qchess.py 81.6 KB
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#!/usr/bin/python -u
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import random

# I know using non-abreviated strings is inefficient, but this is python, who cares?
# Oh, yeah, this stores the number of pieces of each type in a normal chess game
piece_types = {"pawn" : 8, "bishop" : 2, "knight" : 2, "rook" : 2, "queen" : 1, "king" : 1, "unknown" : 0}

# Class to represent a quantum chess piece
class Piece():
	def __init__(self, colour, x, y, types):
		self.colour = colour # Colour (string) either "white" or "black"
		self.x = x # x coordinate (0 - 8), none of this fancy 'a', 'b' shit here
		self.y = y # y coordinate (0 - 8)
		self.types = types # List of possible types the piece can be (should just be two)
		self.current_type = "unknown" # Current type
		self.choice = -1 # Index of the current type in self.types (-1 = unknown type)
		
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		self.last_state = None
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		self.move_pattern = None
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		self.coverage = None
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		self.possible_moves = {}
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	def init_from_copy(self, c):
		self.colour = c.colour
		self.x = c.x
		self.y = c.y
		self.types = c.types[:]
		self.current_type = c.current_type
		self.choice = c.choice
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		self.last_state = None
		self.move_pattern = None

	

	# Make a string for the piece (used for debug)
	def __str__(self):
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		return str(self.colour) + " " + str(self.current_type) + " " + str(self.types) + " at " + str(self.x) + ","+str(self.y)  
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	# Draw the piece in a pygame surface
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	def draw(self, window, grid_sz = [80,80], style="quantum"):
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		# First draw the image corresponding to self.current_type
		img = images[self.colour][self.current_type]
		rect = img.get_rect()
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		if style == "classical":
			offset = [-rect.width/2, -rect.height/2]
		else:
			offset = [-rect.width/2,-3*rect.height/4] 
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		window.blit(img, (self.x * grid_sz[0] + grid_sz[0]/2 + offset[0], self.y * grid_sz[1] + grid_sz[1]/2 + offset[1]))
		
		
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		if style == "classical":
			return

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		# Draw the two possible types underneath the current_type image
		for i in range(len(self.types)):
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			if always_reveal_states == True or self.types[i][0] != '?':
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				if self.types[i][0] == '?':
					img = small_images[self.colour][self.types[i][1:]]
				else:
					img = small_images[self.colour][self.types[i]]
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			else:
				img = small_images[self.colour]["unknown"] # If the type hasn't been revealed, show a placeholder

			
			rect = img.get_rect()
			offset = [-rect.width/2,-rect.height/2] 
			
			if i == 0:
				target = (self.x * grid_sz[0] + grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])				
			else:
				target = (self.x * grid_sz[0] + 4*grid_sz[0]/5 + offset[0], self.y * grid_sz[1] + 3*grid_sz[1]/4 + offset[1])				
				
			window.blit(img, target) # Blit shit
	
	# Collapses the wave function!		
	def select(self):
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		if self.current_type == "unknown" or not self.choice in [0,1]:
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			self.choice = random.randint(0,1)
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			if self.types[self.choice][0] == '?':
				self.types[self.choice] = self.types[self.choice][1:]
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			self.current_type = self.types[self.choice]
		return self.choice

	# Uncollapses (?) the wave function!
	def deselect(self):
		#print "Deselect called"
		if (self.x + self.y) % 2 != 0:
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			if (self.types[0] != self.types[1]) or (self.types[0][0] == '?' or self.types[1][0] == '?'):
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				self.current_type = "unknown"
				self.choice = -1
			else:
				self.choice = 0 # Both the two types are the same

	# The sad moment when you realise that you do not understand anything about a subject you studied for 4 years...
# --- piece.py --- #
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[w,h] = [8,8] # Width and height of board(s)

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always_reveal_states = False

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# Class to represent a quantum chess board
class Board():
	# Initialise; if master=True then the secondary piece types are assigned
	#	Otherwise, they are left as unknown
	#	So you can use this class in Agent programs, and fill in the types as they are revealed
	def __init__(self, style="agent"):
		self.style = style
		self.pieces = {"white" : [], "black" : []}
		self.grid = [[None] * w for _ in range(h)] # 2D List (you can get arrays in python, somehow, but they scare me)
		self.unrevealed_types = {"white" : piece_types.copy(), "black" : piece_types.copy()}
		self.king = {"white" : None, "black" : None} # We need to keep track of the king, because he is important
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		self.max_moves = None
		self.moves = 0
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		self.move_stack = []
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		for c in ["black", "white"]:
			del self.unrevealed_types[c]["unknown"]

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		if style == "empty":
			return

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		# Add all the pieces with known primary types
		for i in range(0, 2):
			
			s = ["black", "white"][i]
			c = self.pieces[s]
			y = [0, h-1][i]

			c.append(Piece(s, 0, y, ["rook"]))
			c.append(Piece(s, 1, y, ["knight"]))
			c.append(Piece(s, 2, y, ["bishop"]))
			k = Piece(s, 3, y, ["king", "king"]) # There can only be one ruler!
			k.current_type = "king"
			self.king[s] = k
			c.append(k)
			c.append(Piece(s, 4, y, ["queen"])) # Apparently he may have multiple wives though.
			c.append(Piece(s, 5, y, ["bishop"]))
			c.append(Piece(s, 6, y, ["knight"]))
			c.append(Piece(s, 7, y, ["rook"]))
			
			if y == 0: 
				y += 1 
			else: 
				y -= 1
			
			# Lots of pawn
			for x in range(0, w):
				c.append(Piece(s, x, y, ["pawn"]))

			types_left = {}
			types_left.update(piece_types)
			del types_left["king"] # We don't want one of these randomly appearing (although it might make things interesting...)
			del types_left["unknown"] # We certainly don't want these!
			for piece in c:
				# Add to grid
				self.grid[piece.x][piece.y] = piece 

				if len(piece.types) > 1:
					continue				
				if style == "agent": # Assign placeholder "unknown" secondary type
					piece.types.append("unknown")
					continue

				elif style == "quantum":
					# The master allocates the secondary types
					choice = types_left.keys()[random.randint(0, len(types_left.keys())-1)]
					types_left[choice] -= 1
					if types_left[choice] <= 0:
						del types_left[choice]
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					piece.types.append('?' + choice)
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				elif style == "classical":
					piece.types.append(piece.types[0])
					piece.current_type = piece.types[0]
					piece.choice = 0

	def clone(self):
		newboard = Board(master = False)
		newpieces = newboard.pieces["white"] + newboard.pieces["black"]
		mypieces = self.pieces["white"] + self.pieces["black"]

		for i in range(len(mypieces)):
			newpieces[i].init_from_copy(mypieces[i])
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	# Reset the board from a string
	def reset_board(self, s):
		self.pieces = {"white" : [], "black" : []}
		self.king = {"white" : None, "black" : None}
		self.grid = [[None] * w for _ in range(h)]
		for x in range(w):
			for y in range(h):
				self.grid[x][y] = None

		for line in s.split("\n"):
			if line == "":
				continue
			if line[0] == "#":
				continue

			tokens = line.split(" ")
			[x, y] = map(int, tokens[len(tokens)-1].split(","))
			current_type = tokens[1]
			types = map(lambda e : e.strip(" '[],"), line.split('[')[1].split(']')[0].split(','))
			
			target = Piece(tokens[0], x, y, types)
			target.current_type = current_type
			
			try:
				target.choice = types.index(current_type)
			except:
				target.choice = -1

			self.pieces[tokens[0]].append(target)
			if target.current_type == "king":
				self.king[tokens[0]] = target

			self.grid[x][y] = target
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	def display_grid(self, window = None, grid_sz = [80,80]):
		if window == None:
			return # I was considering implementing a text only display, then I thought "Fuck that"

		# The indentation is getting seriously out of hand...
		for x in range(0, w):
			for y in range(0, h):
				if (x + y) % 2 == 0:
					c = pygame.Color(200,200,200)
				else:
					c = pygame.Color(64,64,64)
				pygame.draw.rect(window, c, (x*grid_sz[0], y*grid_sz[1], (x+1)*grid_sz[0], (y+1)*grid_sz[1]))

	def display_pieces(self, window = None, grid_sz = [80,80]):
		if window == None:
			return
		for p in self.pieces["white"] + self.pieces["black"]:
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			p.draw(window, grid_sz, self.style)
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	# Draw the board in a pygame window
	def display(self, window = None):
		self.display_grid(window)
		self.display_pieces(window)
		

		

	def verify(self):
		for x in range(w):
			for y in range(h):
				if self.grid[x][y] == None:
					continue
				if (self.grid[x][y].x != x or self.grid[x][y].y != y):
					raise Exception(sys.argv[0] + ": MISMATCH " + str(self.grid[x][y]) + " should be at " + str(x) + "," + str(y))

	# Select a piece on the board (colour is the colour of whoever is doing the selecting)
	def select(self, x,y, colour=None):
		if not self.on_board(x, y): # Get on board everyone!
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			raise Exception("BOUNDS " + str(x) + ","+str(y))
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		piece = self.grid[x][y]
		if piece == None:
			raise Exception("EMPTY")

		if colour != None and piece.colour != colour:
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			raise Exception("COLOUR " + str(piece.colour) + " not " + str(colour))
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		# I'm not quite sure why I made this return a string, but screw logical design
		return str(x) + " " + str(y) + " " + str(piece.select()) + " " + str(piece.current_type)


	# Update the board when a piece has been selected
	# "type" is apparently reserved, so I'll use "state"
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	def update_select(self, x, y, type_index, state, sanity=True, deselect=True):
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		#debug(str(self) + " update_select called")
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		piece = self.grid[x][y]
		if piece.types[type_index] == "unknown":
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			if not state in self.unrevealed_types[piece.colour].keys() and sanity == True:
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				raise Exception("SANITY: Too many " + piece.colour + " " + state + "s")
			self.unrevealed_types[piece.colour][state] -= 1
			if self.unrevealed_types[piece.colour][state] <= 0:
				del self.unrevealed_types[piece.colour][state]

		piece.types[type_index] = state
		piece.current_type = state

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		if deselect == True and len(self.possible_moves(piece)) <= 0:
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			piece.deselect() # Piece can't move; deselect it
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		# Piece needs to recalculate moves
		piece.possible_moves = None
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	# Update the board when a piece has been moved
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	def update_move(self, x, y, x2, y2, sanity=True):
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		#debug(str(self) + " update_move called \""+str(x)+ " " + str(y) + " -> " + str(x2) + " " + str(y2) + "\"")	
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		piece = self.grid[x][y]
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		#print "Moving " + str(x) + "," + str(y) + " to " + str(x2) + "," + str(y2) + "; possible_moves are " + str(self.possible_moves(piece))
		
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		if not [x2,y2] in self.possible_moves(piece) and sanity == True:
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			raise Exception("ILLEGAL move " + str(x2)+","+str(y2))
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		self.grid[x][y] = None
		taken = self.grid[x2][y2]
		if taken != None:
			if taken.current_type == "king":
				self.king[taken.colour] = None
			self.pieces[taken.colour].remove(taken)
		self.grid[x2][y2] = piece
		piece.x = x2
		piece.y = y2

		# If the piece is a pawn, and it reaches the final row, it becomes a queen
		# I know you are supposed to get a choice
		# But that would be effort
		if piece.current_type == "pawn" and ((piece.colour == "white" and piece.y == 0) or (piece.colour == "black" and piece.y == h-1)):
			if self.style == "classical":
				piece.types[0] = "queen"
				piece.types[1] = "queen"
			else:
				piece.types[piece.choice] = "queen"
			piece.current_type = "queen"

		piece.deselect() # Uncollapse (?) the wavefunction!
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		self.moves += 1
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		# All other pieces need to recalculate moves
		for p in self.pieces["white"] + self.pieces["black"]:
			p.possible_moves = None
		
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		#self.verify()	
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	# Update the board from a string
	# Guesses what to do based on the format of the string
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	def update(self, result, sanity=True, deselect=True):
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		#debug(str(self) + " update called \""+str(result)+"\"")
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		# String always starts with 'x y'
		try:
			s = result.split(" ")
			[x,y] = map(int, s[0:2])	
		except:
			raise Exception("GIBBERISH \""+ str(result) + "\"") # Raise expectations

		piece = self.grid[x][y]
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		if piece == None and sanity == True:
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			raise Exception("EMPTY " + str(x) + " " + str(y))
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		# If a piece is being moved, the third token is '->'
		# We could get away with just using four integers, but that wouldn't look as cool
		if "->" in s:
			# Last two tokens are the destination
			try:
				[x2,y2] = map(int, s[3:])
			except:
				raise Exception("GIBBERISH \"" + str(result) + "\"") # Raise the alarm

			# Move the piece (take opponent if possible)
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			self.update_move(x, y, x2, y2, sanity)
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		else:
			# Otherwise we will just assume a piece has been selected
			try:
				type_index = int(s[2]) # We need to know which of the two types the piece is in; that's the third token
				state = s[3] # The last token is a string identifying the type
			except:
				raise Exception("GIBBERISH \"" + result + "\"") # Throw a hissy fit

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			# Select the piece
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			self.update_select(x, y, type_index, state, sanity=sanity, deselect=deselect)
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		return result

	# Gets each piece that could reach the given square and the probability that it could reach that square	
	# Will include allied pieces that defend the attacker
	def coverage(self, x, y, colour = None, reject_allied = True):
		result = {}
		
		if colour == None:
			pieces = self.pieces["white"] + self.pieces["black"]
		else:
			pieces = self.pieces[colour]

		for p in pieces:
			prob = self.probability_grid(p, reject_allied)[x][y]
			if prob > 0:
				result.update({p : prob})
		
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		#self.verify()
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		return result


		


	# Associates each square with a probability that the piece could move into it
	# Look, I'm doing all the hard work for you here...
	def probability_grid(self, p, reject_allied = True):
		
		result = [[0.0] * w for _ in range(h)]
		if not isinstance(p, Piece):
			return result

		if p.current_type != "unknown":
			#sys.stderr.write(sys.argv[0] + ": " + str(p) + " moves " + str(self.possible_moves(p, reject_allied)) + "\n")
			for point in self.possible_moves(p, reject_allied):
				result[point[0]][point[1]] = 1.0
			return result
		
		
		for i in range(len(p.types)):
			t = p.types[i]
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			prob = 1.0 / float(len(p.types))
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			if t == "unknown" or p.types[i][0] == '?':
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				total_types = 0
				for t2 in self.unrevealed_types[p.colour].keys():
					total_types += self.unrevealed_types[p.colour][t2]
				
				for t2 in self.unrevealed_types[p.colour].keys():
					prob2 = float(self.unrevealed_types[p.colour][t2]) / float(total_types)
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					#p.current_type = t2
					for point in self.possible_moves(p, reject_allied, state=t2):
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						result[point[0]][point[1]] += prob2 * prob
				
			else:
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				#p.current_type = t
				for point in self.possible_moves(p, reject_allied, state=t):
						result[point[0]][point[1]] += prob
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		#self.verify()
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		#p.current_type = "unknown"
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		return result

	def prob_is_type(self, p, state):
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		if p.current_type != 0:
			if state == p.current_type:
				return 1.0
			else:
				return 0.0
		
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		prob = 0.5
		result = 0
		for i in range(len(p.types)):
			t = p.types[i]
			if t == state:
				result += prob
				continue	
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			if t == "unknown" or p.types[i][0] == '?':
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				total_prob = 0
				for t2 in self.unrevealed_types[p.colour].keys():
					total_prob += self.unrevealed_types[p.colour][t2]
				for t2 in self.unrevealed_types[p.colour].keys():
					if t2 == state:
						result += prob * float(self.unrevealed_types[p.colour][t2]) / float(total_prob)
				


	# Get all squares that the piece could move into
	# This is probably inefficient, but I looked at some sample chess games and they seem to actually do things this way
	# reject_allied indicates whether squares occupied by allied pieces will be removed
	# (set to false to check for defense)
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	def possible_moves(self, p, reject_allied = True, state=None):
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		if p == None:
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			raise Exception("SANITY: No piece")
		
		
		
		if state != None and state != p.current_type:
			old_type = p.current_type
			p.current_type = state
			result = self.possible_moves(p, reject_allied, state=None)
			p.current_type = old_type
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			return result
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		result = []
		
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		if p.current_type == "unknown":
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			raise Exception("SANITY: Unknown state for piece: "+str(p))
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			# The below commented out code causes things to break badly
			#for t in p.types:
			#	if t == "unknown":
			#		continue
			#	p.current_type = t
			#	result += self.possible_moves(p)						
			#p.current_type = "unknown"
			#return result

		if p.current_type == "king":
			result = [[p.x-1,p.y],[p.x+1,p.y],[p.x,p.y-1],[p.x,p.y+1], [p.x-1,p.y-1],[p.x-1,p.y+1],[p.x+1,p.y-1],[p.x+1,p.y+1]]
		elif p.current_type == "queen":
			for d in [[-1,0],[1,0],[0,-1],[0,1],[-1,-1],[-1,1],[1,-1],[1,1]]:
				result += self.scan(p.x, p.y, d[0], d[1])
		elif p.current_type == "bishop":
			for d in [[-1,-1],[-1,1],[1,-1],[1,1]]: # There's a reason why bishops move diagonally
				result += self.scan(p.x, p.y, d[0], d[1])
		elif p.current_type == "rook":
			for d in [[-1,0],[1,0],[0,-1],[0,1]]:
				result += self.scan(p.x, p.y, d[0], d[1])
		elif p.current_type == "knight":
			# I would use two lines, but I'm not sure how python likes that
			result = [[p.x-2, p.y-1], [p.x-2, p.y+1], [p.x+2, p.y-1], [p.x+2,p.y+1], [p.x-1,p.y-2], [p.x-1, p.y+2],[p.x+1,p.y-2],[p.x+1,p.y+2]]
		elif p.current_type == "pawn":
			if p.colour == "white":
				
				# Pawn can't move forward into occupied square
				if self.on_board(p.x, p.y-1) and self.grid[p.x][p.y-1] == None:
					result = [[p.x,p.y-1]]
				for f in [[p.x-1,p.y-1],[p.x+1,p.y-1]]:
					if not self.on_board(f[0], f[1]):
						continue
					if self.grid[f[0]][f[1]] != None:  # Pawn can take diagonally
						result.append(f)
				if p.y == h-2:
					# Slightly embarrassing if the pawn jumps over someone on its first move...
					if self.grid[p.x][p.y-1] == None and self.grid[p.x][p.y-2] == None:
						result.append([p.x, p.y-2])
			else:
				# Vice versa for the black pawn
				if self.on_board(p.x, p.y+1) and self.grid[p.x][p.y+1] == None:
					result = [[p.x,p.y+1]]

				for f in [[p.x-1,p.y+1],[p.x+1,p.y+1]]:
					if not self.on_board(f[0], f[1]):
						continue
					if self.grid[f[0]][f[1]] != None:
						#sys.stderr.write(sys.argv[0] + " : "+str(p) + " can take " + str(self.grid[f[0]][f[1]]) + "\n")
						result.append(f)
				if p.y == 1:
					if self.grid[p.x][p.y+1] == None and self.grid[p.x][p.y+2] == None:
						result.append([p.x, p.y+2])

			#sys.stderr.write(sys.argv[0] + " : possible_moves for " + str(p) + " " + str(result) + "\n")

		# Remove illegal moves
		# Note: The result[:] creates a copy of result, so that the result.remove calls don't fuck things up
		for point in result[:]: 

			if (point[0] < 0 or point[0] >= w) or (point[1] < 0 or point[1] >= h):
				result.remove(point) # Remove locations outside the board
				continue
			g = self.grid[point[0]][point[1]]
			
			if g != None and (g.colour == p.colour and reject_allied == True):
				result.remove(point) # Remove allied pieces
		
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		#self.verify()
		
		p.possible_moves = result
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		return result


	# Scans in a direction until it hits a piece, returns all squares in the line
	# (includes the final square (which contains a piece), but not the original square)
	def scan(self, x, y, vx, vy):
		p = []
			
		xx = x
		yy = y
		while True:
			xx += vx
			yy += vy
			if not self.on_board(xx, yy):
				break
			if not [xx,yy] in p:
				p.append([xx, yy])
			g = self.grid[xx][yy]
			if g != None:
				return p	
					
		return p

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	# Returns "white", "black" or "DRAW" if the game should end
	def end_condition(self):
		if self.king["white"] == None:
			if self.king["black"] == None:
				return "DRAW" # This shouldn't happen
			return "black"
		elif self.king["black"] == None:
			return "white"
		elif len(self.pieces["white"]) == 1 and len(self.pieces["black"]) == 1:
			return "DRAW"
		elif self.max_moves != None and self.moves > self.max_moves:
			return "DRAW"
		return None
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	# I typed the full statement about 30 times before writing this function...
	def on_board(self, x, y):
		return (x >= 0 and x < w) and (y >= 0 and y < h)
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	# Pushes a move temporarily
	def push_move(self, piece, x, y):
		target = self.grid[x][y]
		self.move_stack.append([piece, target, piece.x, piece.y, x, y])
		[piece.x, piece.y] = [x, y]
		self.grid[x][y] = piece
		self.grid[piece.x][piece.y] = None
		
		for p in self.pieces["white"] + self.pieces["black"]:
			p.possible_moves = None
		
	# Restore move
	def pop_move(self):
		#print str(self.move_stack)
		[piece, target, x1, y1, x2, y2] = self.move_stack[len(self.move_stack)-1]
		self.move_stack = self.move_stack[:-1]
		piece.x = x1
		piece.y = y1
		self.grid[x1][y1] = piece
		if target != None:
			target.x = x2
			target.y = y2
		self.grid[x2][y2] = target
		
		for p in self.pieces["white"] + self.pieces["black"]:
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			p.possible_moves = None
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# --- board.py --- #
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import subprocess
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import select
import platform
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import re
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agent_timeout = -1.0 # Timeout in seconds for AI players to make moves
			# WARNING: Won't work for windows based operating systems
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if platform.system() == "Windows":
	agent_timeout = -1 # Hence this
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# A player who can't play
class Player():
	def __init__(self, name, colour):
		self.name = name
		self.colour = colour
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	def update(self, result):
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		return result
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	def reset_board(self, s):
		pass
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	def __str__(self):
		return self.name + "<"+str(self.colour)+">"

	def base_player(self):
		return self
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def open_fifo(name, mode, timeout=None):
	if timeout == None:
		return open(name, mode)
	
	
	class Worker(threading.Thread):
		def __init__(self):
			threading.Thread.__init__(self)
			self.result = None
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			self.exception = None
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		def run(self):		
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			try:
				self.result = open(name, mode)
			except Exception, e:
				self.exception = e
				self.result = None
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	w = Worker()
	w.start()
	
	start = time.time()
	while time.time() - start < timeout:
		if w.is_alive() == False:
			w.join()
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			if w.exception != None:
				raise w.exception
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			return w.result
		time.sleep(0.1)
	
	
	if w.is_alive():
		#sys.stderr.write("FIFO_TIMEOUT!\n")
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		# Recursive to deal with possible race condition
		try:
			if mode == "r":
				f = open_fifo(name, "w", 1)
			else:
				f = open_fifo(name, "r", 1)
		except:
			pass
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		#sys.stderr.write("Opened other end!\n")
		while w.is_alive():
			time.sleep(0.1)
			
		w.join()
		f.close()
		w.result.close()
		raise Exception("FIFO_TIMEOUT")
	else:
		w.join()
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		if w.exception != None:
			raise w.exception
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		return w.result
	
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# Player that runs through a fifo
class FifoPlayer(Player):
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	timeout = 300
	
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	def __init__(self, name, colour):
		Player.__init__(self, name, colour)
		os.mkfifo(self.name+".in")
		os.mkfifo(self.name+".out")
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		try:
			self.fifo_out = open_fifo(self.name+".out","w", FifoPlayer.timeout)
		except:
			raise Exception("FIFO_TIMEOUT")
		else:
			self.fifo_out.write("START "+colour+"\n")
			self.fifo_out.close()

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	def update(self, result):
		sys.stderr.write("update fifo called\n")
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		try:
			self.fifo_out = open_fifo(self.name+".out", "w", FifoPlayer.timeout)
		except:
			raise Exception("FIFO_TIMEOUT")
		else:
			self.fifo_out.write(result +"\n")
			self.fifo_out.close()
			return result
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	def select(self):
		sys.stderr.write("select fifo called\n")
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		try:
			self.fifo_out = open_fifo(self.name+".out", "w", FifoPlayer.timeout)
		except:
			#sys.stderr.write("TIMEOUT\n")
			raise Exception("FIFO_TIMEOUT")
		else:
			
			self.fifo_out.write("SELECT?\n")
			self.fifo_out.close()
			self.fifo_in = open_fifo(self.name+".in", "r", FifoPlayer.timeout)
			s = map(int, self.fifo_in.readline().strip(" \r\n").split(" "))
			self.fifo_in.close()
			return s
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	def get_move(self):
		sys.stderr.write("get_move fifo called\n")
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		try:
			self.fifo_out = open_fifo(self.name+".out", "w", FifoPlayer.timeout)
		except:
			raise Exception("FIFO_TIMEOUT")
		else:
			self.fifo_out.write("MOVE?\n")
			self.fifo_out.close()
			self.fifo_in = open_fifo(self.name+".in", "r", FifoPlayer.timeout)
			s = map(int, self.fifo_in.readline().strip(" \r\n").split(" "))
			self.fifo_in.close()
			return s
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	def quit(self, result):
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		try:
			self.fifo_out = open_fifo(self.name+".out", "w", FifoPlayer.timeout)
		except:
			os.remove(self.name+".in")
			os.remove(self.name+".out")
			#raise Exception("FIFO_TIMEOUT")
			
		else:
			self.fifo_out.write(result + "\n")
			self.fifo_out.close()
			os.remove(self.name+".in")
			os.remove(self.name+".out")
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# Player that runs from another process
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class ExternalAgent(Player):
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	def __init__(self, name, colour):
		Player.__init__(self, name, colour)
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		self.p = subprocess.Popen(name,bufsize=0,stdin=subprocess.PIPE, stdout=subprocess.PIPE, shell=True,universal_newlines=True)
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		self.send_message(colour)

	def send_message(self, s):
		if agent_timeout > 0.0:
			ready = select.select([], [self.p.stdin], [], agent_timeout)[1]
		else:
			ready = [self.p.stdin]
		if self.p.stdin in ready:
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			#sys.stderr.write("Writing \'" + s + "\' to " + str(self.p) + "\n")
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			try:
				self.p.stdin.write(s + "\n")
			except:
				raise Exception("UNRESPONSIVE")
		else:
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			raise Exception("TIMEOUT")
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	def get_response(self):
		if agent_timeout > 0.0:
			ready = select.select([self.p.stdout], [], [], agent_timeout)[0]
		else:
			ready = [self.p.stdout]
		if self.p.stdout in ready:
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			#sys.stderr.write("Reading from " + str(self.p) + " 's stdout...\n")
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			try:
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				result = self.p.stdout.readline().strip(" \t\r\n")
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				#sys.stderr.write("Read \'" + result + "\' from " + str(self.p) + "\n")
				return result
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			except: # Exception, e:
				raise Exception("UNRESPONSIVE")
		else:
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			raise Exception("TIMEOUT")
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	def select(self):
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		self.send_message("SELECTION?")
		line = self.get_response()
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		try:
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			m = re.match("\s*(\d+)\s+(\d+)\s*", line)
			result = map(int, [m.group(1), m.group(2)])
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		except:
			raise Exception("GIBBERISH \"" + str(line) + "\"")
		return result
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	def update(self, result):
		#print "Update " + str(result) + " called for AgentPlayer"
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		self.send_message(result)
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		return result
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	def get_move(self):
		
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		self.send_message("MOVE?")
		line = self.get_response()
		
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		try:
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			m = re.match("\s*(\d+)\s+(\d+)\s*", line)
			result = map(int, [m.group(1), m.group(2)])

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		except:
			raise Exception("GIBBERISH \"" + str(line) + "\"")
		return result
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	def reset_board(self, s):
		self.send_message("BOARD")
		for line in s.split("\n"):
			self.send_message(line.strip(" \r\n"))
		self.send_message("END BOARD")

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	def quit(self, final_result):
		try:
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			self.send_message("QUIT " + final_result)
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		except:
			self.p.kill()
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# So you want to be a player here?
class HumanPlayer(Player):
	def __init__(self, name, colour):
		Player.__init__(self, name, colour)
		
	# Select your preferred account
	def select(self):
		if isinstance(graphics, GraphicsThread):
			# Basically, we let the graphics thread do some shit and then return that information to the game thread
			graphics.cond.acquire()
			# We wait for the graphics thread to select a piece
			while graphics.stopped() == False and graphics.state["select"] == None:
				graphics.cond.wait() # The difference between humans and machines is that humans sleep
			select = graphics.state["select"]
			
			
			graphics.cond.release()
			if graphics.stopped():
				return [-1,-1]
			return [select.x, select.y]
		else:
			# Since I don't display the board in this case, I'm not sure why I filled it in...
			while True:
				sys.stdout.write("SELECTION?\n")
				try:
					p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
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					return p
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				except:
					sys.stderr.write("ILLEGAL GIBBERISH\n")
					continue
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	# It's your move captain
	def get_move(self):
		if isinstance(graphics, GraphicsThread):
			graphics.cond.acquire()
			while graphics.stopped() == False and graphics.state["dest"] == None:
				graphics.cond.wait()
			graphics.cond.release()
			
			return graphics.state["dest"]
		else:
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			while True:
				sys.stdout.write("MOVE?\n")
				try:
					p = map(int, sys.stdin.readline().strip("\r\n ").split(" "))
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					return p
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				except:
					sys.stderr.write("ILLEGAL GIBBERISH\n")
					continue
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	# Are you sure you want to quit?
	def quit(self, final_result):
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		if graphics == None:		
			sys.stdout.write("QUIT " + final_result + "\n")
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	# Completely useless function
	def update(self, result):
		if isinstance(graphics, GraphicsThread):
			pass
		else:
			sys.stdout.write(result + "\n")	
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		return result
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# Default internal player (makes random moves)
class InternalAgent(Player):
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	def __init__(self, name, colour):
		Player.__init__(self, name, colour)
		self.choice = None

		self.board = Board(style = "agent")

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	def update(self, result):
		
		self.board.update(result)
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		#self.board.verify()
		return result
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	def reset_board(self, s):
		self.board.reset_board(s)

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	def quit(self, final_result):
		pass

class AgentRandom(InternalAgent):
	def __init__(self, name, colour):
		InternalAgent.__init__(self, name, colour)

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	def select(self):
		while True:
			self.choice = self.board.pieces[self.colour][random.randint(0, len(self.board.pieces[self.colour])-1)]
			all_moves = []
			# Check that the piece has some possibility to move
			tmp = self.choice.current_type
			if tmp == "unknown": # For unknown pieces, try both types
				for t in self.choice.types:
					if t == "unknown":
						continue
					self.choice.current_type = t
					all_moves += self.board.possible_moves(self.choice)
			else:
				all_moves = self.board.possible_moves(self.choice)
			self.choice.current_type = tmp
			if len(all_moves) > 0:
				break
		return [self.choice.x, self.choice.y]

	def get_move(self):
		moves = self.board.possible_moves(self.choice)
		move = moves[random.randint(0, len(moves)-1)]
		return move


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# Terrible, terrible hacks

def run_agent(agent):
	#sys.stderr.write(sys.argv[0] + " : Running agent " + str(agent) + "\n")
	while True:
		line = sys.stdin.readline().strip(" \r\n")
		if line == "SELECTION?":
			#sys.stderr.write(sys.argv[0] + " : Make selection\n")
			[x,y] = agent.select() # Gets your agent's selection
			#sys.stderr.write(sys.argv[0] + " : Selection was " + str(agent.choice) + "\n")
			sys.stdout.write(str(x) + " " + str(y) + "\n")				
		elif line == "MOVE?":
			#sys.stderr.write(sys.argv[0] + " : Make move\n")
			[x,y] = agent.get_move() # Gets your agent's move
			sys.stdout.write(str(x) + " " + str(y) + "\n")
		elif line.split(" ")[0] == "QUIT":
			#sys.stderr.write(sys.argv[0] + " : Quitting\n")
			agent.quit(" ".join(line.split(" ")[1:])) # Quits the game
			break
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		elif line.split(" ")[0] == "BOARD":
			s = ""
			line = sys.stdin.readline().strip(" \r\n")
			while line != "END BOARD":
				s += line + "\n"
				line = sys.stdin.readline().strip(" \r\n")
			agent.board.reset_board(s)
			
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		else:
			agent.update(line) # Updates agent.board
	return 0


# Sort of works?
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class ExternalWrapper(ExternalAgent):
	def __init__(self, agent):
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		run = "python -u -c \"import sys;import os;from qchess import *;agent = " + agent.__class__.__name__ + "('" + agent.name + "','"+agent.colour+"');sys.stdin.readline();sys.exit(run_agent(agent))\""
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		# str(run)
		ExternalAgent.__init__(self, run, agent.colour)

	
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# --- player.py --- #
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# A sample agent


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class AgentBishop(AgentRandom): # Inherits from AgentRandom (in qchess)
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	def __init__(self, name, colour,value={"pawn" : 1, "bishop" : 3, "knight" : 3, "rook" : 5, "queen" : 9, "king" : 100, "unknown" : 2}):
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		InternalAgent.__init__(self, name, colour)
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		self.value = value
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		self.aggression = 2.0 # Multiplier for scoring due to aggressive actions
		self.defence = 1.0 # Multiplier for scoring due to defensive actions
		
		self.depth = 0 # Current depth
		self.max_depth = 2 # Recurse this many times (for some reason, makes more mistakes when this is increased???)
		self.recurse_for = -1 # Recurse for the best few moves each times (less than 0 = all moves)

		for p in self.board.pieces["white"] + self.board.pieces["black"]:
			p.last_moves = None
			p.selected_moves = None

		

	def get_value(self, piece):
		if piece == None:
			return 0.0
		return float(self.value[piece.types[0]] + self.value[piece.types[1]]) / 2.0
		
	# Score possible moves for the piece
	
	def prioritise_moves(self, piece):

		#sys.stderr.write(sys.argv[0] + " : " + str(self) + " prioritise called for " + str(piece) + "\n")

		
		
		grid = self.board.probability_grid(piece)
		#sys.stderr.write("\t Probability grid " + str(grid) + "\n")
		moves = []
		for x in range(w):
			for y in range(h):
				if grid[x][y] < 0.3: # Throw out moves with < 30% probability
					#sys.stderr.write("\tReject " + str(x) + "," + str(y) + " (" + str(grid[x][y]) + ")\n")
					continue

				target = self.board.grid[x][y]
			
				
				
				
				# Get total probability that the move is protected
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				self.board.push_move(piece, x, y)
				

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				defenders = self.board.coverage(x, y, piece.colour, reject_allied = False)
				d_prob = 0.0
				for d in defenders.keys():
					d_prob += defenders[d]
				if len(defenders.keys()) > 0:
					d_prob /= float(len(defenders.keys()))

				if (d_prob > 1.0):
					d_prob = 1.0

				# Get total probability that the move is threatened
				attackers = self.board.coverage(x, y, opponent(piece.colour), reject_allied = False)
				a_prob = 0.0
				for a in attackers.keys():
					a_prob += attackers[a]
				if len(attackers.keys()) > 0:
					a_prob /= float(len(attackers.keys()))

				if (a_prob > 1.0):
					a_prob = 1.0

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				self.board.pop_move()
				
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				# Score of the move
				value = self.aggression * (1.0 + d_prob) * self.get_value(target) - self.defence * (1.0 - d_prob) * a_prob * self.get_value(piece)

				# Adjust score based on movement of piece out of danger
				attackers = self.board.coverage(piece.x, piece.y, opponent(piece.colour))
				s_prob = 0.0
				for a in attackers.keys():
					s_prob += attackers[a]
				if len(attackers.keys()) > 0:
					s_prob /= float(len(attackers.keys()))

				if (s_prob > 1.0):
					s_prob = 1.0
				value += self.defence * s_prob * self.get_value(piece)
				
				# Adjust score based on probability that the move is actually possible
				moves.append([[x, y], grid[x][y] * value])

		moves.sort(key = lambda e : e[1], reverse = True)
		#sys.stderr.write(sys.argv[0] + ": Moves for " + str(piece) + " are " + str(moves) + "\n")

		piece.last_moves = moves
		piece.selected_moves = None

		

		
		return moves

	def select_best(self, colour):

		self.depth += 1
		all_moves = {}
		for p in self.board.pieces[colour]:
			self.choice = p # Temporarily pick that piece
			m = self.prioritise_moves(p)
			if len(m) > 0:
				all_moves.update({p : m[0]})

		if len(all_moves.items()) <= 0:
			return None
		
		
		opts = all_moves.items()
		opts.sort(key = lambda e : e[1][1], reverse = True)

		if self.depth >= self.max_depth:
			self.depth -= 1
			return list(opts[0])

		if self.recurse_for >= 0:
			opts = opts[0:self.recurse_for]
		#sys.stderr.write(sys.argv[0] + " : Before recurse, options are " + str(opts) + "\n")

		# Take the best few moves, and recurse
		for choice in opts[0:self.recurse_for]:
			[xx,yy] = [choice[0].x, choice[0].y] # Remember position
			[nx,ny] = choice[1][0] # Target
			[choice[0].x, choice[0].y] = [nx, ny] # Set position
			target = self.board.grid[nx][ny] # Remember piece in spot
			self.board.grid[xx][yy] = None # Remove piece
			self.board.grid[nx][ny] = choice[0] # Replace with moving piece
			
			# Recurse
			best_enemy_move = self.select_best(opponent(choice[0].colour))
			choice[1][1] -= best_enemy_move[1][1] / float(self.depth + 1.0)
			
			[choice[0].x, choice[0].y] = [xx, yy] # Restore position
			self.board.grid[nx][ny] = target # Restore taken piece
			self.board.grid[xx][yy] = choice[0] # Restore moved piece
			
		

		opts.sort(key = lambda e : e[1][1], reverse = True)
		#sys.stderr.write(sys.argv[0] + " : After recurse, options are " + str(opts) + "\n")

		self.depth -= 1
		return list(opts[0])

		

	# Returns [x,y] of selected piece
	def select(self):
		#sys.stderr.write("Getting choice...")
		self.choice = self.select_best(self.colour)[0]
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		#sys.stderr.write(" Done " + str(self.choice)+"\n")
		return [self.choice.x, self.choice.y]
	
	# Returns [x,y] of square to move selected piece into
	def get_move(self):
		#sys.stderr.write("Choice is " + str(self.choice) + "\n")
		self.choice.selected_moves = self.choice.last_moves
		moves = self.prioritise_moves(self.choice)
		if len(moves) > 0:
			return moves[0][0]
		else:
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			return AgentRandom.get_move(self)
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# --- agent_bishop.py --- #
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import multiprocessing

# Hacky alternative to using select for timing out players

# WARNING: Do not wrap around HumanPlayer or things breakify
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# WARNING: Do not use in general or things breakify
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class Sleeper(multiprocessing.Process):
	def __init__(self, timeout):
		multiprocessing.Process.__init__(self)
		self.timeout = timeout

	def run(self):
		time.sleep(self.timeout)


class Worker(multiprocessing.Process):
	def __init__(self, function, args, q):
		multiprocessing.Process.__init__(self)
		self.function = function
		self.args = args
		self.q = q

	def run(self):
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		#print str(self) + " runs " + str(self.function) + " with args " + str(self.args)
		#try:
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		self.q.put(self.function(*self.args))
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		#except IOError:
		#	pass