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game_agent.py
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"""Finish all TODO items in this file to complete the isolation project, then
test your agent's strength against a set of known agents using tournament.py
and include the results in your report.
"""
import random
import itertools
class SearchTimeout(Exception):
"""Subclass base exception for code clarity. """
def __init__(self, value = {-1, -1}): # initializing an instance
self.last_best_move = value
def custom_score(game, player):
"""Calculate the heuristic value of a game state from the point of view
of the given player.
This should be the best heuristic function for your project submission.
Note: this function should be called from within a Player instance as
`self.score()` -- you should not need to call this function directly.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
legal_moves = game.get_legal_moves()
self_is_active = player == game._active_player # flag for whether self is active
if not legal_moves:
if self_is_active:
return float("-inf")
else:
return float("inf")
opponent = game.get_opponent(player)
w, h = game.get_player_location(opponent)
y, x = game.get_player_location(player)
x = float((h - y) ** 2 + (w - x) ** 2) # distance of the player from the opponent
if self_is_active:
own_moves = len(legal_moves)
opp_moves = len(game.get_legal_moves(opponent))
else:
own_moves = len(game.get_legal_moves(player))
opp_moves = len(legal_moves)
return float(own_moves - opp_moves - x) # farther from the opponent, lower the score
def custom_score_2(game, player):
"""Calculate the heuristic value of a game state from the point of view
of the given player.
Note: this function should be called from within a Player instance as
`self.score()` -- you should not need to call this function directly.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
legal_moves = game.get_legal_moves()
self_is_active = player == game._active_player # flag for whether self is active
if not legal_moves:
if self_is_active:
return float("-inf")
else:
return float("inf")
opponent = game.get_opponent(player)
w, h = game.get_player_location(opponent)
y, x = game.width / 2., game.height / 2.
x = float((h - y) ** 2 + (w - x) ** 2) # opponent distance from center
if self_is_active:
own_moves = len(legal_moves)
opp_moves = len(game.get_legal_moves(opponent))
else:
own_moves = len(game.get_legal_moves(player))
opp_moves = len(legal_moves)
return float(own_moves - opp_moves + x) # if opponent is farther from the center,
# the score is higher
def custom_score_3(game, player):
"""Calculate the heuristic value of a game state from the point of view
of the given player.
Note: this function should be called from within a Player instance as
`self.score()` -- you should not need to call this function directly.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
legal_moves = game.get_legal_moves()
self_is_active = player == game._active_player # flag for whether self is active
if not legal_moves:
if self_is_active:
return float("-inf")
else:
return float("inf")
opponent = game.get_opponent(player)
if self_is_active:
own_moves = len(legal_moves)
opp_moves = len(game.get_legal_moves(opponent))
else:
own_moves = len(game.get_legal_moves(player))
opp_moves = len(legal_moves)
return float(own_moves - 2 * opp_moves) # aggressively outstep the opponent
class IsolationPlayer:
"""Base class for minimax and alphabeta agents -- this class is never
constructed or tested directly.
******************** DO NOT MODIFY THIS CLASS ********************
Parameters
----------
search_depth : int (optional)
A strictly positive integer (i.e., 1, 2, 3,...) for the number of
layers in the game tree to explore for fixed-depth search. (i.e., a
depth of one (1) would only explore the immediate sucessors of the
current state.)
score_fn : callable (optional)
A function to use for heuristic evaluation of game states.
timeout : float (optional)
Time remaining (in milliseconds) when search is aborted. Should be a
positive value large enough to allow the function to return before the
timer expires.
"""
def __init__(self, search_depth=3, score_fn=custom_score, timeout=10.):
self.search_depth = search_depth
self.score = score_fn
self.time_left = None
self.TIMER_THRESHOLD = timeout
self.moveBook = {} # Dictionary for symmetrical moves
class MinimaxPlayer(IsolationPlayer):
"""Game-playing agent that chooses a move using depth-limited minimax
search. You must finish and test this player to make sure it properly uses
minimax to return a good move before the search time limit expires.
"""
def get_move(self, game, time_left):
"""Search for the best move from the available legal moves and return a
result before the time limit expires.
************** YOU DO NOT NEED TO MODIFY THIS FUNCTION *************
For fixed-depth search, this function simply wraps the call to the
minimax method, but this method provides a common interface for all
Isolation agents, and you will replace it in the AlphaBetaPlayer with
iterative deepening search.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
time_left : callable
A function that returns the number of milliseconds left in the
current turn. Returning with any less than 0 ms remaining forfeits
the game.
Returns
-------
(int, int)
Board coordinates corresponding to a legal move; may return
(-1, -1) if there are no available legal moves.
"""
self.time_left = time_left
# Initialize the best move so that this function returns something
# in case the search fails due to timeout
best_move = (-1, -1)
try:
# The try/except block will automatically catch the exception
# raised when the timer is about to expire.
return self.minimax(game, self.search_depth)
except SearchTimeout as instance:
# Handle any actions required after timeout as needed
best_move = instance.last_best_move # get the last recorded best move
# Return the best move from the last completed search iteration
return best_move
def minimax(self, game, depth):
"""Implement depth-limited minimax search algorithm as described in
the lectures.
This should be a modified version of MINIMAX-DECISION in the AIMA text.
https://github.com/aimacode/aima-pseudocode/blob/master/md/Minimax-Decision.md
**********************************************************************
You MAY add additional methods to this class, or define helper
functions to implement the required functionality.
**********************************************************************
Parameters
----------
game : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
Returns
-------
(int, int)
The board coordinates of the best move found in the current search;
(-1, -1) if there are no legal moves
Notes
-----
(1) You MUST use the `self.score()` method for board evaluation
to pass the project tests; you cannot call any other evaluation
function directly.
(2) If you use any helper functions (e.g., as shown in the AIMA
pseudocode) then you must copy the timer check into the top of
each helper function or else your agent will timeout during
testing.
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout((-1, -1))
best_move = (-1, -1)
legal_moves = game.get_legal_moves()
if not legal_moves:
return best_move
score = float('-inf')
for m in legal_moves: # Get the move with the best score
score, best_move = max((score, best_move),(self.min_value(game.forecast_move(m), depth - 1, best_move), m))
return best_move
def max_value(self, game, depth, last_best_move):# Maximizing Player
if self.time_left() < self.TIMER_THRESHOLD: # If the timer check fails, return the last recorded best move
raise SearchTimeout(last_best_move)
legal_moves = game.get_legal_moves()
if (depth == 0 or not legal_moves): # Terminal state
return self.score(game, self) # Return the score from the perspective of the MinimaxPlayer
# Otherwise, get the best score from recursing further
scores = [self.min_value(game.forecast_move(m), depth - 1, last_best_move) for m in legal_moves]
best_score = max(scores) if scores else float('-inf')
return best_score
def min_value(self, game, depth, last_best_move):# Minimizing player
if self.time_left() < self.TIMER_THRESHOLD: # If the timer check fails, return the last recorded best move
raise SearchTimeout(last_best_move)
legal_moves = game.get_legal_moves()
if (depth == 0 or not legal_moves): # Terminal state
return self.score(game, self) # Return the score from the perspective of the MinimaxPlayer
# Otherwise, get the worst score from recursing further
scores = [self.max_value(game.forecast_move(m), depth - 1, last_best_move) for m in legal_moves]
best_score = min(scores) if scores else float("inf")
return best_score
class AlphaBetaPlayer(IsolationPlayer):
"""Game-playing agent that chooses a move using iterative deepening minimax
search with alpha-beta pruning. You must finish and test this player to
make sure it returns a good move before the search time limit expires.
"""
def get_move(self, game, time_left):
"""Search for the best move from the available legal moves and return a
result before the time limit expires.
Modify the get_move() method from the MinimaxPlayer class to implement
iterative deepening search instead of fixed-depth search.
**********************************************************************
NOTE: If time_left() < 0 when this function returns, the agent will
forfeit the game due to timeout. You must return _before_ the
timer reaches 0.
**********************************************************************
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
time_left : callable
A function that returns the number of milliseconds left in the
current turn. Returning with any less than 0 ms remaining forfeits
the game.
Returns
-------
(int, int)
Board coordinates corresponding to a legal move; may return
(-1, -1) if there are no available legal moves.
"""
self.time_left = time_left
# Initialize the best move so that this function returns something
# in case the search fails due to timeout
best_move = (-1, -1)
try:
# The try/except block will automatically catch the exception
# raised when the timer is about to expire.
for depth in itertools.count(): # Perform iterative deepening
best_move = self.alphabeta(game, depth) # Record last best move
except SearchTimeout as instance:
pass # Handle any actions required after timeout as needed
# Return the best move from the last completed search iteration
return best_move
def alphabeta(self, game, depth, alpha=float("-inf"), beta=float("inf")):
"""Implement depth-limited minimax search with alpha-bet0a pruning as
described in the lectures.
This should be a modified version of ALPHA-BETA-SEARCH in the AIMA text
https://github.com/aimacode/aima-pseudocode/blob/master/md/Alpha-Beta-Search.md
**********************************************************************
You MAY add additional methods to this class, or define helper
functions to implement the required functionality.
**********************************************************************
Parameters
----------
game : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
alpha : float
Alpha limits the lower bound of search on minimizing layers
beta : float
Beta limits the upper bound of search on maximizing layers
Returns
-------
(int, int)
The board coordinates of the best move found in the current search;
(-1, -1) if there are no legal moves
Notes
-----
(1) You MUST use the `self.score()` method for board evaluation
to pass the project tests; you cannot call any other evaluation
function directly.
(2) If you use any helper functions (e.g., as shown in the AIMA
pseudocode) then you must copy the timer check into the top of
each helper function or else your agent will timeout during
testing.
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout((-1, -1))
best_move = (-1, -1)
legal_moves = game.get_legal_moves()
if not legal_moves or depth == 0: # return (-1, -1) if terminal state
return best_move
n = len(game.get_blank_spaces())
if n == game.height * game.width: # Make the first move to be the center if player 1
return (3, 3)
score = float('-inf')
for m in legal_moves:
ss = None
if n > game.height * game.width - 3: # Until 3 search levels, check for symmetry
next_game = game.forecast_move(m)
# Zero out the last three board state indices for storing an appropriate hash value
next_game._board_state[-1] = next_game._board_state[-2] = next_game._board_state[-3] = 0
hval = next_game.hash()
if hval in self.moveBook:
ss = self.moveBook[hval]
else:
ss = self.symmetry_score(next_game) # rotate the board to check for symmetry
if ss is None: # if symmetry is not found, search the nodes
new_score = self.min_value(game.forecast_move(m), depth - 1, alpha, beta)
score, best_move = max((score, best_move), (new_score, m))
if n > game.height * game.width - 3:
self.moveBook[hval] = new_score
else: # if symmetry is found, use the score from the move_book
score, best_move = max((score, best_move), (ss, m))
alpha = max(alpha, score) # Update alpha
return best_move
def max_value(self, game, depth, alpha, beta):# Maximizing Player
if self.time_left() < self.TIMER_THRESHOLD: # If the timer check fails, return the last recorded best move
raise SearchTimeout()
legal_moves = game.get_legal_moves()
if depth == 0 or not legal_moves: # Terminal state
return self.score(game, self) # Return the score from the perspective of the AlphaBetaPlayer
# Otherwise, get the best score from recursing further
score = float('-inf')
for m in legal_moves:
score = max(score, self.min_value(game.forecast_move(m), depth - 1, alpha, beta))
if score >= beta: return score # A score greater than beta won't be selected by the parent min-node, so search can stop here
alpha = max(alpha, score) # Update alpha
return score
def min_value(self, game, depth, alpha, beta):
if self.time_left() < self.TIMER_THRESHOLD: # If the timer check fails, return the last recorded best move
raise SearchTimeout()
legal_moves = game.get_legal_moves()
if depth == 0 or not legal_moves: # Terminal state
return self.score(game, self) # Return the score from the perspective of the AlphaBetaPlayer
# Otherwise, get the best score from recursing further
score = float('inf')
for m in legal_moves:
score = min(score, self.max_value(game.forecast_move(m), depth - 1, alpha, beta))
if score <= alpha: return score # A score lesser than alpha will not be selected by the parent max-node, so search can stop here
beta = min(beta, score) # Update alpha
return score
def symmetry_score(self, game):
"""
Converts Board state into 2x2 matrix, rotates the matrix vertically and
horizontally for checking if the value of the search tree is known.
Parameters
----------
game : isolation.Board
An forecast instance of the Isolation game `Board` class representing the
game state with a certain move applied
Returns
-------
(int, int)
Score of a symmetrical board state if it already known, else None
"""
h = game.height; w = game.width
matrix = [game._board_state[i:i+h] for i in range(0, h * w, h)]
for i in (0, 1):
if i == 0:
m = [m[::-1] for m in matrix] # vertical flip
else:
m = matrix[::-1] # horizontal flip
b = self.get_board_state(m, game)
game._board_state = b
hval = game.hash()
if hval in self.moveBook: # if a hash value is found by rotating the board,
return self.moveBook[hval] # return the recorded state
return None
def get_board_state(self, matrix, game):
"""
Converts a 2x2 matrix into a Board state 1D-array, zeroing out the last
three values for getting the equivalent hash value.
"""
h = game.height; w = game.width
b = [0] * (h * w + 3)
for i, u in enumerate(matrix):
for j, v in enumerate(u):
b[i * h + j] = matrix[i][j] # Fill up the 1D array
b[-1] = b[-2] = b[-3] = 0
return b