basic_python.py 8.36 KB
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#!/usr/bin/python -u

#NOTE: The -u option is required for unbuffered stdin/stdout.
#	If stdin/stdout are buffered, the manager program will not recieve any messages and assume that the agent has timed out.

"""
 basic_python.py - A sample Stratego AI for the UCC Programming Competition 2012

 Written in python, the slithery language 
 Simply makes random moves, as long as possible

 author Sam Moore (matches) [SZM]
 website http://matches.ucc.asn.au/stratego
 email [email protected] or [email protected]
 git git.ucc.asn.au/progcomp2012.git
"""

import sys
import random

ranks = ['B','1','2','3','4','5','6','7','8','9','s','F', '?', '+']

def move(x, y, direction):
	""" Moves point (x,y) in direction, returns a pair """
	if direction == "UP":
		return (x,y-1)
	elif direction == "DOWN":
		return (x,y+1)
	elif direction == "LEFT":
		return (x-1, y)
	elif direction == "RIGHT":
		return (x+1, y)
	return (x,y)



def oppositeColour(colour):
	""" Returns the opposite colour to that given """
	if colour == "RED":
		return "BLUE"
	elif colour == "BLUE":
		return "RED"
	else:
		return "NONE"

class Piece:
	""" Class representing a piece 
		Pieces have colour, rank and co-ordinates	
	"""
	def __init__(self, colour, rank, x, y):
		self.colour = colour
		self.rank = rank
		self.x = x
		self.y = y
		self.lastMoved = -1

	def mobile(self):
		return self.rank != 'F' and self.rank != 'B' and self.rank != '?' and self.rank != '+'

	def valuedRank(self):
		if ranks.count(self.rank) > 0:
			return len(ranks) - 2 - ranks.index(self.rank)
		else:
			return 0
	



class BasicAI:
	"""
		BasicAI class to play a game of stratego
 		Implements the protocol correctly. Stores the state of the board in self.board
		Only makes random moves.
		Override method "MakeMove" for more complex moves
	"""
	def __init__(self):	
		""" Constructs the BasicAI agent, and starts it playing the game """
		#sys.stderr.write("BasicAI __init__ here...\n");
		self.turn = 0
		self.board = []
		self.units = []
		self.enemyUnits = []

		

	def Setup(self):
		""" Implements Setup part of protocol. Always uses the same setup. Override to create custom setups """
		#sys.stderr.write("BasicAI Setup here...\n");
		setup = sys.stdin.readline().split(' ')
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		if len(setup) != 4:
			sys.stderr.write("BasicAI setup fails, expected 4 tokens, got " + str(len(setup)) + " "+str(setup) + "\n")
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		self.colour = setup[0]
		self.opponentName = setup[1]
		self.width = int(setup[2])
		self.height = int(setup[3])
		for x in range(0, self.width):
			self.board.append([])
			for y in range(0, self.height):		
				self.board[x].append(None)
		if self.colour == "RED":
			print "FB8sB479B8\nBB31555583\n6724898974\n967B669999"
		elif self.colour == "BLUE":
			print "967B669999\n6724898974\nBB31555583\nFB8sB479B8"
		return True

	def MoveCycle(self):
		#sys.stderr.write("BasicAI MakeMove here...\n");
		if self.InterpretResult() == False or self.ReadBoard() == False or self.MakeMove() == False:
			return False
		self.turn += 1
		return self.InterpretResult()

	def MakeMove(self):
		""" Randomly moves any moveable piece, or prints "NO_MOVE" if there are none """
		#TODO: Over-ride this function in base classes with more complex move behaviour

		#sys.stderr.write("BasicAI MakeMove here...\n")
		#self.debugPrintBoard()

		if len(self.units) <= 0:
			return False

		index = random.randint(0, len(self.units)-1)
		startIndex = index

		directions = ("UP", "DOWN", "LEFT", "RIGHT")
		while True:
			piece = self.units[index]
			if piece != None and piece.mobile():
				dirIndex = random.randint(0, len(directions)-1)
				startDirIndex = dirIndex
				
				while True:
					#sys.stderr.write("Trying index " + str(dirIndex) + "\n")
					p = move(piece.x, piece.y, directions[dirIndex])
					if p[0] >= 0 and p[0] < self.width and p[1] >= 0 and p[1] < self.height:
						target = self.board[p[0]][p[1]]
						if target == None or (target.colour != piece.colour and target.colour != "NONE" and target.colour != "BOTH"):	
							print str(piece.x) + " " + str(piece.y) + " "+directions[dirIndex]
							return True
					dirIndex = (dirIndex + 1) % len(directions)
					if startDirIndex == dirIndex:
						break

			index = (index + 1) % len(self.units)
			if startIndex == index:
				print "NO_MOVE"
				return True
							
			
	def ReadBoard(self):
		""" Reads in the board. 
			On the very first turn, sets up the self.board structure
			On subsequent turns, the board is simply read, but the self.board structure is not updated here.
		"""
		#sys.stderr.write("BasicAI ReadBoard here...\n");
		for y in range(0,self.height):
			row = sys.stdin.readline().strip()
			if len(row) < self.width:
				sys.stderr.write("Row has length " + str(len(row)) + " vs " + str(self.width) + "\n")
				return False
			for x in range(0,self.width):
				if self.turn == 0:
					if row[x] == '.':
						pass
					elif row[x] == '#':
						self.board[x][y] = Piece(oppositeColour(self.colour), '?',x,y)
						self.enemyUnits.append(self.board[x][y])
					elif row[x] == '+':
						self.board[x][y] = Piece("NONE", '+', x, y)
					else:
						self.board[x][y] = Piece(self.colour, row[x],x,y)
						self.units.append(self.board[x][y])
				else:
					pass
		return True
		

	def InterpretResult(self):
		""" Interprets the result of a move, and updates the board. 
			The very first move is ignored. 
			On subsequent moves, the self.board structure is updated
		"""
		#sys.stderr.write("BasicAI InterpretResult here...\n")
		result = sys.stdin.readline().split(' ')
		#sys.stderr.write("	Read status line \"" + str(result) + "\"\n")
		if self.turn == 0:
			return True

		if result[0].strip() == "QUIT": #Make sure we exit when the manager tells us to!
			return False

		if result[0].strip() == "NO_MOVE": #No move was made, don't need to update anything
			return True

		if len(result) < 4: #Should be at least 4 tokens (X Y DIRECTION OUTCOME) in any other case
			return False

		x = int(result[0].strip())
		y = int(result[1].strip())


		#sys.stderr.write("	Board position " + str(x) + " " + str(y) + " is OK!\n")		

		direction = result[2].strip()
		outcome = result[3].strip()
		
		p = move(x,y,direction)

		

		if outcome == "OK":
			self.board[p[0]][p[1]] = self.board[x][y]
			self.board[x][y].x = p[0]
			self.board[x][y].y = p[1]

			self.board[x][y] = None
		elif outcome == "KILLS":
			if self.board[p[0]][p[1]] == None:
				return False

			if self.board[p[0]][p[1]].colour == self.colour:
				self.units.remove(self.board[p[0]][p[1]])
			elif self.board[p[0]][p[1]].colour == oppositeColour(self.colour):
				self.enemyUnits.remove(self.board[p[0]][p[1]])

			self.board[x][y].x = p[0]
			self.board[x][y].y = p[1]


			self.board[p[0]][p[1]] = self.board[x][y]
			self.board[x][y].rank = result[4].strip()

			self.board[x][y] = None
			
		elif outcome == "DIES":
			if self.board[p[0]][p[1]] == None:
				return False

			if self.board[x][y].colour == self.colour:
				self.units.remove(self.board[x][y])
			elif self.board[x][y].colour == oppositeColour(self.colour):
				self.enemyUnits.remove(self.board[x][y])

			self.board[p[0]][p[1]].rank = result[5].strip()
			self.board[x][y] = None
		elif outcome == "BOTHDIE":
			if self.board[p[0]][p[1]] == None:
				return False


			if self.board[x][y].colour == self.colour:
				self.units.remove(self.board[x][y])
			elif self.board[x][y].colour == oppositeColour(self.colour):
				self.enemyUnits.remove(self.board[x][y])
			if self.board[p[0]][p[1]].colour == self.colour:
				self.units.remove(self.board[p[0]][p[1]])
			elif self.board[p[0]][p[1]].colour == oppositeColour(self.colour):
				self.enemyUnits.remove(self.board[p[0]][p[1]])


			self.board[p[0]][p[1]] = None
			self.board[x][y] = None
		elif outcome == "FLAG":
			#sys.stderr.write("	Game over!\n")
			return False
		elif outcome == "ILLEGAL":
			#sys.stderr.write("	Illegal move!\n")
			return False
		else:
			#sys.stderr.write("	Don't understand outcome \"" + outcome + "\"!\n");
			return False

		#sys.stderr.write("	Completed interpreting move!\n");		
		return True

	def debugPrintBoard(self):
		""" For debug purposes only. Prints the board to stderr.
			Does not indicate difference between allied and enemy pieces
			Unknown (enemy) pieces are shown as '?'
 		"""
		for y in range(0, self.height):
			for x in range(0, self.width):
				if self.board[x][y] == None:
					sys.stderr.write(".");
				else:
					sys.stderr.write(str(self.board[x][y].rank));
			sys.stderr.write("\n")

#basicAI = BasicAI()
#if basicAI.Setup():
#	while basicAI.MoveCycle():
#		pass