CheckersModule Explanation - File CheackersMaster
This module evaluates and suggests the top 5 best moves in a checkers game, aiming to lead to the fewest moves to win. It also includes rules to detect draw scenarios, which are applied only when relevant conditions are met. Fogot to add the piece restrictions until kinged and able to move backwards, this module moves forwards and backwards when attacking only and only forward in moves.
- Class Setup: The
CheckersModuleclass initializes with basic settings, including:self.data_store: A dictionary to store data.self.move_counter: To track the number of non-capture moves.self.repetitions: To track board positions for 2-fold repetition.self.moves_printed: To track if the moves have already been printed for this evaluation.
-
evaluate_moves: Calculates the top 5 possible moves for the player's pieces, considering both basic moves and jumps, and applying known championship strategies.
-
DIRECTIONS: The pieces can move in four possible directions on the 8x8 board: -9, -7, 7, and 9. These directions account for the board's layout and the way pieces move diagonally.
-
is_valid_move(pos): Checks if a move is within the board boundaries and if the destination position is empty.
-
opponent_threat_analysis(pos, opponent_pieces, board): Analyzes potential threats posed by opponent pieces to a given position.
threat_score: A variable to calculate the threat level.- THREAT_DIRECTIONS: Possible directions opponent can move/jump.
-
championship_moves(moves): Boosts the scores of moves that align with known optimal strategies.
-
Move Evaluation:
- Checks if the destination position for a move is valid (within bounds and empty). If valid, a move is added to the list with a score of 1.
- Checks if a piece can jump over an opponent's piece and verifies that the position after the jump is valid. If valid, it calculates the risk score and adds a jump move with a calculated score.
-
Sorting and Selecting Moves:
- All possible moves are collected and sorted by score, from highest to lowest.
- The top 5 moves are selected as the best options, ensuring that each move is from a different piece.
-
Printing Moves:
- If moves have not been printed yet, the top 5 moves are printed, displaying details of each move. The
self.moves_printedflag is set toTrue.
- If moves have not been printed yet, the top 5 moves are printed, displaying details of each move. The
-
-
reset_print_flag: Resets the print flag to allow re-evaluation and printing of moves.
-
detect_draw: Detects draw scenarios based on the 50-move rule and the 2-fold repetition rule, which only applies when one piece is left.
- 50-Move Rule: Checks if 50 moves have passed without a capture, resulting in a draw, only if one piece is left.
- 2-Fold Repetition Rule: Checks if the same board position has occurred twice, but only applies when one piece is left, resulting in a draw.
- Initialization: The board is set up with initial positions for player and opponent pieces.
- Evaluating Moves: The
evaluate_movesmethod is called to determine the best possible moves. - Detecting Draws: The
detect_drawmethod is called to check for draw scenarios. - Switching Sides: The player and opponent pieces can be switched for the opponent's turn (currently commented out for simplicity).
board = [None] * 64
player_pieces = [11, 12, 13, 14, 15, 16, 17, 18] # Player pieces initial positions
opponent_pieces = [47, 48, 49, 50, 51, 52, 53, 54] # Opponent pieces initial positions
checkers = CheckersModule()
for _ in range(100): # Simulate moves
best_moves = checkers.evaluate_moves(board, player_pieces, opponent_pieces)
is_draw, draw_reason = checkers.detect_draw(board, player_pieces, opponent_pieces)
if is_draw:
print(f"{CheckersModule.COLOR_CYAN}{draw_reason}{CheckersModule.COLOR_RESET}")
break
# Switch sides (for simplicity, the same evaluation can be applied to opponent)
##player_pieces, opponent_pieces = opponent_pieces, player_pieces
##board = board[::-1] # Mirror the board for the opponent's turn