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brain.py
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193 lines (158 loc) · 6.29 KB
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import numpy as np
import math
import random
ROW_COUNT = 6
COLUMN_COUNT = 7
transposition_table = {}
# Helper functions
def is_valid_location(board, col):
return board[ROW_COUNT - 1][col] == 0
def get_next_open_row(board, col):
for r in range(ROW_COUNT):
if board[r][col] == 0:
return r
def get_valid_locations(board):
valid_locations = []
for col in range(COLUMN_COUNT):
if is_valid_location(board, col):
valid_locations.append(col)
return valid_locations
def drop_piece(board, row, col, piece):
board[row][col] = piece
def winning_move(board, piece):
# Check horizontal locations for win
for c in range(COLUMN_COUNT-3):
for r in range(ROW_COUNT):
if (board[r][c] == piece and board[r][c+1] == piece and
board[r][c+2] == piece and board[r][c+3] == piece):
return True
# Check vertical locations for win
for c in range(COLUMN_COUNT):
for r in range(ROW_COUNT-3):
if (board[r][c] == piece and board[r+1][c] == piece and
board[r+2][c] == piece and board[r+3][c] == piece):
return True
# Check positively sloped diagonals
for c in range(COLUMN_COUNT-3):
for r in range(ROW_COUNT-3):
if (board[r][c] == piece and board[r+1][c+1] == piece and
board[r+2][c+2] == piece and board[r+3][c+3] == piece):
return True
# Check negatively sloped diagonals
for c in range(COLUMN_COUNT-3):
for r in range(3, ROW_COUNT):
if (board[r][c] == piece and board[r-1][c+1] == piece and
board[r-2][c+2] == piece and board[r-3][c+3] == piece):
return True
def evaluate_window(window, piece):
score = 0
opp_piece = 1 if piece == 2 else 2
if window.count(piece) == 4:
score += 10000
elif window.count(piece) == 3 and window.count(0) == 1:
score += 10
elif window.count(piece) == 2 and window.count(0) == 2:
score += 1
if window.count(opp_piece) == 3 and window.count(0) == 1:
score -= 25
return score
def evaluate_board(board, piece):
score = 0
# Score center column
center_array = [int(i) for i in list(board[:, COLUMN_COUNT // 2])]
center_count = center_array.count(piece)
score += center_count * 3
# Score Horizontal
for r in range(ROW_COUNT):
row_array = [int(i) for i in list(board[r, :])]
for c in range(COLUMN_COUNT - 3):
window = row_array[c:c + 4]
score += evaluate_window(window, piece)
# Score Vertical
for c in range(COLUMN_COUNT):
col_array = [int(i) for i in list(board[:, c])]
for r in range(ROW_COUNT - 3):
window = col_array[r:r + 4]
score += evaluate_window(window, piece)
# Score positive sloped diagonal
for r in range(ROW_COUNT - 3):
for c in range(COLUMN_COUNT - 3):
window = [board[r + i][c + i] for i in range(4)]
score += evaluate_window(window, piece)
# Score negative sloped diagonal
for r in range(ROW_COUNT - 3):
for c in range(COLUMN_COUNT - 3):
window = [board[r + 3 - i][c + i] for i in range(4)]
score += evaluate_window(window, piece)
return score
def is_terminal_node(board):
return winning_move(board, 1) or winning_move(board, 2) or len(get_valid_locations(board)) == 0
def board_to_tuple(board):
return tuple(map(tuple, board)) # Convert board to a tuple of tuples (hashable)
def minimax(board, depth, alpha, beta, maximizingPlayer):
board_tuple = board_to_tuple(board)
if board_tuple in transposition_table:
return transposition_table[board_tuple]
valid_locations = get_valid_locations(board)
is_terminal = is_terminal_node(board)
if depth == 0 or is_terminal:
if is_terminal:
if winning_move(board, 2):
return (None, 100000000000000)
elif winning_move(board, 1):
return (None, -10000000000000)
else: # Game is over, no more valid moves
return (None, 0)
else: # Depth is zero
return (None, evaluate_board(board, 2))
if maximizingPlayer:
value = -math.inf
column = random.choice(valid_locations)
for col in valid_locations:
row = get_next_open_row(board, col)
b_copy = board.copy()
drop_piece(b_copy, row, col, 2)
new_score = minimax(b_copy, depth - 1, alpha, beta, False)[1]
if new_score > value:
value = new_score
column = col
alpha = max(alpha, value)
if alpha >= beta:
break
transposition_table[board_tuple] = (column, value)
return column, value
else: # Minimizing player
value = math.inf
column = random.choice(valid_locations)
for col in valid_locations:
row = get_next_open_row(board, col)
b_copy = board.copy()
drop_piece(b_copy, row, col, 1)
new_score = minimax(b_copy, depth - 1, alpha, beta, True)[1]
if new_score < value:
value = new_score
column = col
beta = min(beta, value)
if alpha >= beta:
break
transposition_table[board_tuple] = (column, value)
return column, value
# Function to get all valid moves
def get_valid_moves(board):
valid_moves = []
for col in range(COLUMN_COUNT):
if board[0][col] == 0: # Check if the top row is empty
valid_moves.append(col)
return valid_moves
# board = np.array([[0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0],
# [2.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0],
# [2.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0],
# [2.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0],
# [1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0],
# [1.0, 0.0, 0.0, 2.0, 0.0, 1.0, 0.0]])
def use_your_brain(board, nobat):
best_move, a = minimax(board, 6, -math.inf, math.inf, nobat)
if best_move is None:
moves = get_valid_locations(board)
best_move = moves[random.randint(0, len(moves) - 1)]
return best_move