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wally.py
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wally.py
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###################################
#
# WALLY by Jonathan K. Millen
# (reconstruction by CMK)
#
###################################
from __future__ import print_function
def eprint(*args, **kwargs): print(*args, file=sys.stderr, **kwargs)
import sys
import random
VERSION = '1.0'
###################################
#
# Piece encoding
#
###################################
#
# 0000 => 0 empty sqare
# 0001 => 1 black stone
# 0010 => 2 white stone
# 0100 => 4 stone marker
# 0111 => 7 offboard square
# 1000 => 8 liberty marker
#
# 0101 => 5 black stone marked
# 0110 => 6 white stone marked
#
###################################
# 9x9 GO ban
board_9x9 = [
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 1, 0, 0, 0, 0, 0, 7,
7, 0, 0, 1, 2, 0, 0, 0, 0, 0, 7,
7, 0, 0, 2, 1, 2, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7
]
# 9x9 coordinates
coords_9x9 = [
'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX',
'XX', 'A9', 'B9', 'C9', 'D9', 'E9', 'F9', 'G9', 'H9', 'J9', 'XX',
'XX', 'A8', 'B8', 'C8', 'D8', 'E8', 'F8', 'G8', 'H8', 'J8', 'XX',
'XX', 'A7', 'B7', 'C7', 'D7', 'E7', 'F7', 'G7', 'H7', 'J7', 'XX',
'XX', 'A6', 'B6', 'C6', 'D6', 'E6', 'F6', 'G6', 'H6', 'J6', 'XX',
'XX', 'A5', 'B5', 'C5', 'D5', 'E5', 'F5', 'G5', 'H5', 'J5', 'XX',
'XX', 'A4', 'B4', 'C4', 'D4', 'E4', 'F4', 'G4', 'H4', 'J4', 'XX',
'XX', 'A3', 'B3', 'C3', 'D3', 'E3', 'F3', 'G3', 'H3', 'J3', 'XX',
'XX', 'A2', 'B2', 'C2', 'D2', 'E2', 'F2', 'G2', 'H2', 'J2', 'XX',
'XX', 'A1', 'B1', 'C1', 'D1', 'E1', 'F1', 'G1', 'H1', 'J1', 'XX',
'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX'
]
# 13x13 GO ban
board_13x13 = [
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7
]
# 13x13 coordinates
coords_13x13 = [
'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX',
'XX', 'A13','B13','C13','D13','E13','F13','G13','H13','J13','K13','L13','M13','N13','XX',
'XX', 'A12','B12','C12','D12','E12','F12','G12','H12','J12','K12','L12','M12','N12','XX',
'XX', 'A11','B11','C11','D11','E11','F11','G11','H11','J11','K11','L11','M11','N11','XX',
'XX', 'A10','B10','C10','D10','E10','F10','G10','H10','J10','K10','L10','M10','N10','XX',
'XX', 'A9', 'B9', 'C9', 'D9', 'E9', 'F9', 'G9', 'H9', 'J9', 'K9', 'L9', 'M9', 'N9', 'XX',
'XX', 'A8', 'B8', 'C8', 'D8', 'E8', 'F8', 'G8', 'H8', 'J8', 'K8', 'L8', 'M8', 'N8', 'XX',
'XX', 'A7', 'B7', 'C7', 'D7', 'E7', 'F7', 'G7', 'H7', 'J7', 'K7', 'L7', 'M7', 'N7', 'XX',
'XX', 'A6', 'B6', 'C6', 'D6', 'E6', 'F6', 'G6', 'H6', 'J6', 'K6', 'L6', 'M6', 'N6', 'XX',
'XX', 'A5', 'B5', 'C5', 'D5', 'E5', 'F5', 'G5', 'H5', 'J5', 'K5', 'L5', 'M5', 'N5', 'XX',
'XX', 'A4', 'B4', 'C4', 'D4', 'E4', 'F4', 'G4', 'H4', 'J4', 'K4', 'L4', 'M4', 'N4', 'XX',
'XX', 'A3', 'B3', 'C3', 'D3', 'E3', 'F3', 'G3', 'H3', 'J3', 'K3', 'L3', 'M3', 'N3', 'XX',
'XX', 'A2', 'B2', 'C2', 'D2', 'E2', 'F2', 'G2', 'H2', 'J2', 'K2', 'L2', 'M2', 'N2', 'XX',
'XX', 'A1', 'B1', 'C1', 'D1', 'E1', 'F1', 'G1', 'H1', 'J1', 'K1', 'L1', 'M1', 'N1', 'XX',
'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX'
]
# 19x19 GO ban
board_19x19 = [
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7
]
# 19x19 coordinates
coords_19x19 = [
'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX',
'XX', 'A19','B19','C19','D19','E19','F19','G19','H19','J19','K19','L19','M19','N19','O19','P19','Q19','R19','S19','T19','XX',
'XX', 'A18','B18','C18','D18','E18','F18','G18','H18','J18','K18','L18','M18','N18','O18','P18','Q18','R18','S18','T18','XX',
'XX', 'A17','B17','C17','D17','E17','F17','G17','H17','J17','K17','L17','M17','N17','O17','P17','Q17','R17','S17','T17','XX',
'XX', 'A16','B16','C16','D16','E16','F16','G16','H16','J16','K16','L16','M16','N16','O16','P16','Q16','R16','S16','T16','XX',
'XX', 'A15','B15','C15','D15','E15','F15','G15','H15','J15','K15','L15','M15','N15','O15','P15','Q15','R15','S15','T15','XX',
'XX', 'A14','B14','C14','D14','E14','F14','G14','H14','J14','K14','L14','M14','N14','O14','P14','Q14','R14','S14','T14','XX',
'XX', 'A13','B13','C13','D13','E13','F13','G13','H13','J13','K13','L13','M13','N13','O13','P13','Q13','R13','S13','T13','XX',
'XX', 'A12','B12','C12','D12','E12','F12','G12','H12','J12','K12','L12','M12','N12','O12','P12','Q12','R12','S12','T12','XX',
'XX', 'A11','B11','C11','D11','E11','F11','G11','H11','J11','K11','L11','M11','N11','O11','P11','Q11','R11','S11','T11','XX',
'XX', 'A10','B10','C10','D10','E10','F10','G10','H10','J10','K10','L10','M10','N10','O10','P10','Q10','R10','S10','T10','XX',
'XX', 'A9', 'B9', 'C9', 'D9', 'E9', 'F9', 'G9', 'H9', 'J9', 'K9', 'L9', 'M9', 'N9', 'O9', 'P9', 'Q9', 'R9', 'S9', 'T9', 'XX',
'XX', 'A8', 'B8', 'C8', 'D8', 'E8', 'F8', 'G8', 'H8', 'J8', 'K8', 'L8', 'M8', 'N8', 'O8', 'P8', 'Q8', 'R8', 'S8', 'T8', 'XX',
'XX', 'A7', 'B7', 'C7', 'D7', 'E7', 'F7', 'G7', 'H7', 'J7', 'K7', 'L7', 'M7', 'N7', 'O7', 'P7', 'Q7', 'R7', 'S7', 'T7', 'XX',
'XX', 'A6', 'B6', 'C6', 'D6', 'E6', 'F6', 'G6', 'H6', 'J6', 'K6', 'L6', 'M6', 'N6', 'O6', 'P6', 'Q6', 'R6', 'S6', 'T6', 'XX',
'XX', 'A5', 'B5', 'C5', 'D5', 'E5', 'F5', 'G5', 'H5', 'J5', 'K5', 'L5', 'M5', 'N5', 'O5', 'P5', 'Q5', 'R5', 'S5', 'T5', 'XX',
'XX', 'A4', 'B4', 'C4', 'D4', 'E4', 'F4', 'G4', 'H4', 'J4', 'K4', 'L4', 'M4', 'N4', 'O4', 'P4', 'Q4', 'R4', 'S4', 'T4', 'XX',
'XX', 'A3', 'B3', 'C3', 'D3', 'E3', 'F3', 'G3', 'H3', 'J3', 'K3', 'L3', 'M3', 'N3', 'O3', 'P3', 'Q3', 'R3', 'S3', 'T3', 'XX',
'XX', 'A2', 'B2', 'C2', 'D2', 'E2', 'F2', 'G2', 'H2', 'J2', 'K2', 'L2', 'M2', 'N2', 'O2', 'P2', 'Q2', 'R2', 'S2', 'T2', 'XX',
'XX', 'A1', 'B1', 'C1', 'D1', 'E1', 'F1', 'G1', 'H1', 'J1', 'K1', 'L1', 'M1', 'N1', 'O1', 'P1', 'Q1', 'R1', 'S1', 'T1', 'XX',
'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX', 'XX'
]
# boards lookup
BOARDS = {
'9': board_9x9,
'13': board_13x13,
'19': board_19x19
}
# coords lookup
COORDS = {
'9': coords_9x9,
'13': coords_13x13,
'19': coords_19x19,
}
# stones
EMPTY = 0
BLACK = 1
WHITE = 2
MARKER = 4
OFFBOARD = 7
LIBERTY = 8
# count
liberties = []
block = []
# current board used
board = None
coords = None
# GO ban size
BOARD_WIDTH = 0
BOARD_RANGE = 0
MARGIN = 2
# file markers
files = ' a b c d e f g h j k l m n o p q r s t'
# ASCII representation of stones
pieces = '.#o bw +'
def print_board():
# loop over board rows
for row in range(BOARD_RANGE):
# loop over board columns
for col in range(BOARD_RANGE):
# init square
square = row * BOARD_RANGE + col
# init stone
stone = board[square]
# print rank
if col == 0 and row > 0 and row < BOARD_RANGE - 1:
rank = BOARD_RANGE - 1 - row
space = ' ' if len(board) == 121 else ' '
print((space if rank < 10 else ' ') + str(rank), end='')
# print board square's content
print(pieces[stone] + ' ', end='')
# print new line
print()
# print notation
print(('' if len(board) == 121 else ' ') + files[0:BOARD_RANGE*2] + '\n')
# set Go ban size
def set_board_size(command):
# hook global variables
global BOARD_WIDTH, BOARD_RANGE, board, coords
# parse the board size
size = int(command.split()[-1])
# throw error if board size is not supported
if size not in [9, 13, 19]:
print('? current board size not supported\n')
return
# calculate current board size
BOARD_WIDTH = size
BOARD_RANGE = BOARD_WIDTH + MARGIN
board = BOARDS[str(size)]
coords = COORDS[str(size)]
# count liberties, save stone group coords
def count(square, color):
# init piece
piece = board[square]
# skip offboard squares
if piece == OFFBOARD: return
# if there's a stone at square
if piece and piece & color and (piece & MARKER) == 0:
# save stone's coordinate
block.append(square)
# mark the stone
board[square] |= MARKER
# look for neighbours recursively
count(square - BOARD_RANGE, color) # walk north
count(square - 1, color) # walk east
count(square + BOARD_RANGE, color) # walk south
count(square + 1, color) # walk west
# if the square is empty
elif piece == EMPTY:
# mark liberty
board[square] |= LIBERTY
# save liberty
liberties.append(square)
# remove captured stones
def clear_block():
for captured in block: board[captured] = EMPTY
# clear groups
def clear_groups():
# hook global variables
global block, liberties
# clear block and liberties lists
block = []
liberties = []
# restore the board after counting stones
def restore_board():
# clear groupd
clear_groups()
# unmark stones
for square in range(BOARD_RANGE * BOARD_RANGE):
# restore piece if the square is on board
if board[square] != OFFBOARD: board[square] &= 3
# clear board
def clear_board():
# clear groupd
clear_groups()
for square in range(len(board)):
if board[square] != OFFBOARD: board[square] = 0
# make move on board
def set_stone(square, color):
# make move on board
board[square] = color
# handle captures
captures(3 - color)
# generate random move
def make_random_move(color):
# find empty random square
random_square = random.randrange(len(board))
while board[random_square] != EMPTY:
random_square = random.randrange(len(board))
# make move
set_stone(random_square, color)
# count liberties
count(random_square, color)
# suicide move
if len(liberties) == 0:
# restore board
restore_board()
# take off the stone
board[random_square] = EMPTY
# search for another move
try:
# return non suicide move
return make_random_move(color)
except:
# pass the move
return ''
# restore board
restore_board()
# print random move
eprint('random move:', coords[random_square])
# return the move
return coords[random_square]
# play command
def play(command):
# parse color
color = BLACK if command.split()[1] == 'B' else WHITE
# handle GUI pass move
if command.split()[-1] == 'pass': return
# parse square
square_str = command.split()[-1]
col = ord(square_str[0]) - ord('A') + 1 - (1 if ord(square_str[0]) > ord('I') else 0)
row_count = int(square_str[1:]) if len(square_str[1:]) > 1 else ord(square_str[1:]) - ord('0')
row = (BOARD_RANGE - 1) - row_count
square = row * BOARD_RANGE + col
# make GUI move
set_stone(square, color)
# handle captures
def captures(color):
# loop over the board squares
for square in range(len(board)):
# init piece
piece = board[square]
# skip offboard squares
if piece == OFFBOARD: continue
# if stone belongs to the given color
if piece & color:
# count liberties
count(square, color)
# if no liberties left remove the stones
if len(liberties) == 0: clear_block()
# restore the board
restore_board()
# edge detection
def detect_edge(square):
# loop over 4 directions
for direction in [BOARD_RANGE, 1, -BOARD_RANGE, -1]:
# indeed, it's the board edge
if board[square + direction] == OFFBOARD: return 1
# not, it's not the board edge
return 0
# find best liberty to extend/surround
def evaluate(color):
# max number of liberties found
best_count = 0
best_liberty = liberties[0]
# loop over the liberties within the list
for liberty in liberties:
# put stone on board
board[liberty] = color
# count new liberties
count(liberty, color)
# found more liberties
if len(liberties) > best_count and not detect_edge(liberty):
best_liberty = liberty
best_count = len(liberties)
# restore board
restore_board()
# remove stone off board
board[liberty] = EMPTY
# return best liberty
return best_liberty
# generate move
def genmove(color):
#######################################################################
#
# AI logic (first defense, then attack)
#
# 1. If opponent's group have only one liberty left
# then capture it
#
# 2. If the group of the side to move has only one liberty
# then save it by putting a stone there unless it's a board edge
#
# 3. If the group of the side to move has two liberties
# then choose the the one resulting in more liberties
#
# 4. If opponent's group have more than one liberty
# then try to surround it
#
# 5. Match patterns to build strong shape, if found any
# consider that instead of chasing the group
#
#######################################################################
best_move = 0
capture = 0
save = 0
defend = 0
surround = 0
pattern = 0
# capture opponent's group
for square in range(len(board)):
# init piece
piece = board[square]
# match opponent's group
if piece & (3 - color):
# count liberties for opponent's group
count(square, (3 - color))
# if only 1 liberty left
if len(liberties) == 1:
# store the capture move
target_square = liberties[0]
best_move = target_square
capture = target_square
break
# restore board
restore_board()
# save own group
for square in range(len(board)):
# init piece
piece = board[square]
# match own group
if piece & (color):
# count liberties for own group
count(square, (color))
# if only 1 liberty left
if len(liberties) == 1:
# store the save move
target_square = liberties[0]
# edge detection
if not detect_edge(target_square):
best_move = target_square
save = target_square
break
# restore board
restore_board()
# defend own group
for square in range(len(board)):
# init piece
piece = board[square]
# match own group
if piece & (color):
# count liberties for own group
count(square, (color))
# if group has 2 liberties
if len(liberties) == 2:
# store the save move
best_liberty = evaluate(color)
best_move = best_liberty
defend = best_liberty
break
# restore board
restore_board()
# surround opponent's group
for square in range(len(board)):
# init piece
piece = board[square]
# match opponent's group
if piece & (3 - color):
# count liberties for own group
count(square, (3 - color))
# if group has more than 1 liberty
if len(liberties) > 1:
# store the save move
best_liberty = evaluate(3 - color)
best_move = best_liberty
surround = best_liberty
# try move
set_stone(best_move, color)
count(best_move, color)
legal = len(liberties)
restore_board()
board[best_move] = EMPTY
if not legal: continue
break
# restore board
restore_board()
# pattern matching
for square in range(len(board)):
# init piece
piece = board[square]
# skip offboard sqaures
if piece == OFFBOARD: continue
# pattern 1
if piece & (3 - color):
target_one = square - BOARD_RANGE + 1
target_two = square - BOARD_RANGE - 1
if board[target_one] & color and board[target_two] & color:
best_move = square - BOARD_RANGE
pattern = best_move
# pattern 2
if piece & (3 - color):
target_one = square + 1
target_two = square - BOARD_RANGE - 1
if board[target_one] & color and board[target_two] & color:
best_move = square - BOARD_RANGE
pattern = best_move
# pattern 3
if piece & (3 - color):
target_one = square + 1
target_two = square - 1
if board[target_one] & color and board[target_two] & color:
best_move = square + BOARD_RANGE
pattern = best_move
# pattern 4
if piece & (3 - color):
target_one = square - BOARD_RANGE + 2
target_two = square - BOARD_RANGE - 1
if board[target_one] & color and board[target_two] & color:
best_move = square - BOARD_RANGE
pattern = best_move
# pattern 5
if piece & (3 - color):
target_one = square - BOARD_RANGE + 2
target_two = square - BOARD_RANGE - 2
if board[target_one] & color and board[target_two] & color:
best_move = square - BOARD_RANGE
pattern = best_move
# pattern 6
if piece & (3 - color):
target_one = square - 1
target_two = square + BOARD_RANGE - 2
if board[target_one] & color and board[target_two] & color:
best_move = square + BOARD_RANGE
pattern = best_move
# pattern 7
if piece & (3 - color):
target_one = square - BOARD_RANGE
target_two = square - BOARD_RANGE - 2
if board[target_one] & color and board[target_two] & color:
best_move = square - 1
pattern = best_move
# found move
if best_move:
# print available moves
eprint('capture move:', coords[capture])
eprint('save move:', coords[save])
eprint('defend move:', coords[defend])
eprint('surround move:', coords[surround])
eprint('pattern move:', coords[pattern])
# randomize attack/defense actions
random_action = random.randrange(2)
# handle AI movo priorities
if not capture and not defend and not save: best_move = surround
elif not capture and not save and defend: best_move = defend if random_action else surround
elif not capture and not defend and save: best_move = save
elif pattern: best_move = pattern
if save: best_move = save
if capture: best_move = capture
# make move
set_stone(best_move, color)
# validate move
count(best_move, color)
# store liberties count
legal = len(liberties)
# restore board
restore_board()
# suicide move
if not legal:
# snap stone off the board
board[best_move] = EMPTY
eprint('avoid suicide move')
# consider random move instead
return make_random_move(color)
eprint('best move:', coords[best_move])
return coords[best_move]
# if starts with black
return make_random_move(color)
# GTP communcation protocol
def gtp():
# main GTP loop
while True:
# accept GUI command
command = input()
# handle commands
if 'name' in command: print('= Wally\n')
elif 'protocol_version' in command: print('= 1\n');
elif 'version' in command: print('=', VERSION, '\n')
elif 'list_commands' in command: print('= protocol_version\n')
elif 'boardsize' in command: set_board_size(command); print('=\n')
elif 'clear_board' in command: clear_board(); print('=\n')
elif 'showboard' in command: print('= '); print_board()
elif 'play' in command: play(command); print('=\n')
elif 'genmove' in command: print('=', genmove(BLACK if command.split()[-1] == 'B' else WHITE) + '\n')
elif 'quit' in command: sys.exit()
else: print('=\n') # skip currently unsupported commands
# start GTP communication
gtp()