#!/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 progcomp@ucc.asn.au or matches@ucc.asn.au 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(' ') if len(setup) != 4: sys.stderr.write("BasicAI setup fails, expected 4 tokens, got " + str(len(setup)) + " "+str(setup) + "\n") 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") if __name__ == "__main__": basicAI = BasicAI() if basicAI.Setup(): while basicAI.MoveCycle(): pass