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mamedaihuku004.py
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mamedaihuku004.py
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from typing import List, Union
import numpy as np
from IPython.display import clear_output
import time
import os
import random
BLACK = -1 # 黒
WHITE = 1 # 白
EMPTY = 0 # 空
def init_board(N:int=8):
"""
ボードを初期化する
N: ボードの大きさ (N=8がデフォルト値)
"""
board = np.zeros((N, N), dtype=int)
C0 = N//2
C1 = C0-1
board[C1, C1], board[C0, C0] = WHITE, WHITE # White
board[C1, C0], board[C0, C1] = BLACK, BLACK # Black
return board
def count_board(board, piece=EMPTY):
return np.sum(board == piece)
# Emoji representations for the pieces
BG_EMPTY = "\x1b[42m"
BG_RESET = "\x1b[0m"
stone_codes = [
f'{BG_EMPTY}⚫️{BG_RESET}',
f'{BG_EMPTY}🟩{BG_RESET}',
f'{BG_EMPTY}⚪️{BG_RESET}',
]
# stone_codes = [
# f'黒',
# f'・',
# f'白',
# ]
def stone(piece):
return stone_codes[piece+1]
def display_clear():
os.system('clear')
clear_output(wait=True)
BLACK_NAME=''
WHITE_NAME=''
def display_board(board, clear=True, sleep=0, black=None, white=None):
"""
オセロ盤を表示する
"""
global BLACK_NAME, WHITE_NAME
if clear:
clear_output(wait=True)
if black:
BLACK_NAME=black
if white:
WHITE_NAME=white
for i, row in enumerate(board):
for piece in row:
print(stone(piece), end='')
if i == 1:
print(f' {BLACK_NAME}')
elif i == 2:
print(f' {stone(BLACK)}: {count_board(board, BLACK):2d}')
elif i == 3:
print(f' {WHITE_NAME}')
elif i == 4:
print(f' {stone(WHITE)}: {count_board(board, WHITE):2d}')
else:
print() # New line after each row
if sleep > 0:
time.sleep(sleep)
def all_positions(board):
N = len(board)
return [(r, c) for r in range(N) for c in range(N)]
# Directions to check (vertical, horizontal)
directions = [(0, 1), (1, 0), (0, -1), (-1, 0), (1, 1), (1, -1), (-1, -1), (-1, 1)]
def is_valid_move(board, row, col, player):
# Check if the position is within the board and empty
N = len(board)
if row < 0 or row >= N or col < 0 or col >= N or board[row, col] != 0:
return False
for dr, dc in directions:
r, c = row + dr, col + dc
if 0 <= r < N and 0 <= c < N and board[r, c] == -player:
while 0 <= r < N and 0 <= c < N and board[r, c] == -player:
r, c = r + dr, c + dc
if 0 <= r < N and 0 <= c < N and board[r, c] == player:
return True
return False
def get_valid_moves(board, player):
return [(r, c) for r, c in all_positions(board) if is_valid_move(board, r, c, player)]
def flip_stones(board, row, col, player):
N = len(board)
stones_to_flip = []
for dr, dc in directions:
directional_stones_to_flip = []
r, c = row + dr, col + dc
while 0 <= r < N and 0 <= c < N and board[r, c] == -player:
directional_stones_to_flip.append((r, c))
r, c = r + dr, c + dc
if 0 <= r < N and 0 <= c < N and board[r, c] == player:
stones_to_flip.extend(directional_stones_to_flip)
return stones_to_flip
def display_move(board, row, col, player):
stones_to_flip = flip_stones(board, row, col, player)
board[row, col] = player
display_board(board, sleep=0.3)
for r, c in stones_to_flip:
board[r, c] = player
display_board(board, sleep=0.1)
display_board(board, sleep=0.6)
def find_eagar_move(board, player):
valid_moves = get_valid_moves(board, player)
max_flips = 0
best_result = None
for r, c in valid_moves:
stones_to_flip = flip_stones(board, r, c, player)
if max_flips < len(stones_to_flip):
best_result = (r, c)
max_flips = len(stones_to_flip)
return best_result
class OthelloAI(object):
def __init__(self, face, name):
self.face = face
self.name = name
def __repr__(self):
return f"{self.face}{self.name}"
def move(self, board: np.array, piece: int)->tuple[int, int]:
valid_moves = get_valid_moves(board, piece)
return valid_moves[0]
def say(self, board: np.array, piece: int)->str:
if count_board(board, piece) >= count_board(board, -piece):
return 'やったー'
else:
return 'がーん'
class OchibiAI(OthelloAI):
def __init__(self, face, name):
self.face = face
self.name = name
def move(self, board: np.array, piece: int)->tuple[int, int]:
valid_moves = get_valid_moves(board, piece)
return valid_moves[0]
import traceback
def board_play(player: OthelloAI, board, piece: int):
display_board(board, sleep=0)
if len(get_valid_moves(board, piece)) == 0:
print(f"{player}は、置けるところがありません。スキップします。")
return True
try:
start_time = time.time()
r, c = player.move(board.copy(), piece)
end_time = time.time()
except:
print(f"{player.face}{player.name}は、エラーを発生させました。反則まけ")
traceback.print_exc()
return False
if not is_valid_move(board, r, c, piece):
print(f"{player}が返した({r},{c})には、置けません。反則負け。")
return False
display_move(board, r, c, piece)
return True
def comment(player1: OthelloAI, player2: OthelloAI, board):
try:
print(f"{player1}: {player1.say(board, BLACK)}")
except:
pass
try:
print(f"{player2}: {player2.say(board, WHITE)}")
except:
pass
def game(player1: OthelloAI, player2: OthelloAI,N=6):
board = init_board(N)
display_board(board, black=f'{player1}', white=f'{player2}')
while count_board(board, EMPTY) > 0:
if not board_play(player1, board, BLACK):
break
if not board_play(player2, board, WHITE):
break
comment(player1, player2, board)
class ImprovedOthelloAI(OthelloAI):
def __init__(self, face, name, depth=3):
super().__init__(face, name)
self.depth = depth
self.weights = {'stone_count': 1.0, 'mobility': 1.0, 'corner_bonus': 1.0, 'flipping_potential': 1.0}
def move(self, board: np.array, piece: int) -> tuple[int, int]:
_, move = self.minimax(board, piece, self.depth)
return move
def minimax(self, board, piece, depth):
if depth == 0 or len(get_valid_moves(board, piece)) == 0:
return self.evaluate_board(board, piece), None
valid_moves = get_valid_moves(board, piece)
if piece == BLACK: # Maximize for Black
best_score = float('-inf')
best_move = None
for move in valid_moves:
new_board = board.copy()
new_board[move[0], move[1]] = piece
score, _ = self.minimax(new_board, -piece, depth - 1)
if score > best_score:
best_score = score
best_move = move
return best_score, best_move
else: # Minimize for White
best_score = float('inf')
best_move = None
for move in valid_moves:
new_board = board.copy()
new_board[move[0], move[1]] = piece
score, _ = self.minimax(new_board, -piece, depth - 1)
if score < best_score:
best_score = score
best_move = move
return best_score, best_move
def evaluate_board(self, board, piece):
stone_count = count_board(board, piece)
mobility = len(get_valid_moves(board, piece))
corner_bonus = self.get_corner_bonus(board, piece)
flipping_potential = self.get_flipping_potential(board, piece)
# Apply weights to each component
weighted_sum = (
self.weights['stone_count'] * stone_count +
self.weights['mobility'] * mobility +
self.weights['corner_bonus'] * corner_bonus +
self.weights['flipping_potential'] * flipping_potential
)
return weighted_sum
def get_corner_bonus(self, board, piece):
corner_bonus = 0
N = len(board)
corners = [(0, 0), (0, N-1), (N-1, 0), (N-1, N-1)]
for corner in corners:
if board[corner[0], corner[1]] == piece:
corner_bonus += 1
return corner_bonus
def get_flipping_potential(self, board, piece):
potential = 0
for move in get_valid_moves(board, piece):
potential += len(flip_stones(board, move[0], move[1], piece))
return potential
# 5つのコツを組み込んだAI
class AdvancedOthelloAI(ImprovedOthelloAI):
def move(self, board: np.array, piece: int) -> tuple[int, int]:
if count_board(board, piece) + count_board(board, -piece) < 20:
# コツ①: 確定石を取られない
_, corner_move = self.minimax(board, piece, self.depth)
if corner_move is not None:
return corner_move
# コツ④: 相手に囲ませる
_, move = self.minimax(board, piece, self.depth)
return move
def evaluate_board(self, board, piece):
# 評価関数をカスタマイズ
stone_count = count_board(board, piece)
opponent_piece = -piece
opponent_stone_count = count_board(board, opponent_piece)
# コツ②: 序盤は少なく取る
if stone_count + opponent_stone_count < 16:
return stone_count - opponent_stone_count
# コツ③: 中盤は開放度理論
# コツ⑤: 終盤は偶数理論
return super().evaluate_board(board, piece)
# 5つのコツを組み込んだAIのインスタンスを生成
advanced_ai = AdvancedOthelloAI(BLACK, "AdvancedAI")