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pamo009.py
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pamo009.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
WHITE = 1
EMPTY = 0
def init_board(N:int=8):
# Initialize the board with an 8x8 numpy array
board = np.zeros((N, N), dtype=int)
# Set up the initial four stones
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}',
]
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):
"""
Display the Othello board with emoji representations.
"""
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]
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")
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 PamoAI(OthelloAI):
def __init__(self):
self.face = '🐁'
self.name = 'パモ'
self.avoid_moves = [
(0, 1), (0, 6), (1, 0), (1, 7), (6, 0), (6, 7), (7, 1), (7, 6),
(1, 1), (1, 2), (1, 3), (1, 4), (1, 5), (1, 6),
(2, 1), (2, 6), (3, 1), (3, 6), (4, 1), (4, 6),
(5, 1), (5, 6), (6, 1), (6, 2), (6, 3), (6, 4),
(6, 5), (6, 6)
]
self.avoid_moves_2 = [
(0, 1), (0, 6), (1, 0), (1, 7), (6, 0), (6, 7),
(7, 1), (7, 6), (1, 1), (1, 6), (6, 1), (6, 6)
]
self.avoid_moves_3 = [
(1, 1), (1, 6), (6, 1), (6, 6)
]
def find_corner_move(self, valid_moves):
corner_moves = [(0, 0), (0, 7), (7, 0), (7, 7)]
for move in corner_moves:
if move in valid_moves:
return move
return None
def find_edge_move(self, valid_moves):
edge_moves = [
(0, 2), (0, 3), (0, 4), (0, 5),
(2, 0), (3, 0), (4, 0), (5, 0),
(7, 2), (7, 3), (7, 4), (7, 5),
(2, 7), (3, 7), (4, 7), (5, 7),
]
for move in edge_moves:
if move in valid_moves:
return move
return None
def move(self, board: np.array, piece: int) -> tuple[int, int]:
valid_moves = get_valid_moves(board, piece)
# Check for corner moves
corner_move = self.find_corner_move(valid_moves)
if corner_move:
return corner_move
# Check for edge moves
edge_move = self.find_edge_move(valid_moves)
if edge_move:
return edge_move
# Avoid specified moves
for move in valid_moves:
if move not in self.avoid_moves:
return move
# Avoid specified moves
for move in valid_moves:
if move not in self.avoid_moves_2:
return move
# Avoid specified moves
for move in valid_moves:
if move not in self.avoid_moves_3:
return move
return valid_moves[len(valid_moves)//2]