colour)
+                                                       except:
+                                                               self.board.display_grid(self.window, self.grid_sz)
+                                                               pygame.display.flip()
+                                                               self.message("Invalid path!")
+