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game_agent.py
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class SearchTimeout(Exception):
"""Subclass base exception for code clarity. """
pass
def custom_score(game, player):
"""Calculates the heuristic value of a game state from the point of view
of the given player.
Note: this function should be called from within a Player instance as
`self.score()` -- you should not need to call this function directly.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
# This function returns the score based on whether the legal moves of opponent
# player coincides with that of current player. If it does then the total_score
# will decrease as the possibility of opponent choosing that move will increase
# thus our no. of moves will decrease in the next turn.
if game.is_loser(player):
return float("-inf")
if game.is_winner(player):
return float("inf")
player_legal_moves = game.get_legal_moves(player)
score = 0
for op_move in game.get_legal_moves(game.get_opponent(player)):
if op_move in player_legal_moves:
score += 1
total_score = float(len(game.get_legal_moves(player)) - score)
return total_score
def custom_score_2(game, player):
"""Calculates the heuristic value of a game state from the point of view
of the given player.
Note: this function should be called from within a Player instance as
`self.score()` -- you should not need to call this function directly.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
# A vertical division is done and no. of blank spaces left on the side of
# player's location is returned as score.
if game.is_loser(player):
return float("-inf")
if game.is_winner(player):
return float("inf")
blank_spaces = game.get_blank_spaces()
left_spaces = []
right_spaces = []
for bs in blank_spaces:
y, x = bs
y += 1
x += 1
if x < 4:
left_spaces.append(bs)
else:
right_spaces.append(bs)
pl_y, pl_x = game.get_player_location(player)
pl_x += 1
if pl_x < 4:
return float(len(left_spaces))
else:
return float(len(right_spaces))
def custom_score_3(game, player):
"""Calculates the heuristic value of a game state from the point of view
of the given player.
Note: this function should be called from within a Player instance as
`self.score()` -- you should not need to call this function directly.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
# Evaluates on the basis of distance between the location of the player with
# respect to the center of board. The more the distance the less the score.
if game.is_loser(player):
return float("-inf")
if game.is_winner(player):
return float("inf")
w, h = game.width / 2., game.height / 2.
y, x = game.get_player_location(player)
total_score = float(game.height * game.width - ((h - y)**2 + (w - x)**2))
return total_score
class IsolationPlayer:
"""Base class for minimax and alphabeta agents -- this class is never
constructed or tested directly.
******************** DO NOT MODIFY THIS CLASS ********************
Parameters
----------
search_depth : int (optional)
A strictly positive integer (i.e., 1, 2, 3,...) for the number of
layers in the game tree to explore for fixed-depth search. (i.e., a
depth of one (1) would only explore the immediate sucessors of the
current state.)
score_fn : callable (optional)
A function to use for heuristic evaluation of game states.
timeout : float (optional)
Time remaining (in milliseconds) when search is aborted. Should be a
positive value large enough to allow the function to return before the
timer expires.
"""
def __init__(self, search_depth=3, score_fn=custom_score, timeout=10.):
self.search_depth = search_depth
self.score = score_fn
self.time_left = None
self.TIMER_THRESHOLD = timeout
class MinimaxPlayer(IsolationPlayer):
"""Game-playing agent that chooses a move using depth-limited minimax
search.
"""
def get_move(self, game, time_left):
"""Search for the best move from the available legal moves and return a
result before the time limit expires.
************** DO NOT MODIFY THIS FUNCTION *************
For fixed-depth search, this function simply wraps the call to the
minimax method, but this method provides a common interface for all
Isolation agents, and you will replace it in the AlphaBetaPlayer with
iterative deepening search.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
time_left : callable
A function that returns the number of milliseconds left in the
current turn. Returning with any less than 0 ms remaining forfeits
the game.
Returns
-------
(int, int)
Board coordinates corresponding to a legal move; may return
(-1, -1) if there are no available legal moves.
"""
self.time_left = time_left
# Initializing the best move so that this function returns something
# in case the search fails due to timeout
legal_moves = game.get_legal_moves()
if not legal_moves:
best_move = (-1, -1)
else:
best_move = legal_moves[0]
try:
# The try/except block will automatically catch the exception
# raised when the timer is about to expire.
best_move = self.minimax(game, self.search_depth)
except SearchTimeout:
pass
# Return the best move from the last completed search iteration
return best_move
def minimax(self, game, depth):
"""Depth-limited minimax search algorithm
This is a modified version of MINIMAX-DECISION in the AIMA text.
https://github.com/aimacode/aima-pseudocode/blob/master/md/Minimax-Decision.md
Parameters
----------
game : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
Returns
-------
(int, int)
The board coordinates of the best move found in the current search;
(-1, -1) if there are no legal moves.
Notes
-----
(1) Only `self.score()` method should be used for board evaluation.
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
legal_moves = game.get_legal_moves()
if not legal_moves:
return (-1, -1)
# Minimax Search algorithm implemented with limited depth.
def max_value(game, depth):
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
legal_moves = game.get_legal_moves()
if depth == 0 or not legal_moves:
return self.score(game, self)
score = float("-inf")
for m in legal_moves:
score = max(score, min_value(game.forecast_move(m), depth - 1))
return score
def min_value(game, depth):
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
legal_moves = game.get_legal_moves()
if depth == 0 or not legal_moves:
return self.score(game, self)
score = float("inf")
for m in game.get_legal_moves():
score = min(score, max_value(game.forecast_move(m), depth - 1))
return score
best_score = float("-inf")
best_move = legal_moves[0]
for m in legal_moves:
score = min_value(game.forecast_move(m), depth - 1)
if score > best_score:
best_score = score
best_move = m
return best_move
class AlphaBetaPlayer(IsolationPlayer):
"""Game-playing agent that chooses a move using iterative deepening minimax
search with alpha-beta pruning.
"""
def get_move(self, game, time_left):
"""Searches for the best move from the available legal moves and returns a
result before the time limit expires.
**********************************************************************
NOTE: If time_left() < 0 when this function returns, the agent will
forfeit the game due to timeout. We must return _before_ the
timer reaches 0.
**********************************************************************
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
time_left : callable
A function that returns the number of milliseconds left in the
current turn. Returning with any less than 0 ms remaining forfeits
the game.
Returns
-------
(int, int)
Board coordinates corresponding to a legal move; may return
(-1, -1) if there are no available legal moves.
"""
self.time_left = time_left
legal_moves = game.get_legal_moves()
if not legal_moves:
best_move = (-1, -1)
else:
best_move = legal_moves[0]
try:
# Iterative deepening search is implemented here.
depth = 1
while True:
best_move = self.alphabeta(game, depth)
depth += 1
except SearchTimeout:
pass
return best_move
def alphabeta(self, game, depth, alpha=float("-inf"), beta=float("inf")):
"""Implemented depth-limited minimax search with alpha-beta pruning.
This is a modified version of ALPHA-BETA-SEARCH in the AIMA text
https://github.com/aimacode/aima-pseudocode/blob/master/md/Alpha-Beta-Search.md
Parameters
----------
game : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
alpha : float
Alpha limits the lower bound of search on minimizing layers
beta : float
Beta limits the upper bound of search on maximizing layers
Returns
-------
(int, int)
The board coordinates of the best move found in the current search;
(-1, -1) if there are no legal moves
Notes
-----
(1) Only `self.score()` method should be for board evaluation
to pass the project tests.
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
legal_moves = game.get_legal_moves()
if not legal_moves:
return (-1, -1)
# Alpha Beta Pruning is implemented here.
def max_value(game, depth, alpha, beta):
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
legal_moves = game.get_legal_moves()
if depth == 0 or not legal_moves:
return self.score(game, self)
score = float("-inf")
for m in legal_moves:
score = max(score, min_value(game.forecast_move(m), depth - 1, alpha, beta))
if score >= beta :
return score
alpha = max(alpha, score)
return score
def min_value(game, depth, alpha, beta):
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
legal_moves = game.get_legal_moves()
if depth == 0 or not legal_moves:
return self.score(game, self)
score = float("inf")
for m in legal_moves:
score = min(score, max_value(game.forecast_move(m), depth - 1, alpha, beta))
if score <= alpha :
return score
beta = min(beta, score)
return score
best_score = float("-inf")
best_move = legal_moves[0]
for m in legal_moves:
score = min_value(game.forecast_move(m), depth - 1, best_score, beta)
if score > best_score:
best_score = score
best_move = m
return best_move