board.py 16 KB
Newer Older
Sam Moore's avatar
Sam Moore committed
1 2
[w,h] = [8,8] # Width and height of board(s)

3 4
always_reveal_states = False

Sam Moore's avatar
Sam Moore committed
5 6 7 8 9 10 11 12 13 14 15
# 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
Sam Moore's avatar
Sam Moore committed
16 17
		self.max_moves = None
		self.moves = 0
Sam Moore's avatar
Sam Moore committed
18
		self.move_stack = []
Sam Moore's avatar
Sam Moore committed
19 20 21
		for c in ["black", "white"]:
			del self.unrevealed_types[c]["unknown"]

22 23 24
		if style == "empty":
			return

Sam Moore's avatar
Sam Moore committed
25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72
		# 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]
Sam Moore's avatar
Sam Moore committed
73
					piece.types.append('?' + choice)
Sam Moore's avatar
Sam Moore committed
74 75 76 77 78 79 80 81 82 83 84 85
				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])
Sam Moore's avatar
Sam Moore committed
86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119
	
	# 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
Sam Moore's avatar
Sam Moore committed
120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138
			

	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"]:
Sam Moore's avatar
Sam Moore committed
139
			p.draw(window, grid_sz, self.style)
Sam Moore's avatar
Sam Moore committed
140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166

	# 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!
			raise Exception("BOUNDS")

		piece = self.grid[x][y]
		if piece == None:
			raise Exception("EMPTY")

		if colour != None and piece.colour != colour:
Sam Moore's avatar
Sam Moore committed
167
			raise Exception("COLOUR " + str(piece.colour) + " not " + str(colour))
Sam Moore's avatar
Sam Moore committed
168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188

		# 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"
	def update_select(self, x, y, type_index, state):
		piece = self.grid[x][y]
		if piece.types[type_index] == "unknown":
			if not state in self.unrevealed_types[piece.colour].keys():
				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

		if len(self.possible_moves(piece)) <= 0:
			piece.deselect() # Piece can't move; deselect it
Sam Moore's avatar
Sam Moore committed
189 190 191
			
		# Piece needs to recalculate moves
		piece.possible_moves = None
Sam Moore's avatar
Sam Moore committed
192 193 194
		
	# Update the board when a piece has been moved
	def update_move(self, x, y, x2, y2):
Sam Moore's avatar
Sam Moore committed
195
				
Sam Moore's avatar
Sam Moore committed
196
		piece = self.grid[x][y]
Sam Moore's avatar
Sam Moore committed
197 198 199
		#print "Moving " + str(x) + "," + str(y) + " to " + str(x2) + "," + str(y2) + "; possible_moves are " + str(self.possible_moves(piece))
		
		if not [x2,y2] in self.possible_moves(piece):
200
			raise Exception("ILLEGAL move " + str(x2)+","+str(y2))
Sam Moore's avatar
Sam Moore committed
201
		
Sam Moore's avatar
Sam Moore committed
202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223
		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!
Sam Moore's avatar
Sam Moore committed
224
		self.moves += 1
Sam Moore's avatar
Sam Moore committed
225 226 227 228 229
		
		# All other pieces need to recalculate moves
		for p in self.pieces["white"] + self.pieces["black"]:
			p.possible_moves = None
		
Sam Moore's avatar
Sam Moore committed
230
		#self.verify()	
Sam Moore's avatar
Sam Moore committed
231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286

	# Update the board from a string
	# Guesses what to do based on the format of the string
	def update(self, result):
		#print "Update called with \"" + str(result) + "\""
		# 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]
		if piece == None:
			raise Exception("EMPTY")

		# 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)
			self.update_move(x, y, x2, y2)
			
		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

			# Select the piece
			self.update_select(x, y, type_index, state)

		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})
		
Sam Moore's avatar
Sam Moore committed
287
		#self.verify()
Sam Moore's avatar
Sam Moore committed
288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310
		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]
Sam Moore's avatar
Sam Moore committed
311
			prob = 1.0 / float(len(p.types))
Sam Moore's avatar
Sam Moore committed
312
			if t == "unknown" or p.types[i][0] == '?':
Sam Moore's avatar
Sam Moore committed
313 314 315 316 317 318
				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)
Sam Moore's avatar
Sam Moore committed
319 320
					#p.current_type = t2
					for point in self.possible_moves(p, reject_allied, state=t2):
Sam Moore's avatar
Sam Moore committed
321 322 323
						result[point[0]][point[1]] += prob2 * prob
				
			else:
Sam Moore's avatar
Sam Moore committed
324 325 326
				#p.current_type = t
				for point in self.possible_moves(p, reject_allied, state=t):
						result[point[0]][point[1]] += prob
Sam Moore's avatar
Sam Moore committed
327
		
Sam Moore's avatar
Sam Moore committed
328
		#self.verify()
Sam Moore's avatar
Sam Moore committed
329
		#p.current_type = "unknown"
Sam Moore's avatar
Sam Moore committed
330 331 332 333 334 335 336 337 338 339
		return result

	def prob_is_type(self, p, state):
		prob = 0.5
		result = 0
		for i in range(len(p.types)):
			t = p.types[i]
			if t == state:
				result += prob
				continue	
Sam Moore's avatar
Sam Moore committed
340
			if t == "unknown" or p.types[i][0] == '?':
Sam Moore's avatar
Sam Moore committed
341 342 343 344 345 346 347 348 349 350 351 352 353
				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)
Sam Moore's avatar
Sam Moore committed
354
	def possible_moves(self, p, reject_allied = True, state=None):
Sam Moore's avatar
Sam Moore committed
355
		if p == None:
Sam Moore's avatar
Sam Moore committed
356 357 358 359 360 361 362 363 364
			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
Sam Moore's avatar
Sam Moore committed
365
			return result
Sam Moore's avatar
Sam Moore committed
366
		
Sam Moore's avatar
Sam Moore committed
367
		
Sam Moore's avatar
Sam Moore committed
368 369 370 371
		
		
		result = []
		
Sam Moore's avatar
Sam Moore committed
372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442

		
		if p.current_type == "unknown":
			raise Exception("SANITY: Piece state unknown")
			# 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
		
Sam Moore's avatar
Sam Moore committed
443 444 445
		#self.verify()
		
		p.possible_moves = result
Sam Moore's avatar
Sam Moore committed
446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468
		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

Sam Moore's avatar
Sam Moore committed
469 470 471 472 473 474 475 476 477 478 479 480 481
	# 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
Sam Moore's avatar
Sam Moore committed
482 483 484 485 486


	# 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)
Sam Moore's avatar
Sam Moore committed
487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514
	
	# 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"]:
				p.possible_moves = None