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Commit 52ddc482 authored by Xiaofei Wang's avatar Xiaofei Wang
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# Written by Michelle Blom, 2019
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
#
from state_monitor import set_round_recorder, get_round_recorder, get_pre_r
from utils import *
import numpy
import random
import abc
import copy
# We use the tile display class to represent both factory displays and
# the pool of tiles in the centre of the playing area.
class TileDisplay:
def __init__(self):
# Map between tile colour and number in the display
self.tiles = {}
# Total number of tiles in the display
self.total = 0
for tile in Tile:
self.tiles[tile] = 0
def RemoveTiles(self, number, tile_type):
assert number > 0
assert tile_type in Tile
assert tile_type in self.tiles
self.tiles[tile_type] -= number
self.total -= number
assert self.tiles[tile_type] >= 0
assert self.total >= 0
def AddTiles(self, number, tile_type):
assert number > 0
assert tile_type in Tile
assert tile_type in self.tiles
self.tiles[tile_type] += number
self.total += number
# We use the PlayerState class to represent a player's game state:
# their score; the state of their pattern lines; the state of their
# wall grid; and their floor line.
class PlayerState:
GRID_SIZE = 5
FLOOR_SCORES = [-1, -1, -2, -2, -2, -3, -3]
ROW_BONUS = 2
COL_BONUS = 7
SET_BONUS = 10
def __init__(self, _id):
self.id = _id
self.score = 0
self.lines_number = [0] * self.GRID_SIZE
self.lines_tile = [-1] * self.GRID_SIZE
# Use for evaluation
self.score_without_bouns = 0
self.penalties = 0
self.rows_finished = 0
self.columns_finished = 0
self.sets_finished = 0
self.bonus_received = 0
self.player_trace = PlayerTrace(_id)
# self.grid_scheme = [
# [Tile.BLUE,Tile.YELLOW,Tile.RED,Tile.BLACK,Tile.WHITE],
# [Tile.WHITE,Tile.BLUE,Tile.YELLOW,Tile.RED,Tile.BLACK],
# [Tile.BLACK,Tile.WHITE,Tile.BLUE,Tile.YELLOW,Tile.RED],
# [Tile.RED,Tile.BLACK,Tile.WHITE,Tile.BLUE,Tile.YELLOW],
# [Tile.YELLOW,Tile.RED,Tile.BLACK,Tile.WHITE,Tile.BLUE]
# ]
self.grid_scheme = numpy.zeros((self.GRID_SIZE, self.GRID_SIZE))
self.grid_scheme[0][Tile.BLUE] = 0
self.grid_scheme[1][Tile.BLUE] = 1
self.grid_scheme[2][Tile.BLUE] = 2
self.grid_scheme[3][Tile.BLUE] = 3
self.grid_scheme[4][Tile.BLUE] = 4
self.grid_scheme[1][Tile.WHITE] = 0
self.grid_scheme[2][Tile.WHITE] = 1
self.grid_scheme[3][Tile.WHITE] = 2
self.grid_scheme[4][Tile.WHITE] = 3
self.grid_scheme[0][Tile.WHITE] = 4
self.grid_scheme[2][Tile.BLACK] = 0
self.grid_scheme[3][Tile.BLACK] = 1
self.grid_scheme[4][Tile.BLACK] = 2
self.grid_scheme[0][Tile.BLACK] = 3
self.grid_scheme[1][Tile.BLACK] = 4
self.grid_scheme[3][Tile.RED] = 0
self.grid_scheme[4][Tile.RED] = 1
self.grid_scheme[0][Tile.RED] = 2
self.grid_scheme[1][Tile.RED] = 3
self.grid_scheme[2][Tile.RED] = 4
self.grid_scheme[4][Tile.YELLOW] = 0
self.grid_scheme[0][Tile.YELLOW] = 1
self.grid_scheme[1][Tile.YELLOW] = 2
self.grid_scheme[2][Tile.YELLOW] = 3
self.grid_scheme[3][Tile.YELLOW] = 4
# Matrix representing state of the player's grid (ie. which
# slots have tiles on them -- 1s -- and which don't -- 0s).
self.grid_state = numpy.zeros((self.GRID_SIZE, self.GRID_SIZE))
# State of the player's floor line, a 1 indicates there is
# a tile sitting in that position in their floor line.
self.floor = [0, 0, 0, 0, 0, 0, 0]
self.floor_tiles = []
# Record of the number of tiles of each colour the player
# has placed in their grid (useful for end-game scoring)
self.number_of = {}
for tile in Tile:
self.number_of[tile] = 0
# Add given tiles to the player's floor line. After calling this
# method, 'tiles' will contain tiles that could not be added to
# the player's floor line.
def AddToFloor(self, tiles):
number = len(tiles)
for i in range(len(self.floor)):
if self.floor[i] == 0:
self.floor[i] = 1
tt = tiles.pop(0)
self.floor_tiles.append(tt)
number -= 1
if number == 0:
break
# Add given number of given tile type to the specified pattern line
def AddToPatternLine(self, line, number, tile_type):
assert line >= 0 and line < self.GRID_SIZE
assert (self.lines_tile[line] == -1 or
self.lines_tile[line] == tile_type)
self.lines_number[line] += number
self.lines_tile[line] = tile_type
assert self.lines_number[line] <= line + 1
# Assign first player token to this player
def GiveFirstPlayerToken(self):
for i in range(len(self.floor)):
if self.floor[i] == 0:
self.floor[i] = 1
break
# Compute number of completed rows in the player's grid
def GetCompletedRows(self):
completed = 0
for i in range(self.GRID_SIZE):
allin = True
for j in range(self.GRID_SIZE):
if self.grid_state[i][j] == 0:
allin = False
break
if allin:
completed += 1
return completed
# Compute number of completed columns in the player's grid
def GetCompletedColumns(self):
completed = 0
for i in range(self.GRID_SIZE):
allin = True
for j in range(self.GRID_SIZE):
if self.grid_state[j][i] == 0:
allin = False
break
if allin:
completed += 1
return completed
# Compute the number of completed tile sets in the player's grid
def GetCompletedSets(self):
completed = 0
for tile in Tile:
if self.number_of[tile] == self.GRID_SIZE:
completed += 1
return completed
# Return the set of moves available to this player given the
# current game state.
def GetAvailableMoves(self, game_state):
moves = []
# Look at each factory display with available tiles
fid = 0
for fd in game_state.factories:
# Look at each available tile set
for tile in Tile:
num_avail = fd.tiles[tile]
if num_avail == 0:
continue
# A player can always take tiles, as they can be
# added to their floor line (if their floor line is
# full, the extra tiles are placed in the used bag).
# First look through each pattern line, create moves
# that place the tiles in each appropriate line (with
# those that cannot be placed added to the floor line).
for i in range(self.GRID_SIZE):
# Can tiles be added to pattern line i?
if self.lines_tile[i] != -1 and \
self.lines_tile[i] != tile:
# these tiles cannot be added to this pattern line
continue
# Is the space on the grid for this tile already
# occupied?
grid_col = int(self.grid_scheme[i][tile])
if self.grid_state[i][grid_col] == 1:
# It is, so we cannot place this tile type
# in this pattern line!
continue
slots_free = (i + 1) - self.lines_number[i]
tg = TileGrab()
tg.number = num_avail
tg.tile_type = tile
tg.pattern_line_dest = i
tg.num_to_pattern_line = min(num_avail, slots_free)
tg.num_to_floor_line = tg.number - tg.num_to_pattern_line
moves.append((Move.TAKE_FROM_FACTORY, fid, tg))
# Default move is to place all the tiles in the floor line
tg = TileGrab()
tg.number = num_avail
tg.tile_type = tile
tg.num_to_floor_line = tg.number
moves.append((Move.TAKE_FROM_FACTORY, fid, tg))
fid += 1
# Alternately, the player could take tiles from the centre pool.
# Note that we do not include the first player token in the
# collection of tiles recorded in each TileGrab. This is managed
# by the game running class.
for tile in Tile:
# Number of tiles of this type in the centre
num_avail = game_state.centre_pool.tiles[tile]
if num_avail == 0:
continue
# First look through each pattern line, create moves
# that place the tiles in each appropriate line (with
# those that cannot be placed added to the floor line).
for i in range(self.GRID_SIZE):
# Can tiles be added to pattern line i?
if self.lines_tile[i] != -1 and \
self.lines_tile[i] != tile:
# these tiles cannot be added to this pattern line
continue
# Is the space on the grid for this tile already
# occupied?
grid_col = int(self.grid_scheme[i][tile])
if self.grid_state[i][grid_col] == 1:
# It is, so we cannot place this tile type
# in this pattern line!
continue
slots_free = (i + 1) - self.lines_number[i]
tg = TileGrab()
tg.number = num_avail
tg.tile_type = tile
tg.pattern_line_dest = i
tg.num_to_pattern_line = min(num_avail, slots_free)
tg.num_to_floor_line = tg.number - tg.num_to_pattern_line
moves.append((Move.TAKE_FROM_CENTRE, -1, tg))
# Default move is to place all the tiles in the floor line
tg = TileGrab()
tg.number = num_avail
tg.tile_type = tile
tg.num_to_floor_line = tg.number
moves.append((Move.TAKE_FROM_CENTRE, -1, tg))
return moves
# Complete scoring process for player at round end:
# 2. Move tiles across from pattern lines to the grid and score each;
#
# 3. Clear remaining tiles on pattern lines (where appropriate) and
# return to be added to "used" tiles bag;
#
# 4. Score penalties for tiles in floor line and return these tiles
# to be added to the "used" tiles bag.
#
# Returns a pair: the change in the player's score; and the set of
# tiles to be returned to the "used" tile bag. The players internal
# representation of their score is updated in the process.
def ScoreRound(self):
used_tiles = []
score_inc = 0
# 1. Move tiles across from pattern lines to the wall grid
for i in range(self.GRID_SIZE):
# Is the pattern line full? If not it persists in its current
# state into the next round.
if self.lines_number[i] == i + 1:
tc = self.lines_tile[i]
col = int(self.grid_scheme[i][tc])
# Record that the player has placed a tile of type 'tc'
self.number_of[tc] += 1
# Clear the pattern line, add all but one tile into the
# used tiles bag. The last tile will be placed on the
# players wall grid.
for j in range(i):
used_tiles.append(tc)
self.lines_tile[i] = -1
self.lines_number[i] = 0
# Tile will be placed at position (i,col) in grid
self.grid_state[i][col] = 1
# count the number of tiles in a continguous line
# above, below, to the left and right of the placed tile.
above = 0
for j in range(col - 1, -1, -1):
val = self.grid_state[i][j]
above += val
if val == 0:
break
below = 0
for j in range(col + 1, self.GRID_SIZE, 1):
val = self.grid_state[i][j]
below += val
if val == 0:
break
left = 0
for j in range(i - 1, -1, -1):
val = self.grid_state[j][col]
left += val
if val == 0:
break
right = 0
for j in range(i + 1, self.GRID_SIZE, 1):
val = self.grid_state[j][col]
right += val
if val == 0:
break
# If the tile sits in a contiguous vertical line of
# tiles in the grid, it is worth 1*the number of tiles
# in this line (including itself).
if above > 0 or below > 0:
score_inc += (1 + above + below)
# In addition to the vertical score, the tile is worth
# an additional H points where H is the length of the
# horizontal contiguous line in which it sits.
if left > 0 or right > 0:
score_inc += (1 + left + right)
# If the tile is not next to any already placed tiles
# on the grid, it is worth 1 point.
if above == 0 and below == 0 and left == 0 \
and right == 0:
score_inc += 1
# Update the evaluation criteria
self.score_without_bouns += score_inc
# Score penalties for tiles in floor line
penalties = 0
for i in range(len(self.floor)):
penalties += self.floor[i] * self.FLOOR_SCORES[i]
self.floor[i] = 0
used_tiles.extend(self.floor_tiles)
self.floor_tiles = []
# Update the evaluation criteria
self.penalties += penalties
# Players cannot be assigned a negative score in any round.
score_change = score_inc + penalties
if score_change < 0 and self.score < -score_change:
score_change = -self.score
self.score += score_change
self.player_trace.round_scores[-1] = score_change
return (self.score, used_tiles)
# Complete additional end of game scoring (add bonuses). Return
# computed bonus, and add to internal score representation.
def EndOfGameScore(self):
rows = self.GetCompletedRows()
cols = self.GetCompletedColumns()
sets = self.GetCompletedSets()
bonus = (rows * self.ROW_BONUS) + (cols * self.COL_BONUS) + \
(sets * self.SET_BONUS)
# Update the evaluation criteria
self.rows_finished = rows
self.columns_finished = cols
self.sets_finished = sets
self.bonus_received = bonus
self.player_trace.bonuses = bonus
self.score += bonus
return bonus
# The GameState class encapsulates the state of the game: the game
# state for each player; the state of the factory displays and
# centre tile pool; and the state of the tile bags.
class GameState:
NUM_FACTORIES = [5, 7, 9]
NUM_TILE_TYPE = 20
NUM_ON_FACTORY = 4
def __init__(self, num_players):
# Create player states
self.players = []
for i in range(num_players):
ps = PlayerState(i)
self.players.append(ps)
# Tile bag contains NUM_TILE_TYPE of each tile colour
self.bag = []
for i in range(self.NUM_TILE_TYPE):
self.bag.append(Tile.BLUE)
self.bag.append(Tile.YELLOW)
self.bag.append(Tile.RED)
self.bag.append(Tile.BLACK)
self.bag.append(Tile.WHITE)
# Shuffle contents of tile bag
random.shuffle(self.bag)
# "Used" bag is initial empty
self.bag_used = []
# In a 2/3/4-player game, 5/7/9 factory displays are used
self.factories = []
for i in range(self.NUM_FACTORIES[num_players - 2]):
td = TileDisplay()
# Initialise factory display: add NUM_ON_FACTORY randomly
# drawn tiles to the factory (if available).
self.InitialiseFactory(td)
self.factories.append(td)
self.centre_pool = TileDisplay()
self.first_player_taken = False
self.first_player = random.randrange(num_players)
self.next_first_player = -1
def TilesRemaining(self):
if self.centre_pool.total > 0:
return True
for fac in self.factories:
if fac.total > 0:
return True
return False
# Place tiles from the main bag (and used bag if the main bag runs
# out of tiles) onto the given factory display.
def InitialiseFactory(self, factory):
# Reset contents of factory display
factory.total = 0
for tile in Tile:
factory.tiles[tile] = 0
# If there are < NUM_ON_FACTORY tiles in the bag, shuffle the
# tiles in the "used" bag and add them to the main bag (we still
# want the tiles that were left in the main bag to be drawn first).
# Fill the factory display with tiles, up to capacity, if possible.
# If there are less than NUM_ON_FACTORY tiles available in both
# bags, the factory will be left at partial capacity.
if len(self.bag) < self.NUM_ON_FACTORY and len(self.bag_used) > 0:
random.shuffle(self.bag_used)
self.bag.extend(self.bag_used)
self.bag_used = []
for i in range(min(self.NUM_ON_FACTORY, len(self.bag))):
# take tile out of the bag
tile = self.bag.pop(0)
factory.tiles[tile] += 1
factory.total += 1
# Setup a new round of play be resetting each of the factory displays
# and the centre tile pool
def SetupNewRound(self):
# Reset contents of each factory display
for fd in self.factories:
self.InitialiseFactory(fd)
for tile in Tile:
self.centre_pool.tiles[tile] = 0
self.first_player_taken = False
self.first_player = self.next_first_player
self.next_first_player = -1
for plr in self.players:
plr.player_trace.StartRound()
# Execute end of round actions (scoring and clean up)
def ExecuteEndOfRound(self):
# Each player scores for the round, and we add tiles to the
# used bag (if appropriate).
for plr in self.players:
_, used = plr.ScoreRound()
self.bag_used.extend(used)
# Execute move by given player
def ExecuteMove(self, player_id, move):
plr_state = self.players[player_id]
plr_state.player_trace.moves[-1].append(move)
# The player is taking tiles from the centre
if move[0] == Move.TAKE_FROM_CENTRE:
tg = move[2]
if not self.first_player_taken:
plr_state.GiveFirstPlayerToken()
self.first_player_taken = True
self.next_first_player = player_id
if tg.num_to_floor_line > 0:
ttf = []
for i in range(tg.num_to_floor_line):
ttf.append(tg.tile_type)
plr_state.AddToFloor(ttf)
self.bag_used.extend(ttf)
if tg.num_to_pattern_line > 0:
plr_state.AddToPatternLine(tg.pattern_line_dest,
tg.num_to_pattern_line, tg.tile_type)
# Remove tiles from the centre
self.centre_pool.RemoveTiles(tg.number, tg.tile_type)
elif move[0] == Move.TAKE_FROM_FACTORY:
tg = move[2]
if tg.num_to_floor_line > 0:
ttf = []
for i in range(tg.num_to_floor_line):
ttf.append(tg.tile_type)
plr_state.AddToFloor(ttf)
self.bag_used.extend(ttf)
if tg.num_to_pattern_line > 0:
plr_state.AddToPatternLine(tg.pattern_line_dest,
tg.num_to_pattern_line, tg.tile_type)
# Remove tiles from the factory display
fid = move[1]
fac = self.factories[fid]
fac.RemoveTiles(tg.number, tg.tile_type)
# All remaining tiles on the factory display go into the
# centre!
for tile in Tile:
num_on_fd = fac.tiles[tile]
if num_on_fd > 0:
self.centre_pool.AddTiles(num_on_fd, tile)
fac.RemoveTiles(num_on_fd, tile)
def __str__(self):
str1 = ''
i = 0
for f in self.factories:
list = [v for k, v in f.tiles.items()]
str1 += 'f' + str(i) + ':' + list.__str__() + '\t'
i += 1
list = [v for k, v in self.centre_pool.tiles.items()]
str1 += 'cp:' + list.__str__() + '\t' + '\n'
return str1
def detail_str(self):
str1 = ''
i = 0
for f in self.factories:
list = [v for k, v in f.tiles.items()]
str1 += 'f' + str(i) + ':' + list.__str__() + '\t'
i += 1
list = [v for k, v in self.centre_pool.tiles.items()]
str1 += 'cp:' + list.__str__() + '\t' + '\n'
for i in range(len(self.players)):
str1 += PlayerToString(i, self.players[i])
return str1
# Class representing a policy for playing AZUL.
class Player(object):
def __init__(self, _id):
self.id = _id
super().__init__()
# Given a set of available moves for the player to execute, and
# a copy of the current game state (including that of the player),
# select one of the moves to execute.
def SelectMove(self, moves, game_state):
return random.choice(moves)
# Class that facilities a simulation of a game of AZUL.
class GameRunner:
def __init__(self, player_list, seed):
random.seed(seed)
# Make sure we are forming a valid game, and that player
# id's range from 0 to N-1, where N is the number of players.
assert (len(player_list) <= 4)
assert (len(player_list) > 1)
i = 0
for plyr in player_list:
assert (plyr.id == i)
i += 1
self.game_state = GameState(len(player_list))
self.players = player_list
def Run(self, log_state):
player_order = []
for i in range(self.game_state.first_player, len(self.players)):
player_order.append(i)
for i in range(0, self.game_state.first_player):
player_order.append(i)
game_continuing = True
for plr in self.game_state.players:
plr.player_trace.StartRound()
while game_continuing:
for i in player_order:
plr_state = self.game_state.players[i]
moves = plr_state.GetAvailableMoves(self.game_state)
gs_copy = copy.deepcopy(self.game_state)
moves_copy = copy.deepcopy(moves)
selected = self.players[i].SelectMove(moves_copy, gs_copy)
#print(gs_copy)
#print(selected[1],selected[2])
assert (ValidMove(selected, moves))
if log_state:
print("\nPlayer {} has chosen the following move:".format(
i))
print(MoveToString(i, selected))
print("\n")
self.game_state.ExecuteMove(i, selected)
if log_state:
print("The new player state is:")
print(PlayerToString(i, plr_state))
if not self.game_state.TilesRemaining():
break
# Have we reached the end of round?
if self.game_state.TilesRemaining():
continue
# It is the end of round
if log_state:
print("ROUND HAS ENDED")
self.game_state.ExecuteEndOfRound()
# Is it the end of the game?
for i in player_order:
plr_state = self.game_state.players[i]
completed_rows = plr_state.GetCompletedRows()
if completed_rows > 0:
game_continuing = False
break
# Set up the next round
if game_continuing:
self.game_state.SetupNewRound()
player_order = []
for i in range(self.game_state.first_player, len(self.players)):
player_order.append(i)
for i in range(0, self.game_state.first_player):
player_order.append(i)
scores = [self.game_state.players[0].score,
self.game_state.players[1].score]
set_round_recorder(scores)
print(get_round_recorder())
print(get_pre_r())
if log_state:
print("THE GAME HAS ENDED")
# Score player bonuses
player_traces = {}
for i in player_order:
plr_state = self.game_state.players[i]
plr_state.EndOfGameScore()
# Update the evaluation result
player_traces[i] = (plr_state.score, plr_state.player_trace,
plr_state.score_without_bouns, plr_state.rows_finished,
plr_state.columns_finished, plr_state.sets_finished,
plr_state.penalties, plr_state.bonus_received)
scores = [self.game_state.players[0].score,
self.game_state.players[1].score]
set_round_recorder(scores)
print(get_round_recorder())
print(get_pre_r())
# Return scores
return player_traces
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