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AI.py
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177 lines (147 loc) · 5.67 KB
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import sys
from Coordinate import Coordinate as C
from Move import Move
from Piece import Piece
from Board import Board
from MoveNode import MoveNode
from InputParser import InputParser
import copy
import random
from multiprocessing import Queue, Pool, Process
WHITE = True
BLACK = False
class AI :
depth = 1
board = None
side = None
movesAnalyzed = 0
def __init__(self, board, side, depth) :
self.board = board
self.side = side
self.depth = depth
self.parser = InputParser(self.board, self.side)
def getFirstMove(self, side) :
move = list(self.board.getAllMovesLegal(side))[0]
return move
def getAllMovesLegalConcurrent (self, side) :
p = Pool(8)
unfilteredMovesWithBoard = [(move, copy.deepcopy(self.board)) for move in self.board.getAllMovesUnfiltered(side)]
legalMoves = p.starmap(self.returnMoveIfLegal, unfilteredMovesWithBoard)
p.close()
p.join()
return list(filter(None, legalMoves))
def minChildrenOfNode(self, node) :
lowestNodes = []
for child in node.children :
if not lowestNodes :
lowestNodes.append(child)
elif child < lowestNodes[0] :
lowestNodes = []
lowestNodes.append(child)
elif child == lowestNodes[0] :
lowestNodes.append(child)
return lowestNodes
def maxChildrenOfNode(self, node) :
highestNodes = []
for child in node.children :
if not highestNodes :
highestNodes.append(child)
elif child < highestNodes[0] :
highestNodes = []
highestNodes.append(child)
elif child == highestNodes[0] :
highestNodes.append(child)
return highestNodes
def getRandomMove(self) :
legalMoves = list(self.board.getAllMovesLegal(self.side))
randomMove = random.choice(legalMoves)
return randomMove
def generateMoveTree(self) :
moveTree = []
for move in self.board.getAllMovesLegal(self.side) :
moveTree.append(MoveNode(move, [], None))
for node in moveTree :
self.board.makeMove(node.move)
self.populateNodeChildren(node)
self.board.undoLastMove()
return moveTree
def populateNodeChildren(self, node) :
node.pointAdvantage = self.board.getPointAdvantageOfSide(self.side)
node.depth = node.getDepth()
if node.depth == self.depth :
return
side = self.board.currentSide
legalMoves = self.board.getAllMovesLegal(side)
if not legalMoves :
if self.board.isCheckmate() :
node.move.checkmate = True
return
elif self.board.isStalemate() :
node.move.stalemate = True
node.pointAdvantage = 0
return
raise Exception()
for move in legalMoves :
self.movesAnalyzed += 1
node.children.append(MoveNode(move, [], node))
self.board.makeMove(move)
self.populateNodeChildren(node.children[-1])
self.board.undoLastMove()
def getOptimalPointAdvantageForNode(self, node) :
if node.children:
for child in node.children :
child.pointAdvantage = self.getOptimalPointAdvantageForNode(child)
#If the depth is divisible by 2, it's a move for the AI's side, so return max
if node.children[0].depth % 2 == 1 :
return(max(node.children).pointAdvantage)
else :
return(min(node.children).pointAdvantage)
else :
return node.pointAdvantage
def getBestMove(self) :
moveTree = self.generateMoveTree()
bestMoves = self.bestMovesWithMoveTree(moveTree)
randomBestMove = random.choice(bestMoves)
randomBestMove.notation = self.parser.notationForMove(randomBestMove)
return randomBestMove
def makeBestMove(self) :
self.board.makeMove(self.getBestMove())
def bestMovesWithMoveTree(self, moveTree) :
bestMoveNodes = []
for moveNode in moveTree :
moveNode.pointAdvantage = self.getOptimalPointAdvantageForNode(moveNode)
if not bestMoveNodes :
bestMoveNodes.append(moveNode)
elif moveNode > bestMoveNodes[0] :
bestMoveNodes = []
bestMoveNodes.append(moveNode)
elif moveNode == bestMoveNodes[0] :
bestMoveNodes.append(moveNode)
return [node.move for node in bestMoveNodes]
def traverseTreeForBestMove(self, side, moveTree, layersTraversed, bestMovesFound) :
if layersLeft < self.depth :
for move in moveTree :
board.makeMove(move)
return traverseTreeForBestMove(moveTree[move], layersLeft+1, bestMoveFound)
if layersLeft == self.depth :
for move in moveTree :
board.makeMove(move)
pointAdvantage = board.getPointAdvantageOfSide(side)
previousBestAdvantage = 1
return move
def isValidMove(self, move, side) :
for legalMove in self.board.getAllMovesLegal(side) :
if move == legalMove :
return True
return False
def makeRandomMove(self) :
moveToMake = self.getRandomMove()
self.board.makeMove(moveToMake)
if __name__ == "__main__" :
mainBoard = Board()
ai = AI(mainBoard, True, 3)
print(mainBoard)
ai.makeBestMove()
print(mainBoard)
print(ai.movesAnalyzed)
print(mainBoard.movesMade)