2017-12-19 11:16:17 +08:00

213 lines
7.6 KiB
Python

from __future__ import print_function
import utils
import copy
import sys
from collections import deque
'''
Settings of the Go game.
(1, 1) is considered as the upper left corner of the board,
(size, 1) is the lower left
'''
NEIGHBOR_OFFSET = [[1, 0], [-1, 0], [0, -1], [0, 1]]
class Go:
def __init__(self, **kwargs):
self.game = kwargs['game']
def _bfs(self, vertex, color, block, status):
block.append(vertex)
status[self.game._flatten(vertex)] = True
nei = self._neighbor(vertex)
for n in nei:
if not status[self.game._flatten(n)]:
if self.game.board[self.game._flatten(n)] == color:
self._bfs(n, color, block, status)
def _find_block(self, vertex):
block = []
status = [False] * (self.game.size ** 2)
color = self.game.board[self.game._flatten(vertex)]
self._bfs(vertex, color, block, status)
for b in block:
for n in self._neighbor(b):
if self.game.board[self.game._flatten(n)] == utils.EMPTY:
return False, block
return True, block
def _find_boarder(self, vertex):
block = []
status = [False] * (self.game.size ** 2)
self._bfs(vertex, utils.EMPTY, block, status)
border = []
for b in block:
for n in self._neighbor(b):
if not (n in block):
border.append(n)
return border
def _is_qi(self, color, vertex):
nei = self._neighbor(vertex)
for n in nei:
if self.game.board[self.game._flatten(n)] == utils.EMPTY:
return True
self.game.board[self.game._flatten(vertex)] = color
for n in nei:
if self.game.board[self.game._flatten(n)] == utils.another_color(color):
can_kill, block = self._find_block(n)
if can_kill:
self.game.board[self.game._flatten(vertex)] = utils.EMPTY
return True
### can not suicide
can_kill, block = self._find_block(vertex)
if can_kill:
self.game.board[self.game._flatten(vertex)] = utils.EMPTY
return False
self.game.board[self.game._flatten(vertex)] = utils.EMPTY
return True
def _check_global_isomorphous(self, color, vertex):
##backup
_board = copy.copy(self.game.board)
self.game.board[self.game._flatten(vertex)] = color
self._process_board(color, vertex)
if self.game.board in self.game.history:
res = True
else:
res = False
self.game.board = _board
return res
def _in_board(self, vertex):
x, y = vertex
if x < 1 or x > self.game.size: return False
if y < 1 or y > self.game.size: return False
return True
def _neighbor(self, vertex):
x, y = vertex
nei = []
for d in NEIGHBOR_OFFSET:
_x = x + d[0]
_y = y + d[1]
if self._in_board((_x, _y)):
nei.append((_x, _y))
return nei
def _process_board(self, color, vertex):
nei = self._neighbor(vertex)
for n in nei:
if self.game.board[self.game._flatten(n)] == utils.another_color(color):
can_kill, block = self._find_block(n)
if can_kill:
for b in block:
self.game.board[self.game._flatten(b)] = utils.EMPTY
def is_valid(self, color, vertex):
### in board
if not self._in_board(vertex):
return False
### already have stone
if not self.game.board[self.game._flatten(vertex)] == utils.EMPTY:
return False
### check if it is qi
if not self._is_qi(color, vertex):
return False
if self._check_global_isomorphous(color, vertex):
return False
return True
def do_move(self, color, vertex):
if not self.is_valid(color, vertex):
return False
self.game.board[self.game._flatten(vertex)] = color
self._process_board(color, vertex)
self.game.history.append(copy.copy(self.game.board))
self.game.latest_boards.append(copy.copy(self.game.board))
return True
def _find_empty(self):
idx = [i for i,x in enumerate(self.game.board) if x == utils.EMPTY ][0]
return self.game._deflatten(idx)
def _add_nearby_stones(self, neighbor_vertex_set, start_vertex_x, start_vertex_y, x_diff, y_diff, num_step):
'''
add the nearby stones around the input vertex
:param neighbor_vertex_set: input list
:param start_vertex_x: x axis of the input vertex
:param start_vertex_y: y axis of the input vertex
:param x_diff: add x axis
:param y_diff: add y axis
:param num_step: number of steps to be added
:return:
'''
for step in xrange(num_step):
new_neighbor_vertex = (start_vertex_x, start_vertex_y)
if self._in_board(new_neighbor_vertex):
neighbor_vertex_set.append((start_vertex_x, start_vertex_y))
start_vertex_x += x_diff
start_vertex_y += y_diff
def _predict_from_nearby(self, vertex, neighbor_step = 3):
'''
step: the nearby 3 steps is considered
:vertex: position to be estimated
:neighbor_step: how many steps nearby
:return: the nearby positions of the input position
currently the nearby 3*3 grid is returned, altogether 4*8 points involved
'''
for step in range(1, neighbor_step + 1): # check the stones within the steps in range
neighbor_vertex_set = []
self._add_nearby_stones(neighbor_vertex_set, vertex[0] - step, vertex[1], 1, 1, neighbor_step)
self._add_nearby_stones(neighbor_vertex_set, vertex[0], vertex[1] + step, 1, -1, neighbor_step)
self._add_nearby_stones(neighbor_vertex_set, vertex[0] + step, vertex[1], -1, -1, neighbor_step)
self._add_nearby_stones(neighbor_vertex_set, vertex[0], vertex[1] - step, -1, 1, neighbor_step)
color_estimate = 0
for neighbor_vertex in neighbor_vertex_set:
color_estimate += self.game.board[self.game._flatten(neighbor_vertex)]
if color_estimate > 0:
return utils.BLACK
elif color_estimate < 0:
return utils.WHITE
def get_score(self, is_unknown_estimation = False):
'''
is_unknown_estimation: whether use nearby stone to predict the unknown
return score from BLACK perspective.
'''
_board = copy.copy(self.game.board)
while utils.EMPTY in self.game.board:
vertex = self._find_empty()
boarder = self._find_boarder(vertex)
boarder_color = set(map(lambda v: self.game.board[self.game._flatten(v)], boarder))
if boarder_color == {utils.BLACK}:
self.game.board[self.game._flatten(vertex)] = utils.BLACK
elif boarder_color == {utils.WHITE}:
self.game.board[self.game._flatten(vertex)] = utils.WHITE
elif is_unknown_estimation:
self.game.board[self.game._flatten(vertex)] = self._predict_from_nearby(vertex)
else:
self.game.board[self.game._flatten(vertex)] =utils.UNKNOWN
score = 0
for i in self.game.board:
if i == utils.BLACK:
score += 1
elif i == utils.WHITE:
score -= 1
score -= self.game.komi
self.game.board = _board
return score