Commit 4e3cee35 authored by Sam Moore's avatar Sam Moore
Browse files

Fix bugs and documentate stuff

bug - qchess was allowing illegal moves... not good
documentate - agent_python.html was empty... not good

Thanks to rvvs89 for prettifying agent_python.html
parent 559edeec
......@@ -20,7 +20,7 @@ class Piece():
self.move_pattern = None
self.coverage = None
self.possible_moves = None
def init_from_copy(self, c):
......@@ -112,6 +112,7 @@ class Board():
self.king = {"white" : None, "black" : None} # We need to keep track of the king, because he is important
self.max_moves = None
self.moves = 0
self.move_stack = []
for c in ["black", "white"]:
del self.unrevealed_types[c]["unknown"]
......@@ -282,10 +283,19 @@ class Board():
if len(self.possible_moves(piece)) <= 0:
piece.deselect() # Piece can't move; deselect it
# Piece needs to recalculate moves
piece.possible_moves = None
# Update the board when a piece has been moved
def update_move(self, x, y, x2, y2):
piece = self.grid[x][y]
#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):
raise Exception("ILLEGAL move")
self.grid[x][y] = None
taken = self.grid[x2][y2]
if taken != None:
......@@ -309,6 +319,11 @@ class Board():
piece.deselect() # Uncollapse (?) the wavefunction!
self.moves += 1
# All other pieces need to recalculate moves
for p in self.pieces["white"] + self.pieces["black"]:
p.possible_moves = None
#self.verify()
# Update the board from a string
......@@ -366,7 +381,7 @@ class Board():
if prob > 0:
result.update({p : prob})
self.verify()
#self.verify()
return result
......@@ -407,7 +422,7 @@ class Board():
for point in self.possible_moves(p, reject_allied):
result[point[0]][point[1]] += prob
self.verify()
#self.verify()
p.current_type = "unknown"
return result
......@@ -433,10 +448,25 @@ class Board():
# 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)
def possible_moves(self, p, reject_allied = True):
result = []
def possible_moves(self, p, reject_allied = True, state=None):
if p == None:
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
return result
if p.possible_moves != None:
return p.possible_moves
result = []
if p.current_type == "unknown":
......@@ -508,7 +538,9 @@ class Board():
if g != None and (g.colour == p.colour and reject_allied == True):
result.remove(point) # Remove allied pieces
self.verify()
#self.verify()
p.possible_moves = result
return result
......@@ -550,6 +582,34 @@ class Board():
# 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)
# 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
# --- board.py --- #
import subprocess
import select
......@@ -856,10 +916,9 @@ class AgentBishop(AgentRandom): # Inherits from AgentRandom (in qchess)
# Get total probability that the move is protected
[xx,yy] = [piece.x, piece.y]
[piece.x, piece.y] = [x, y]
self.board.grid[x][y] = piece
self.board.grid[xx][yy] = None
self.board.push_move(piece, x, y)
defenders = self.board.coverage(x, y, piece.colour, reject_allied = False)
d_prob = 0.0
......@@ -882,9 +941,8 @@ class AgentBishop(AgentRandom): # Inherits from AgentRandom (in qchess)
if (a_prob > 1.0):
a_prob = 1.0
self.board.grid[x][y] = target
self.board.grid[xx][yy] = piece
[piece.x, piece.y] = [xx, yy]
self.board.pop_move()
# Score of the move
......@@ -1840,7 +1898,7 @@ class GraphicsThread(StoppableThread):
#print "Test font"
pygame.font.Font(os.path.join(os.path.curdir, "data", "DejaVuSans.ttf"), 32).render("Hello", True,(0,0,0))
#create_images(grid_sz)
#load_images()
create_images(grid_sz)
"""
......@@ -2546,4 +2604,4 @@ if __name__ == "__main__":
sys.exit(102)
# --- main.py --- #
# EOF - created from make on Mon Feb 25 21:46:16 WST 2013
# EOF - created from make on Thu Feb 28 18:12:37 WST 2013
......@@ -47,10 +47,9 @@ class AgentBishop(AgentRandom): # Inherits from AgentRandom (in qchess)
# Get total probability that the move is protected
[xx,yy] = [piece.x, piece.y]
[piece.x, piece.y] = [x, y]
self.board.grid[x][y] = piece
self.board.grid[xx][yy] = None
self.board.push_move(piece, x, y)
defenders = self.board.coverage(x, y, piece.colour, reject_allied = False)
d_prob = 0.0
......@@ -73,9 +72,8 @@ class AgentBishop(AgentRandom): # Inherits from AgentRandom (in qchess)
if (a_prob > 1.0):
a_prob = 1.0
self.board.grid[x][y] = target
self.board.grid[xx][yy] = piece
[piece.x, piece.y] = [xx, yy]
self.board.pop_move()
# Score of the move
......
......@@ -15,6 +15,7 @@ class Board():
self.king = {"white" : None, "black" : None} # We need to keep track of the king, because he is important
self.max_moves = None
self.moves = 0
self.move_stack = []
for c in ["black", "white"]:
del self.unrevealed_types[c]["unknown"]
......@@ -185,10 +186,19 @@ class Board():
if len(self.possible_moves(piece)) <= 0:
piece.deselect() # Piece can't move; deselect it
# Piece needs to recalculate moves
piece.possible_moves = None
# Update the board when a piece has been moved
def update_move(self, x, y, x2, y2):
piece = self.grid[x][y]
#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):
raise Exception("ILLEGAL move")
self.grid[x][y] = None
taken = self.grid[x2][y2]
if taken != None:
......@@ -212,6 +222,11 @@ class Board():
piece.deselect() # Uncollapse (?) the wavefunction!
self.moves += 1
# All other pieces need to recalculate moves
for p in self.pieces["white"] + self.pieces["black"]:
p.possible_moves = None
#self.verify()
# Update the board from a string
......@@ -269,7 +284,7 @@ class Board():
if prob > 0:
result.update({p : prob})
self.verify()
#self.verify()
return result
......@@ -310,7 +325,7 @@ class Board():
for point in self.possible_moves(p, reject_allied):
result[point[0]][point[1]] += prob
self.verify()
#self.verify()
p.current_type = "unknown"
return result
......@@ -336,10 +351,25 @@ class Board():
# 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)
def possible_moves(self, p, reject_allied = True):
result = []
def possible_moves(self, p, reject_allied = True, state=None):
if p == None:
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
return result
if p.possible_moves != None:
return p.possible_moves
result = []
if p.current_type == "unknown":
......@@ -411,7 +441,9 @@ class Board():
if g != None and (g.colour == p.colour and reject_allied == True):
result.remove(point) # Remove allied pieces
self.verify()
#self.verify()
p.possible_moves = result
return result
......@@ -453,3 +485,31 @@ class Board():
# 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)
# 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
......@@ -19,7 +19,7 @@ class Piece():
self.move_pattern = None
self.coverage = None
self.possible_moves = None
def init_from_copy(self, c):
......
......@@ -3,8 +3,41 @@
<head>
<title> UCC::Progcomp 2013 - Writing an Agent - python </title>
<style>
div.python > ul
{
list-style-type: none;
}
.python .de1, .python .de2 {-moz-user-select: text;-khtml-user-select: text;-webkit-user-select: text;-ms-user-select: text;user-select: text;
margin:0; padding: 0 5px; background:none; vertical-align:top;color:#000;border-left: 1px solid #ccc; margin: 0 0 0 -7px; position: relative; background: #ffffff;}
.python {color:#ACACAC;}
.python .imp {font-weight: bold; color: red;}
.python li, .python .li1 {-moz-user-select: -moz-none;-khtml-user-select: none;-webkit-user-select: none;-ms-user-select: none;user-select: none;
}
.python .ln {width:1px;text-align:right;margin:0;padding:0 2px;vertical-align:top;}
.python .kw1 {color: #ff7700;font-weight:bold;}
.python .kw2 {color: #008000;}
.python .kw3 {color: #dc143c;}
.python .kw4 {color: #0000cd;}
.python .co1 {color: #808080; font-style: italic;}
.python .coMULTI {color: #808080; font-style: italic;}
.python .es0 {color: #000099; font-weight: bold;}
.python .br0 {color: black;}
.python .sy0 {color: #66cc66;}
.python .st0 {color: #483d8b;}
.python .nu0 {color: #ff4500;}
.python .me1 {color: black;}
.python .ln-xtra, .python li.ln-xtra, .python div.ln-xtra {color:black;background:#FFFF88;}
.python span.xtra { display:block; }
</style>
</head>
<body bgcolor=white>
<h1> Python API </h1>
......@@ -17,11 +50,103 @@
<h2> Overview </h2>
<ol>
<li> Start the script with <code>from qchess import *</code> </li>
<li> Write a class <code>Agent</code> that inherits from <code>InternalAgent</code> </li>
<li> Make sure <code>Agent.__init__(self, name, colour)</code> calls <code>InternalAgent.__init__(self, name, colour)</code> </li>
<li> Implement <code>Agent.select(self)</code>, which must return <code>[x,y]</code> </li>
<ul>
<li> Where <code>x</code> and <code>y</code> are the x and y coordinates of the piece you want to select </li>
<li> <code>x</code> and <code>y</code> must be between <code>0</code> and <code>7</code> </li>
</ul>
<li> Implement <code>Agent.get_move(self)</code>, which must return <code>[x,y]</code> </li>
<ul>
<li> Where <code>x</code> and <code>y</code> are the x and y coordinates of the square you wish to move the previously selected piece into. </li>
<li> <code>x</code> and <code>y</code> must be between <code>0</code> and <code>7</code> </li>
</ul>
<li> Read the colour of the agent from stdin, then construct an <code>agent = Agent(colour)</code>, and call <code>run_agent(agent)</code>
</ol>
<hr>
<h2> Skeleton </h2>
<code><div class="python"><ul><li class="li1"><div class="de1"><span class="co1">#!/usr/bin/python</span></div></li>
<li class="li2"><div class="de2"><span class="kw1">from</span> qchess <span class="kw1">import</span> *</div></li>
<li class="li1"><div class="de1"><span class="kw1">class</span> Agent<span class="br0">&#40;</span>InternalAgent<span class="br0">&#41;</span>:</div></li>
<li class="li2"><div class="de2">&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">def</span> <span class="kw4">__init__</span><span class="br0">&#40;</span><span class="kw2">self</span><span class="sy0">,</span> name<span class="sy0">,</span> colour<span class="br0">&#41;</span>:</div></li>
<li class="li1"><div class="de1">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; InternalAgent.<span class="kw4">__init__</span><span class="br0">&#40;</span><span class="kw2">self</span><span class="sy0">,</span> name<span class="sy0">,</span> colour<span class="br0">&#41;</span></div></li>
<li class="li2"><div class="de2">&nbsp; &nbsp; &nbsp; &nbsp; </div></li>
<li class="li1"><div class="de1">&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">def</span> <span class="kw3">select</span><span class="br0">&#40;</span><span class="kw2">self</span><span class="br0">&#41;</span>:</div></li>
<li class="li2"><div class="de2">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="co1">#TODO: Implement me!</span></div></li>
<li class="li1"><div class="de1">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="kw2">self</span>.<span class="me1">choice</span> <span class="sy0">=</span> <span class="co1">#a piece that you want to move</span></div></li>
<li class="li1"><div class="de1">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">return</span> <span class="br0">&#91;</span><span class="kw2">self</span>.choice.x<span class="sy0">,</span><span class="kw2">self</span>.choice.y<span class="br0">&#93;</span></div></li>
<li class="li2"><div class="de2">&nbsp;</div></li>
<li class="li1"><div class="de1">&nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">def</span> get_move<span class="br0">&#40;</span><span class="kw2">self</span><span class="br0">&#41;</span>:</div></li>
<li class="li2"><div class="de2">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="co1">#TODO: Implement me!</span></div></li>
<li class="li2"><div class="de2">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="co1"># (ie: Find a move for self.choice)</span></div></li>
<li class="li1"><div class="de1">&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <span class="kw1">return</span> <span class="br0">&#91;</span>x<span class="sy0">,</span>y<span class="br0">&#93;</span></div></li>
<li class="li2"><div class="de2">&nbsp; &nbsp; &nbsp; &nbsp; </div></li>
<li class="li2"><div class="de2">&nbsp; &nbsp; &nbsp; &nbsp; </div></li>
<li class="li1"><div class="de1"><span class="kw1">if</span> __name__ <span class="sy0">==</span> <span class="st0">&quot;__main__&quot;</span>:</div></li>
<li class="li2"><div class="de2">&nbsp; &nbsp; &nbsp; &nbsp; colour <span class="sy0">=</span> <span class="kw3">sys</span>.<span class="me1">stdin</span>.<span class="kw3">readline</span><span class="br0">&#40;</span><span class="br0">&#41;</span>.<span class="me1">strip</span><span class="br0">&#40;</span><span class="st0">&quot; <span class="es0">\r</span><span class="es0">\n</span>&quot;</span><span class="br0">&#41;</span></div></li>
<li class="li1"><div class="de1">&nbsp; &nbsp; &nbsp; &nbsp; agent <span class="sy0">=</span> Agent<span class="br0">&#40;</span>colour<span class="br0">&#41;</span></div></li>
<li class="li2"><div class="de2">&nbsp; &nbsp; &nbsp; &nbsp; run_agent<span class="br0">&#40;</span>agent<span class="br0">&#41;</span></div></li>
</ul></div></code>
<hr>
<h2> Useful things from <code>qchess.py</code> </h2>
<p> You can implement your own Quantum Chess pieces and board classes if you really want. However, there are already some in <a href="../qchess/qchess.py"/>qchess.py</a> </p>
<p> Don't worry, you don't have to read that file, because I will describe the things that it is safe to use right here! </p>
<p> I'm going to dispense with the html for a bit, because I'm sick of having to type &lt;li&gt; every line. </p>
<pre> <code>
InternalAgent - What you should inherit your Agent from if you want it to work
colour - string representing colour of the agent
board - instance of the Board class. This is automatically updated if you use run_agent
choice - you should set this to the Piece that you select in Agent.select()
Piece - Class to represent a Quantum Chess piece
colour - string representing colour of the piece
types[2] - list containing the two types that the piece can be, as strings
choice - integer; either -1 (superposition), 0, or 1 to indicate what type the piece is
current_type - string representing the current piece's type; "unknown" for a superposition
Board - Class to represent a quantum chess board. InternalAgent.board is one of these.
possible_moves(self, piece, state = None) - Return a list of possible moves for piece.
- If state is None, the piece must be in a known classical state
- If state is not None, the state of the piece will be temporarily set
push_move(self, piece, x, y) - *Temporarily* move piece to position [x,y]. If the square is occupied, the piece that was there is temporarily removed.
- Does not perform any legality checks on the move
pop_move(self) - Restore the state of the Board to whatever it was before the most recent call to Board.push_move()
coverage(self, x, y, colour = None, reject_allied = True) - Returns a dictionary that maps pieces which could move to [x,y] to the probability they could move to [x,y]
- Colour can be set to only include pieces of a certain colour
- If reject_allied is True, pieces cannot move into squares occupied by pieces of the same colour
- If reject_allied is False, pieces are treated as being able to move into friendly squares
prob_is_type(self, piece, state) - Return probability that Piece p is in a state
probability_grid(self, piece, reject_allied = True) - Return probability that piece can move into [x,y] for each [x,y] on the board. reject_allied is as in Board.coverage()
opponent(colour) - return "white" iff colour == "black", else return "black"
</code> </pre>
<h2> Examples </h2>
<p> Probably the best way to learn how to use these functions is to read the source for <a href="../qchess/src/agent_bishop.py"/>Agent Bishop</a> </p>
<hr>
<p> Page last updated 2013-02-18 by matches </p>
<p> Page last updated 2013-02-28 by matches and rvvs89 </p>
<p> <b> Thanks </b> to rvvs89 for prettifying things! </p>
<p> Also thanks to <a href="http://pastebin.com">pastebin.com</a> </p>
<hr>
<p> <a href="http://www.ucc.asn.au">The UCC Website</a> </p>
<p> <a href="http://progcomp.ucc.asn.au/2013/web">UCC::Progcomp 2013</a> </p>
......
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