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game_agent.py
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game_agent.py
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"""This file contains all the classes you must complete for this project.
You can use the test cases in agent_test.py to help during development, and
augment the test suite with your own test cases to further test your code.
You must test your agent's strength against a set of agents with known
relative strength using tournament.py and include the results in your report.
"""
import random
class Timeout(Exception):
"""Subclass base exception for code clarity."""
pass
def custom_score(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.
"""
return heuristica4(game, player)
def heuristica1(game, player):
# First heuristic.
# This function evaluates the difference between the amount of legal moves available for the player and its oppnent.
# If the player already won the game the function return +inf and if the player already losses it returns -inf.
# If game already won
if game.is_winner(player):
return float("inf")
# If gameover
if game.is_loser(player):
return float("-inf")
# Amount of legal moves available
player_moves = len(game.get_legal_moves(player))
opponent_moves = len(game.get_legal_moves(game.get_opponent(player)))
valor_h1 = float(player_moves - opponent_moves)
return valor_h1
def heuristica2(game, player):
# Second heuristic.
# This function evaluates the difference between the amount of legal moves available and for the player and its opponent,
# plus the difference between the moves available for each one after (the sum of moves available on each ramification of legal moves available).
# If the player already won the game the function return +inf and if the player already losses it returns -inf.
# If game already won
if game.is_winner(player):
return float("inf")
# If gameover
if game.is_loser(player):
return float("-inf")
# Legal moves available
aux_player_moves = game.get_legal_moves(player)
aux_opponent_moves = game.get_legal_moves(game.get_opponent(player))
# Amount of legal moves available
player_moves = len(aux_player_moves)
opponent_moves = len(aux_opponent_moves)
# Moves available of the player and its opponent
player_availablemoves = float(sum([len(game.__get_moves__(move)) for move in aux_player_moves ]))
opponent_availablemoves = float(sum([len(game.__get_moves__(move)) for move in aux_opponent_moves ]))
# Value oh the second heuristic
valor_h2 = float(player_moves + player_availablemoves - opponent_moves - opponent_availablemoves)
return valor_h2
def heuristica3(game, player):
# Third heuristic.
# This function evaluates the difference between the amount of legal moves available for the player and its oppnent,
# plus a penalty if the position available is in a edge of the board (because in general is more dangerous to be
# in an edge than in the middle of the board)
# If the player already won the game the function return +inf and if the player already losses it returns -inf.
# If game already won
if game.is_winner(player):
return float("inf")
# If gameover
if game.is_loser(player):
return float("-inf")
# Legal moves available
player_moves = game.get_legal_moves(player)
opponent_moves = game.get_legal_moves(game.get_opponent(player))
# Edges of the board
edges = [(0,0)]
baux = range((game.width-1))
aaux = range((game.height-1))
for a in aaux:
edges.append((a,0))
edges.append((a,(game.width-1)))
for b in baux:
edges.append((0,b))
edges.append(((game.height-1),b))
# advanced_game ponderates higher if the game is advanced, because it is more dangerous to be at an edge if there are fewer blank spaces
advanced_game = 0.5
if len(game.get_blank_spaces()) < game.width * game.height / 4:
advanced_game = 1
player_edges = [move for move in player_moves if move in edges]
opponent_edges = [move for move in opponent_moves if move in edges]
# Value oh the third heuristic
valor_h3 = float(len(player_moves) - len(opponent_moves) + advanced_game * (len(opponent_edges) - len(player_edges)))
return valor_h3
def heuristica4(game, player):
# Third heuristic.
# This function evaluates the difference between the amount of legal moves available for the player and its oppnent,
# plus a penalty if the position available is in a corner of the board (because in general is more dangerous to be
# in a corner than in the middle of the board)
# If the player already won the game the function return +inf and if the player already losses it returns -inf.
# If game already won
if game.is_winner(player):
return float("inf")
# If gameover
if game.is_loser(player):
return float("-inf")
# Legal moves available
player_moves = game.get_legal_moves(player)
opponent_moves = game.get_legal_moves(game.get_opponent(player))
# Corners
corners = [(0, 0), (0, (game.width - 1)), ((game.height - 1), 0), ((game.height - 1), (game.width - 1))]
# advanced_game ponderates higher if the game is advanced, because it is more dangerous to be at corner if there are fewer blank spaces
advanced_game = 0.5
if len(game.get_blank_spaces()) < game.width * game.height / 4:
advanced_game = 1
player_corner = [move for move in player_moves if move in corners]
opponent_corner = [move for move in opponent_moves if move in corners]
# Value oh the fourth heuristic
valor_h4 = float(len(player_moves) - len(opponent_moves) + advanced_game * (len(opponent_corner) - len(player_corner)))
return valor_h4
class CustomPlayer:
"""Game-playing agent that chooses a move using your evaluation function
and a depth-limited minimax algorithm with alpha-beta pruning. You must
finish and test this player to make sure it properly uses minimax and
alpha-beta to return a good move before the search time limit expires.
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.
iterative : boolean (optional)
Flag indicating whether to perform fixed-depth search (False) or
iterative deepening search (True).
method : {'minimax', 'alphabeta'} (optional)
The name of the search method to use in get_move().
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,
iterative=True, method='minimax', timeout=10.):
self.search_depth = search_depth
self.iterative = iterative
self.score = score_fn
self.method = method
self.time_left = None
self.TIMER_THRESHOLD = timeout
def get_move(self, game, legal_moves, time_left):
"""Search for the best move from the available legal moves and return a
result before the time limit expires.
This function must perform iterative deepening if self.iterative=True,
and it must use the search method (minimax or alphabeta) corresponding
to the self.method value.
**********************************************************************
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).
legal_moves : list<(int, int)>
A list containing legal moves. Moves are encoded as tuples of pairs
of ints defining the next (row, col) for the agent to occupy.
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
# TODO: finish this function!
# Perform any required initializations, including selecting an initial
# move from the game board (i.e., an opening book), or returning
# immediately if there are no legal moves
if len(legal_moves) == 0:
return (-1,-1)
# If first move, pick center position.
if game.move_count == 0:
return(int(game.height/2), int(game.width/2))
last_move = (-1,-1)
try:
# The search method call (alpha beta or minimax) should happen in
# here in order to avoid timeout. The try/except block will
# automatically catch the exception raised by the search method
# when the timer gets close to expiring
if self.iterative:
aux_depth = 1
if self.method == "minimax":
while True:
last_value, last_move = self.minimax(game, aux_depth)
if last_value == float("inf") or last_value == float("-inf"):
break
aux_depth += 1
if self.method == "alphabeta":
while True:
last_value, last_move = self.alphabeta(game, aux_depth)
if last_value == float("inf") or last_value == float("-inf"):
break
aux_depth += 1
else:
if self.method == "minimax":
valor, last_move = self.minimax(game, self.search_depth)
if self.method == "alphabeta":
valor, last_move = self.alphabeta(game, self.search_depth)
except Timeout:
# Handle any actions required at timeout, if necessary
return last_move
pass
# Return the best move from the last completed search iteration
return last_move
def minimax(self, game, depth, maximizing_player=True):
"""Implement the minimax search algorithm as described in the lectures.
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
maximizing_player : bool
Flag indicating whether the current search depth corresponds to a
maximizing layer (True) or a minimizing layer (False)
Returns
-------
float
The score for the current search branch
tuple(int, int)
The best move for the current branch; (-1, -1) for no legal moves
Notes
-----
(1) You MUST use the `self.score()` method for board evaluation
to pass the project unit tests; you cannot call any other
evaluation function directly.
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise Timeout()
# Possible legal moves for player
legal_moves = game.get_legal_moves(game.active_player)
# Stop conditions
if depth == 0:
return self.score(game,self), (-1,-1)
if len(legal_moves) == 0:
return self.score(game,self), (-1,-1)
# Set Move improved
move_imp = (-1,-1)
# Set old_value
if maximizing_player:
old_value = float("-inf")
else:
old_value = float("inf")
# Recursive minimax
for move in legal_moves:
new_value, move1 = self.minimax(game.forecast_move(move), depth-1, not maximizing_player)
# Update variables
if maximizing_player:
if new_value > old_value:
old_value = new_value
move_imp = move
else:
if new_value < old_value:
old_value = new_value
move_imp = move
# Return of the function Minimax
return old_value, move_imp
def alphabeta(self, game, depth, alpha=float("-inf"), beta=float("inf"), maximizing_player=True):
"""Implement minimax search with alpha-beta pruning as described in the
lectures.
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
maximizing_player : bool
Flag indicating whether the current search depth corresponds to a
maximizing layer (True) or a minimizing layer (False)
Returns
-------
float
The score for the current search branch
tuple(int, int)
The best move for the current branch; (-1, -1) for no legal moves
Notes
-----
(1) You MUST use the `self.score()` method for board evaluation
to pass the project unit tests; you cannot call any other
evaluation function directly.
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise Timeout()
# Possible legal moves for player
legal_moves = game.get_legal_moves(game.active_player)
# Stop conditions
if depth == 0:
return self.score(game,self), (-1,-1)
if len(legal_moves) == 0:
return self.score(game,self), (-1,-1)
# Set Move improved
move_imp = (-1,-1)
# Set old_value
if maximizing_player:
old_value = float("-inf")
else:
old_value = float("inf")
# Recursive Alphbeta
for move in legal_moves:
new_value, move1 = self.alphabeta(game.forecast_move(move), depth-1, alpha, beta, not maximizing_player)
# Update variables
if maximizing_player:
if new_value > old_value:
old_value = new_value
move_imp = move
# Prune next node?
if old_value >= beta:
return old_value, move_imp
alpha = max(alpha,old_value)
else:
if new_value < old_value:
old_value = new_value
move_imp = move
if old_value <= alpha:
return old_value, move_imp
beta = min(beta,old_value)
# Return of the function Alphabeta
return old_value, move_imp