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Players.py
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Players.py
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import random
from Checkers import GamePlayer
class RandomPlayer(GamePlayer):
def take_turn(self, state):
moves = state.get_viable_moves()
if len(moves) == 0:
return
ind = random.randint(0, len(moves) - 1)
state.perform_action(moves[ind])
return moves[ind]
def move_made(self, move):
pass
class ManualPlayer(GamePlayer):
def take_turn(self, state):
moves = state.get_viable_moves()
if len(moves) == 0:
return
move = self.read_move()
while move not in moves:
print("Illegal move, try again")
move = self.read_move()
state.perform_action(move)
return move
def read_move(self):
try:
a, b, c, d = [int(x) for x in input().split()]
except ValueError:
return None
return ((a-1, b-1), (c-1, d-1))
def move_made(self, move):
pass
import MonteCarloTreeSearch
class MonteCarloPlayer(GamePlayer):
def __init__(self, max_iterations):
self.max_iterations = max_iterations
self.tree = MonteCarloTreeSearch.Tree()
def set_game(self, game):
super(MonteCarloPlayer, self).set_game(game)
self.tree.set_game(game)
def take_turn(self, state):
for i in range(self.max_iterations):
self.tree.perform_iteration()
move = self.tree.get_best_move()
state.perform_action(move)
return move
def move_made(self, move):
self.tree.advance_root(move)
import Minimax
class MinimaxPlayer(GamePlayer):
def __init__(self, depth):
self.depth = depth
def set_game(self, game):
super(MinimaxPlayer, self).set_game(game)
self.state = game.state
def take_turn(self, state):
decider = Minimax.Minimax(state, self.depth)
move = decider.get_best_move()
state.perform_action(move)
return move
def move_made(self, move):
pass
class EnMassePlayer(GamePlayer):
def take_turn(self, state):
moves = state.get_viable_moves()
if len(moves) == 0:
return
best_move = moves[0]
if state.player == 0:
for move in moves[1:]:
if move[0][0] <= best_move[0][0]:
if move[0][1] < best_move[0][1]:
best_move = move
if move[0][0] < best_move[0][0]:
best_move = move
else:
for move in moves[1:]:
if move[0][0] >= best_move[0][0]:
if move[0][1] > best_move[0][1]:
best_move = move
if move[0][0] > best_move[0][0]:
best_move = move
state.perform_action(best_move)
return best_move
def move_made(self, move):
pass
class FlankingPlayer(GamePlayer):
def take_turn(self, state):
moves = state.get_viable_moves()
if len(moves) == 0:
return
best_move = moves[0]
if state.player == 0:
for move in moves[1:]:
if move[0][1] <= best_move[0][1]:
if move[0][0] < best_move[0][0]:
best_move = move
if move[0][1] < best_move[0][1]:
best_move = move
else:
for move in moves[1:]:
if move[0][1] >= best_move[0][1]:
if move[0][0] > best_move[0][0]:
best_move = move
if move[0][1] > best_move[0][1]:
best_move = move
state.perform_action(best_move)
return best_move
def move_made(self, move):
pass
class AggressivePlayer(GamePlayer):
def take_turn(self, state):
moves = state.get_viable_moves()
if len(moves) == 0:
return
best_move = moves[0]
if state.player == 0:
for move in moves[1:]:
if move[0][0] >= best_move[0][0]:
if move[0][1] < best_move[0][1]:
best_move = move
if move[0][0] > best_move[0][0]:
best_move = move
else:
for move in moves[1:]:
if move[0][0] <= best_move[0][0]:
if move[0][1] > best_move[0][1]:
best_move = move
if move[0][0] < best_move[0][0]:
best_move = move
state.perform_action(best_move)
return best_move
def move_made(self, move):
pass