From 4e3cee35c67cb43df5d81ba8a0ecc2013d065379 Mon Sep 17 00:00:00 2001 From: Sam Moore <matches@ucc.asn.au> Date: Thu, 28 Feb 2013 18:13:42 +0800 Subject: [PATCH] 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 --- qchess/qchess.py | 88 ++++++++++++++++++++----- qchess/src/agent_bishop.py | 12 ++-- qchess/src/board.py | 70 ++++++++++++++++++-- qchess/src/piece.py | 2 +- web/agent_python.html | 127 ++++++++++++++++++++++++++++++++++++- 5 files changed, 270 insertions(+), 29 deletions(-) diff --git a/qchess/qchess.py b/qchess/qchess.py index 3554da5..327d193 100755 --- a/qchess/qchess.py +++ b/qchess/qchess.py @@ -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 diff --git a/qchess/src/agent_bishop.py b/qchess/src/agent_bishop.py index 1464019..0323edb 100644 --- a/qchess/src/agent_bishop.py +++ b/qchess/src/agent_bishop.py @@ -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 diff --git a/qchess/src/board.py b/qchess/src/board.py index a9825d0..8fbbaa0 100644 --- a/qchess/src/board.py +++ b/qchess/src/board.py @@ -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 + diff --git a/qchess/src/piece.py b/qchess/src/piece.py index a72937c..162e82e 100644 --- a/qchess/src/piece.py +++ b/qchess/src/piece.py @@ -19,7 +19,7 @@ class Piece(): self.move_pattern = None self.coverage = None - + self.possible_moves = None def init_from_copy(self, c): diff --git a/web/agent_python.html b/web/agent_python.html index 5414918..9385ad1 100644 --- a/web/agent_python.html +++ b/web/agent_python.html @@ -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">(</span>InternalAgent<span class="br0">)</span>:</div></li> +<li class="li2"><div class="de2"> <span class="kw1">def</span> <span class="kw4">__init__</span><span class="br0">(</span><span class="kw2">self</span><span class="sy0">,</span> name<span class="sy0">,</span> colour<span class="br0">)</span>:</div></li> +<li class="li1"><div class="de1"> InternalAgent.<span class="kw4">__init__</span><span class="br0">(</span><span class="kw2">self</span><span class="sy0">,</span> name<span class="sy0">,</span> colour<span class="br0">)</span></div></li> +<li class="li2"><div class="de2"> </div></li> +<li class="li1"><div class="de1"> <span class="kw1">def</span> <span class="kw3">select</span><span class="br0">(</span><span class="kw2">self</span><span class="br0">)</span>:</div></li> +<li class="li2"><div class="de2"> <span class="co1">#TODO: Implement me!</span></div></li> +<li class="li1"><div class="de1"> <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"> <span class="kw1">return</span> <span class="br0">[</span><span class="kw2">self</span>.choice.x<span class="sy0">,</span><span class="kw2">self</span>.choice.y<span class="br0">]</span></div></li> +<li class="li2"><div class="de2"> </div></li> +<li class="li1"><div class="de1"> <span class="kw1">def</span> get_move<span class="br0">(</span><span class="kw2">self</span><span class="br0">)</span>:</div></li> +<li class="li2"><div class="de2"> <span class="co1">#TODO: Implement me!</span></div></li> +<li class="li2"><div class="de2"> <span class="co1"># (ie: Find a move for self.choice)</span></div></li> +<li class="li1"><div class="de1"> <span class="kw1">return</span> <span class="br0">[</span>x<span class="sy0">,</span>y<span class="br0">]</span></div></li> +<li class="li2"><div class="de2"> </div></li> +<li class="li2"><div class="de2"> </div></li> +<li class="li1"><div class="de1"><span class="kw1">if</span> __name__ <span class="sy0">==</span> <span class="st0">"__main__"</span>:</div></li> +<li class="li2"><div class="de2"> colour <span class="sy0">=</span> <span class="kw3">sys</span>.<span class="me1">stdin</span>.<span class="kw3">readline</span><span class="br0">(</span><span class="br0">)</span>.<span class="me1">strip</span><span class="br0">(</span><span class="st0">" <span class="es0">\r</span><span class="es0">\n</span>"</span><span class="br0">)</span></div></li> +<li class="li1"><div class="de1"> agent <span class="sy0">=</span> Agent<span class="br0">(</span>colour<span class="br0">)</span></div></li> +<li class="li2"><div class="de2"> run_agent<span class="br0">(</span>agent<span class="br0">)</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 <li> 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> -- GitLab