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"""Games or Adversarial Search (Chapter 5)"""
import
copy
import
itertools
import
random
from
collections
import
namedtuple
import
numpy
as
np
from
utils
import
vector_add
GameState
=
namedtuple
(
'GameState'
,
'to_move, utility, board, moves'
)
StochasticGameState
=
namedtuple
(
'StochasticGameState'
,
'to_move, utility, board, moves, chance'
)
# ______________________________________________________________________________
# MinMax Search
def
minmax_decision
(
state
,
game
):
"""Given a state in a game, calculate the best move by searching
forward all the way to the terminal states. [Figure 5.3]"""
player
=
game
.
to_move
(
state
)
def
max_value
(
state
):
if
game
.
terminal_test
(
state
):
return
game
.
utility
(
state
,
player
)
v
=
-
np
.
inf
for
a
in
game
.
actions
(
state
):
v
=
max
(
v
,
min_value
(
game
.
result
(
state
,
a
)))
return
v
def
min_value
(
state
):
if
game
.
terminal_test
(
state
):
return
game
.
utility
(
state
,
player
)
v
=
np
.
inf
for
a
in
game
.
actions
(
state
):
v
=
min
(
v
,
max_value
(
game
.
result
(
state
,
a
)))
return
v
# Body of minmax_decision:
return
max
(
game
.
actions
(
state
),
key
=
lambda
a
:
min_value
(
game
.
result
(
state
,
a
)))
# ______________________________________________________________________________
def
expect_minmax
(
state
,
game
):
"""
[Figure 5.11]
Return the best move for a player after dice are thrown. The game tree
includes chance nodes along with min and max nodes.
"""
player
=
game
.
to_move
(
state
)
def
max_value
(
state
):
v
=
-
np
.
inf
for
a
in
game
.
actions
(
state
):
v
=
max
(
v
,
chance_node
(
state
,
a
))
return
v
def
min_value
(
state
):
v
=
np
.
inf
for
a
in
game
.
actions
(
state
):
v
=
min
(
v
,
chance_node
(
state
,
a
))
return
v
def
chance_node
(
state
,
action
):
res_state
=
game
.
result
(
state
,
action
)
if
game
.
terminal_test
(
res_state
):
return
game
.
utility
(
res_state
,
player
)
sum_chances
=
0
num_chances
=
len
(
game
.
chances
(
res_state
))
for
chance
in
game
.
chances
(
res_state
):
res_state
=
game
.
outcome
(
res_state
,
chance
)
util
=
0
if
res_state
.
to_move
==
player
:
util
=
max_value
(
res_state
)
else
:
util
=
min_value
(
res_state
)
sum_chances
+=
util
*
game
.
probability
(
chance
)
return
sum_chances
/
num_chances
# Body of expect_minmax:
return
max
(
game
.
actions
(
state
),
key
=
lambda
a
:
chance_node
(
state
,
a
),
default
=
None
)
def
alpha_beta_search
(
state
,
game
):
"""Search game to determine best action; use alpha-beta pruning.
As in [Figure 5.7], this version searches all the way to the leaves."""
player
=
game
.
to_move
(
state
)
# Functions used by alpha_beta
def
max_value
(
state
,
alpha
,
beta
):
if
game
.
terminal_test
(
state
):
return
game
.
utility
(
state
,
player
)
v
=
-
np
.
inf
for
a
in
game
.
actions
(
state
):
v
=
max
(
v
,
min_value
(
game
.
result
(
state
,
a
),
alpha
,
beta
))
if
v
>=
beta
:
return
v
alpha
=
max
(
alpha
,
v
)
return
v
def
min_value
(
state
,
alpha
,
beta
):
if
game
.
terminal_test
(
state
):
return
game
.
utility
(
state
,
player
)
v
=
np
.
inf
for
a
in
game
.
actions
(
state
):
v
=
min
(
v
,
max_value
(
game
.
result
(
state
,
a
),
alpha
,
beta
))
if
v
<=
alpha
:
return
v
beta
=
min
(
beta
,
v
)
return
v
# Body of alpha_beta_search:
best_score
=
-
np
.
inf
beta
=
np
.
inf
best_action
=
None
for
a
in
game
.
actions
(
state
):
v
=
min_value
(
game
.
result
(
state
,
a
),
best_score
,
beta
)
if
v
>
best_score
:
best_score
=
v
best_action
=
a
return
best_action
def
alpha_beta_cutoff_search
(
state
,
game
,
d
=
4
,
cutoff_test
=
None
,
eval_fn
=
None
):
"""Search game to determine best action; use alpha-beta pruning.
This version cuts off search and uses an evaluation function."""
player
=
game
.
to_move
(
state
)
# Functions used by alpha_beta
def
max_value
(
state
,
alpha
,
beta
,
depth
):
if
cutoff_test
(
state
,
depth
):
return
eval_fn
(
state
)
v
=
-
np
.
inf
for
a
in
game
.
actions
(
state
):
v
=
max
(
v
,
min_value
(
game
.
result
(
state
,
a
),
alpha
,
beta
,
depth
+
1
))
if
v
>=
beta
:
return
v
alpha
=
max
(
alpha
,
v
)
return
v
def
min_value
(
state
,
alpha
,
beta
,
depth
):
if
cutoff_test
(
state
,
depth
):
return
eval_fn
(
state
)
v
=
np
.
inf
for
a
in
game
.
actions
(
state
):
v
=
min
(
v
,
max_value
(
game
.
result
(
state
,
a
),
alpha
,
beta
,
depth
+
1
))
if
v
<=
alpha
:
return
v
beta
=
min
(
beta
,
v
)
return
v
# Body of alpha_beta_cutoff_search starts here:
# The default test cuts off at depth d or at a terminal state
cutoff_test
=
(
cutoff_test
or
(
lambda
state
,
depth
:
depth
>
d
or
game
.
terminal_test
(
state
)))
eval_fn
=
eval_fn
or
(
lambda
state
:
game
.
utility
(
state
,
player
))
best_score
=
-
np
.
inf
beta
=
np
.
inf
best_action
=
None
for
a
in
game
.
actions
(
state
):
v
=
min_value
(
game
.
result
(
state
,
a
),
best_score
,
beta
,
1
)
if
v
>
best_score
:
best_score
=
v
best_action
=
a
return
best_action
# ______________________________________________________________________________
# Players for Games
def
query_player
(
game
,
state
):
"""Make a move by querying standard input."""
print
(
"current state:"
)
game
.
display
(
state
)
print
(
"available moves: {}"
.
format
(
game
.
actions
(
state
)))
print
(
""
)
move
=
None
if
game
.
actions
(
state
):
move_string
=
input
(
'Your move? '
)
try
:
move
=
eval
(
move_string
)
except
NameError
:
move
=
move_string
else
:
print
(
'no legal moves: passing turn to next player'
)
return
move
def
random_player
(
game
,
state
):
"""A player that chooses a legal move at random."""
return
random
.
choice
(
game
.
actions
(
state
))
if
game
.
actions
(
state
)
else
None
def
alpha_beta_player
(
game
,
state
):
return
alpha_beta_search
(
state
,
game
)
def
minmax_player
(
game
,
state
):
return
minmax_decision
(
state
,
game
)
def
expect_minmax_player
(
game
,
state
):
return
expect_minmax
(
state
,
game
)
# ______________________________________________________________________________
# Some Sample Games
class
Game
:
"""A game is similar to a problem, but it has a utility for each
state and a terminal test instead of a path cost and a goal
test. To create a game, subclass this class and implement actions,
result, utility, and terminal_test. You may override display and
successors or you can inherit their default methods. You will also
need to set the .initial attribute to the initial state; this can
be done in the constructor."""
def
actions
(
self
,
state
):
"""Return a list of the allowable moves at this point."""
raise
NotImplementedError
def
result
(
self
,
state
,
move
):
"""Return the state that results from making a move from a state."""
raise
NotImplementedError
def
utility
(
self
,
state
,
player
):
"""Return the value of this final state to player."""
raise
NotImplementedError
def
terminal_test
(
self
,
state
):
"""Return True if this is a final state for the game."""
return
not
self
.
actions
(
state
)
def
to_move
(
self
,
state
):
"""Return the player whose move it is in this state."""
return
state
.
to_move
def
display
(
self
,
state
):
"""Print or otherwise display the state."""
print
(
state
)
def
__repr__
(
self
):
return
'<{}>'
.
format
(
self
.
__class__
.
__name__
)
def
play_game
(
self
,
*
players
):
"""Play an n-person, move-alternating game."""
state
=
self
.
initial
while
True
:
for
player
in
players
:
move
=
player
(
self
,
state
)
state
=
self
.
result
(
state
,
move
)
if
self
.
terminal_test
(
state
):
self
.
display
(
state
)
return
self
.
utility
(
state
,
self
.
to_move
(
self
.
initial
))
class
StochasticGame
(
Game
):
"""A stochastic game includes uncertain events which influence
the moves of players at each state. To create a stochastic game, subclass
this class and implement chances and outcome along with the other
unimplemented game class methods."""
def
chances
(
self
,
state
):
"""Return a list of all possible uncertain events at a state."""
raise
NotImplementedError
def
outcome
(
self
,
state
,
chance
):
"""Return the state which is the outcome of a chance trial."""
raise
NotImplementedError
def
probability
(
self
,
chance
):
"""Return the probability of occurrence of a chance."""
raise
NotImplementedError
def
play_game
(
self
,
*
players
):
"""Play an n-person, move-alternating stochastic game."""
state
=
self
.
initial
while
True
:
for
player
in
players
:
chance
=
random
.
choice
(
self
.
chances
(
state
))
state
=
self
.
outcome
(
state
,
chance
)
move
=
player
(
self
,
state
)
state
=
self
.
result
(
state
,
move
)
if
self
.
terminal_test
(
state
):
self
.
display
(
state
)
return
self
.
utility
(
state
,
self
.
to_move
(
self
.
initial
))
class
Fig52Game
(
Game
):
"""The game represented in [Figure 5.2]. Serves as a simple test case."""
succs
=
dict
(
A
=
dict
(
a1
=
'B'
,
a2
=
'C'
,
a3
=
'D'
),
B
=
dict
(
b1
=
'B1'
,
b2
=
'B2'
,
b3
=
'B3'
),
C
=
dict
(
c1
=
'C1'
,
c2
=
'C2'
,
c3
=
'C3'
),
D
=
dict
(
d1
=
'D1'
,
d2
=
'D2'
,
d3
=
'D3'
))
utils
=
dict
(
B1
=
3
,
B2
=
12
,
B3
=
8
,
C1
=
2
,
C2
=
4
,
C3
=
6
,
D1
=
14
,
D2
=
5
,
D3
=
2
)
initial
=
'A'
def
actions
(
self
,
state
):
return
list
(
self
.
succs
.
get
(
state
, {}).
keys
())
def
result
(
self
,
state
,
move
):
return
self
.
succs
[
state
][
move
]
def
utility
(
self
,
state
,
player
):
if
player
==
'MAX'
:
return
self
.
utils
[
state
]
else
:
return
-
self
.
utils
[
state
]
def
terminal_test
(
self
,
state
):
return
state
not
in
(
'A'
,
'B'
,
'C'
,
'D'
)
def
to_move
(
self
,
state
):
return
'MIN'
if
state
in
'BCD'
else
'MAX'
class
Fig52Extended
(
Game
):
"""Similar to Fig52Game but bigger. Useful for visualisation"""
succs
=
{
i
:
dict
(
l
=
i
*
3
+
1
,
m
=
i
*
3
+
2
,
r
=
i
*
3
+
3
)
for
i
in
range
(
13
)}
utils
=
dict
()
def
actions
(
self
,
state
):
return
sorted
(
list
(
self
.
succs
.
get
(
state
, {}).
keys
()))
def
result
(
self
,
state
,
move
):
return
self
.
succs
[
state
][
move
]
def
utility
(
self
,
state
,
player
):
if
player
==
'MAX'
:
return
self
.
utils
[
state
]
else
:
return
-
self
.
utils
[
state
]
def
terminal_test
(
self
,
state
):
return
state
not
in
range
(
13
)
def
to_move
(
self
,
state
):
return
'MIN'
if
state
in
{
1
,
2
,
3
}
else
'MAX'
class
TicTacToe
(
Game
):
"""Play TicTacToe on an h x v board, with Max (first player) playing 'X'.
A state has the player to move, a cached utility, a list of moves in
the form of a list of (x, y) positions, and a board, in the form of
a dict of {(x, y): Player} entries, where Player is 'X' or 'O'."""
def
__init__
(
self
,
h
=
3
,
v
=
3
,
k
=
3
):
self
.
h
=
h
self
.
v
=
v
self
.
k
=
k
moves
=
[(
x
,
y
)
for
x
in
range
(
1
,
h
+
1
)
for
y
in
range
(
1
,
v
+
1
)]
self
.
initial
=
GameState
(
to_move
=
'X'
,
utility
=
0
,
board
=
{},
moves
=
moves
)
def
actions
(
self
,
state
):
"""Legal moves are any square not yet taken."""
return
state
.
moves
def
result
(
self
,
state
,
move
):
if
move
not
in
state
.
moves
:
return
state
# Illegal move has no effect
board
=
state
.
board
.
copy
()
board
[
move
]
=
state
.
to_move
moves
=
list
(
state
.
moves
)
moves
.
remove
(
move
)
return
GameState
(
to_move
=
(
'O'
if
state
.
to_move
==
'X'
else
'X'
),
utility
=
self
.
compute_utility
(
board
,
move
,
state
.
to_move
),
board
=
board
,
moves
=
moves
)
def
utility
(
self
,
state
,
player
):
"""Return the value to player; 1 for win, -1 for loss, 0 otherwise."""
return
state
.
utility
if
player
==
'X'
else
-
state
.
utility
def
terminal_test
(
self
,
state
):
"""A state is terminal if it is won or there are no empty squares."""
return
state
.
utility
!=
0
or
len
(
state
.
moves
)
==
0
def
display
(
self
,
state
):
board
=
state
.
board
for
x
in
range
(
1
,
self
.
h
+
1
):
for
y
in
range
(
1
,
self
.
v
+
1
):
print
(
board
.
get
((
x
,
y
),
'.'
),
end
=
' '
)
print
()
def
compute_utility
(
self
,
board
,
move
,
player
):
"""If 'X' wins with this move, return 1; if 'O' wins return -1; else return 0."""
if
(
self
.
k_in_row
(
board
,
move
,
player
, (
0
,
1
))
or
self
.
k_in_row
(
board
,
move
,
player
, (
1
,
0
))
or
self
.
k_in_row
(
board
,
move
,
player
, (
1
,
-
1
))
or
self
.
k_in_row
(
board
,
move
,
player
, (
1
,
1
))):
return
+
1
if
player
==
'X'
else
-
1
else
:
return
0
def
k_in_row
(
self
,
board
,
move
,
player
,
delta_x_y
):
"""Return true if there is a line through move on board for player."""
(
delta_x
,
delta_y
)
=
delta_x_y
x
,
y
=
move
n
=
0
# n is number of moves in row
while
board
.
get
((
x
,
y
))
==
player
:
n
+=
1
x
,
y
=
x
+
delta_x
,
y
+
delta_y
x
,
y
=
move
while
board
.
get
((
x
,
y
))
==
player
:
n
+=
1
x
,
y
=
x
-
delta_x
,
y
-
delta_y
n
-=
1
# Because we counted move itself twice
return
n
>=
self
.
k
class
ConnectFour
(
TicTacToe
):
"""A TicTacToe-like game in which you can only make a move on the bottom
row, or in a square directly above an occupied square. Traditionally
played on a 7x6 board and requiring 4 in a row."""
def
__init__
(
self
,
h
=
7
,
v
=
6
,
k
=
4
):
TicTacToe
.
__init__
(
self
,
h
,
v
,
k
)
def
actions
(
self
,
state
):
return
[(
x
,
y
)
for
(
x
,
y
)
in
state
.
moves
if
x
==
self
.
h
or
(
x
+
1
,
y
)
in
state
.
board
]
class
Gomoku
(
TicTacToe
):
"""Also known as Five in a row."""
def
__init__
(
self
,
h
=
15
,
v
=
16
,
k
=
5
):
TicTacToe
.
__init__
(
self
,
h
,
v
,
k
)
class
Backgammon
(
StochasticGame
):
"""A two player game where the goal of each player is to move all the
checkers off the board. The moves for each state are determined by
rolling a pair of dice."""
def
__init__
(
self
):
"""Initial state of the game"""
point
=
{
'W'
:
0
,
'B'
:
0
}
board
=
[
point
.
copy
()
for
index
in
range
(
24
)]
board
[
0
][
'B'
]
=
board
[
23
][
'W'
]
=
2
board
[
5
][
'W'
]
=
board
[
18
][
'B'
]
=
5
board
[
7
][
'W'
]
=
board
[
16
][
'B'
]
=
3
board
[
11
][
'B'
]
=
board
[
12
][
'W'
]
=
5
self
.
allow_bear_off
=
{
'W'
:
False
,
'B'
:
False
}
self
.
direction
=
{
'W'
:
-
1
,
'B'
:
1
}
self
.
initial
=
StochasticGameState
(
to_move
=
'W'
,
utility
=
0
,
board
=
board
,
moves
=
self
.
get_all_moves
(
board
,
'W'
),
chance
=
None
)
def
actions
(
self
,
state
):
"""Return a list of legal moves for a state."""
player
=
state
.
to_move
moves
=
state
.
moves
if
len
(
moves
)
==
1
and
len
(
moves
[
0
])
==
1
:
return
moves
legal_moves
=
[]
for
move
in
moves
:
board
=
copy
.
deepcopy
(
state
.
board
)
if
self
.
is_legal_move
(
board
,
move
,
state
.
chance
,
player
):
legal_moves
.
append
(
move
)
return
legal_moves
def
result
(
self
,
state
,
move
):
board
=
copy
.
deepcopy
(
state
.
board
)
player
=
state
.
to_move
self
.
move_checker
(
board
,
move
[
0
],
state
.
chance
[
0
],
player
)
if
len
(
move
)
==
2
:
self
.
move_checker
(
board
,
move
[
1
],
state
.
chance
[
1
],
player
)
to_move
=
(
'W'
if
player
==
'B'
else
'B'
)
return
StochasticGameState
(
to_move
=
to_move
,
utility
=
self
.
compute_utility
(
board
,
move
,
player
),
board
=
board
,
moves
=
self
.
get_all_moves
(
board
,
to_move
),
chance
=
None
)
def
utility
(
self
,
state
,
player
):
"""Return the value to player; 1 for win, -1 for loss, 0 otherwise."""
return
state
.
utility
if
player
==
'W'
else
-
state
.
utility
def
terminal_test
(
self
,
state
):
"""A state is terminal if one player wins."""
return
state
.
utility
!=
0
def
get_all_moves
(
self
,
board
,
player
):
"""All possible moves for a player i.e. all possible ways of
choosing two checkers of a player from the board for a move
at a given state."""
all_points
=
board
taken_points
=
[
index
for
index
,
point
in
enumerate
(
all_points
)
if
point
[
player
]
>
0
]
if
self
.
checkers_at_home
(
board
,
player
)
==
1
:
return
[(
taken_points
[
0
],)]
moves
=
list
(
itertools
.
permutations
(
taken_points
,
2
))
moves
=
moves
+
[(
index
,
index
)
for
index
,
point
in
enumerate
(
all_points
)
if
point
[
player
]
>=
2
]
return
moves
def
display
(
self
,
state
):
"""Display state of the game."""
board
=
state
.
board
player
=
state
.
to_move
print
(
"current state : "
)
for
index
,
point
in
enumerate
(
board
):
print
(
"point : "
,
index
,
" W : "
,
point
[
'W'
],
" B : "
,
point
[
'B'
])
print
(
"to play : "
,
player
)
def
compute_utility
(
self
,
board
,
move
,
player
):
"""If 'W' wins with this move, return 1; if 'B' wins return -1; else return 0."""
util
=
{
'W'
:
1
,
'B'
:
-
1
}
for
idx
in
range
(
0
,
24
):
if
board
[
idx
][
player
]
>
0
:
return
0
return
util
[
player
]
def
checkers_at_home
(
self
,
board
,
player
):
"""Return the no. of checkers at home for a player."""
sum_range
=
range
(
0
,
7
)
if
player
==
'W'
else
range
(
17
,
24
)
count
=
0
for
idx
in
sum_range
:
count
=
count
+
board
[
idx
][
player
]
return
count
def
is_legal_move
(
self
,
board
,
start
,
steps
,
player
):
"""Move is a tuple which contains starting points of checkers to be
moved during a player's turn. An on-board move is legal if both the destinations
are open. A bear-off move is the one where a checker is moved off-board.
It is legal only after a player has moved all his checkers to his home."""
dest1
,
dest2
=
vector_add
(
start
,
steps
)
dest_range
=
range
(
0
,
24
)
move1_legal
=
move2_legal
=
False
if
dest1
in
dest_range
:
if
self
.
is_point_open
(
player
,
board
[
dest1
]):
self
.
move_checker
(
board
,
start
[
0
],
steps
[
0
],
player
)
move1_legal
=
True
else
:
if
self
.
allow_bear_off
[
player
]:
self
.
move_checker
(
board
,
start
[
0
],
steps
[
0
],
player
)
move1_legal
=
True
if
not
move1_legal
:
return
False
if
dest2
in
dest_range
:
if
self
.
is_point_open
(
player
,
board
[
dest2
]):
move2_legal
=
True
else
:
if
self
.
allow_bear_off
[
player
]:
move2_legal
=
True
return
move1_legal
and
move2_legal
def
move_checker
(
self
,
board
,
start
,
steps
,
player
):
"""Move a checker from starting point by a given number of steps"""
dest
=
start
+
steps
dest_range
=
range
(
0
,
24
)
board
[
start
][
player
]
-=
1
if
dest
in
dest_range
:
board
[
dest
][
player
]
+=
1
if
self
.
checkers_at_home
(
board
,
player
)
==
15
:
self
.
allow_bear_off
[
player
]
=
True
def
is_point_open
(
self
,
player
,
point
):
"""A point is open for a player if the no. of opponent's
checkers already present on it is 0 or 1. A player can
move a checker to a point only if it is open."""
opponent
=
'B'
if
player
==
'W'
else
'W'
return
point
[
opponent
]
<=
1
def
chances
(
self
,
state
):
"""Return a list of all possible dice rolls at a state."""
dice_rolls
=
list
(
itertools
.
combinations_with_replacement
([
1
,
2
,
3
,
4
,
5
,
6
],
2
))
return
dice_rolls
def
outcome
(
self
,
state
,
chance
):
"""Return the state which is the outcome of a dice roll."""
dice
=
tuple
(
map
((
self
.
direction
[
state
.
to_move
]).
__mul__
,
chance
))
return
StochasticGameState
(
to_move
=
state
.
to_move
,
utility
=
state
.
utility
,
board
=
state
.
board
,
moves
=
state
.
moves
,
chance
=
dice
)
def
probability
(
self
,
chance
):
"""Return the probability of occurrence of a dice roll."""
return
1
/
36
if
chance
[
0
]
==
chance
[
1
]
else
1
/
18
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