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add squadro
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giogix2 committed Jan 18, 2023
1 parent 453ab85 commit 29fb27d
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11 changes: 11 additions & 0 deletions docs/games.md
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Expand Up @@ -75,6 +75,7 @@ Status | Game
<font color="orange"><b>~</b></font> | [Slovenian Tarok](#slovenian-tarok)
<font color="orange"><b>~</b></font> | [Skat (simplified bidding)](#skat-simplified-bidding)
<font color="orange"><b>~</b></font> | [Solitaire (K+)](#solitaire-k)
<font color="orange"><b>~</b></font> | [Squadro](#squadro)
![](_static/green_circ10.png "green circle") | [Tic-Tac-Toe](#tic-tac-toe)
![](_static/green_circ10.png "green circle") | [Tiny Bridge](#tiny-bridge)
![](_static/green_circ10.png "green circle") | [Tiny Hanabi](#tiny-hanabi)
Expand Down Expand Up @@ -777,6 +778,16 @@ Status | Game
* [Wikipedia](https://en.wikipedia.org/wiki/Klondike_\(solitaire\)) and
[Bjarnason et al. '07, Searching solitaire in real time](http://web.engr.oregonstate.edu/~afern/papers/solitaire.pdf)

### Squadro

* Each turn, players can move their one of their pieces on the board.
* Uses tokens on a grid.
* Modern game.
* Deterministic.
* Perfect information.
* 2 players.
* [bgg](https://boardgamegeek.com/boardgame/245222/squadro)

### Tic-Tac-Toe

* Players place tokens to try and form a pattern.
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6 changes: 6 additions & 0 deletions open_spiel/games/CMakeLists.txt
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Expand Up @@ -157,6 +157,8 @@ set(GAME_SOURCES
skat.h
solitaire.cc
solitaire.h
squadro.cc
squadro.h
stones_and_gems.cc
stones_and_gems.h
tarok.cc
Expand Down Expand Up @@ -560,6 +562,10 @@ add_executable(solitaire_test solitaire_test.cc ${OPEN_SPIEL_OBJECTS}
$<TARGET_OBJECTS:tests>)
add_test(solitaire_test solitaire_test)

add_executable(squadro_test squadro_test.cc ${OPEN_SPIEL_OBJECTS}
$<TARGET_OBJECTS:tests>)
add_test(squadro_test squadro_test)

add_executable(stones_and_gems_test stones_and_gems_test.cc
${OPEN_SPIEL_OBJECTS}
$<TARGET_OBJECTS:tests>)
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310 changes: 310 additions & 0 deletions open_spiel/games/squadro.cc
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@@ -0,0 +1,310 @@
// Copyright 2019 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#include "open_spiel/games/squadro.h"

#include <algorithm>
#include <memory>
#include <utility>

#include "open_spiel/utils/tensor_view.h"

namespace open_spiel {
namespace squadro {
namespace {

// Facts about the game
const GameType kGameType{
/*short_name=*/"squadro",
/*long_name=*/"Squadro",
GameType::Dynamics::kSequential,
GameType::ChanceMode::kDeterministic,
GameType::Information::kPerfectInformation,
GameType::Utility::kZeroSum,
GameType::RewardModel::kTerminal,
/*max_num_players=*/2,
/*min_num_players=*/2,
/*provides_information_state_string=*/true,
/*provides_information_state_tensor=*/false,
/*provides_observation_string=*/true,
/*provides_observation_tensor=*/true,
/*parameter_specification=*/{} // no parameters
};

std::shared_ptr<const Game> Factory(const GameParameters& params) {
return std::shared_ptr<const Game>(new SquadroGame(params));
}

REGISTER_SPIEL_GAME(kGameType, Factory);

std::string PlayerToString(Player player) {
switch (player) {
case 0:
return "P0";
case 1:
return "P1";
default:
SpielFatalError(absl::StrCat("Invalid player id ", player));
}
}

std::string CellToString(int row, int col,
const std::array<std::array<Position, kRows>, kNumPlayers>& board) {
if (board[0][col].position == row) {
if (board[0][col].direction == TokenState::forward) {
return "^";
} else if (board[0][col].direction == TokenState::backward) {
return "v";
}
}
if (board[1][row].position == col) {
if (board[1][row].direction == TokenState::forward) {
return ">";
} else if (board[1][row].direction == TokenState::backward) {
return "<";
}
}
return ".";
}

} // namespace

int SquadroState::CurrentPlayer() const {
if (IsTerminal()) {
return kTerminalPlayerId;
} else {
return current_player_;
}
}

bool SquadroState::OverpassOpponent(int opponent, int player_position, Action move) {
bool overpassOpponent = false;

while (board_[opponent][player_position].position == move + 1) {
overpassOpponent = true;
// Send opponent player back to default position
if (board_[opponent][player_position].direction == TokenState::forward) {
board_[opponent][player_position].position = 0;
} else {
board_[opponent][player_position].position = 6;
}
player_position += board_[current_player_][move + 1].direction == TokenState::forward ? 1 : -1;
}
board_[current_player_][move + 1].position = player_position;
return overpassOpponent;
}

void SquadroState::DoApplyAction(Action move) {
int playerPosition = board_[current_player_][move + 1].position;
TokenState playerDirection = board_[current_player_][move + 1].direction;
int steps = playerDirection == TokenState::forward ? movements_[current_player_][move].forward : movements_[current_player_][move].backward;
int other_player = 1 - current_player_;
bool overpassOpponent = false;
int unit_move = playerDirection == TokenState::forward ? 1 : -1;
int finalPosition = playerPosition + steps;

do {
playerPosition += unit_move;
board_[current_player_][move + 1].position = playerPosition;
overpassOpponent = OverpassOpponent(other_player, playerPosition, move);
} while (playerPosition > 0 && playerPosition < kRows - 1 && unit_move * playerPosition < unit_move * finalPosition && !overpassOpponent);

if (board_[current_player_][move + 1].position == 0) {
board_[current_player_][move + 1].direction = TokenState::missing; // Token removed from the board
++missing_tokens_[current_player_];
} else if (board_[current_player_][move + 1].position == 6) {
board_[current_player_][move + 1].direction = TokenState::backward; // Invert token direction when it reaches the end of the board
}

if (missing_tokens_[current_player_] == 4) {
outcome_ = current_player_ == 0 ? Outcome::kPlayer1 : Outcome::kPlayer2;
}

++moves_made_;
if (moves_made_ >= 200) {
outcome_ = Outcome::kDraw;
}

current_player_ = other_player;
}

std::vector<Action> SquadroState::LegalActions() const {
std::vector<Action> moves;
if (IsTerminal()) return moves;
for (int pos = 0; pos < kNumActions; ++pos) {
if (board_[current_player_][pos + 1].direction != TokenState::missing) moves.push_back(pos);
}
return moves;
}

std::string SquadroState::ActionToString(Player player,
Action action_id) const {
return absl::StrCat(PlayerToString(player), action_id);
}

SquadroState::SquadroState(std::shared_ptr<const Game> game)
: State(game) {
for (int player = 0; player <= 1; ++player) {
for (int pos = 0; pos < kRows; ++pos) {
if (pos == 0 || pos == 6) {
// There are only 5 pieces per player. No pieces are present in the corners.
board_[player][pos] = {0, TokenState::missing};
} else {
board_[player][pos] = {0, TokenState::forward};
}
}
}
}

std::string SquadroState::ToString() const {
std::string str;
for (int row = kRows - 1; row >= 0; --row) {
for (int col = 0; col < kCols; ++col) {
str.append(CellToString(row, col, board_));
}
str.append("\n");
}
str.append("C");
int current_player = CurrentPlayer();
if (current_player == kTerminalPlayerId) {
str.append("2");
} else {
str.append(std::to_string(CurrentPlayer()));
}
return str;
}

bool SquadroState::IsTerminal() const {
return outcome_ != Outcome::kUnknown;
}

std::vector<double> SquadroState::Returns() const {
if (outcome_ == Outcome::kPlayer1) return {1.0, -1.0};
if (outcome_ == Outcome::kPlayer2) return {-1.0, 1.0};
return {0.0, 0.0};
}

std::string SquadroState::InformationStateString(Player player) const {
SPIEL_CHECK_GE(player, 0);
SPIEL_CHECK_LT(player, num_players_);
return HistoryString();
}

std::string SquadroState::ObservationString(Player player) const {
SPIEL_CHECK_GE(player, 0);
SPIEL_CHECK_LT(player, num_players_);
return ToString();
}

int SquadroState::CellToInt(int row, int col) const{
std::string str = CellToString(row, col, board_);
return cell_state_map_.at(str);
}

void SquadroState::ObservationTensor(Player player,
absl::Span<float> values) const {
SPIEL_CHECK_GE(player, 0);
SPIEL_CHECK_LT(player, num_players_);

TensorView<2> view(values, {kCellStates, kRows*kCols}, true);
for (int row = kRows - 1; row >= 0; --row) {
for (int col = 0; col < kCols; ++col) {
int cell = row * kCols + col;
view[{CellToInt(row, col), cell}] = 1.0;
}
}

}

std::unique_ptr<State> SquadroState::Clone() const {
return std::unique_ptr<State>(new SquadroState(*this));
}

SquadroGame::SquadroGame(const GameParameters& params)
: Game(kGameType, params) {}

SquadroState::SquadroState(std::shared_ptr<const Game> game,
const std::string& str)
: State(game) {

for (int player = 0; player <= 1; ++player) {
for (int pos = 0; pos < kRows; ++pos) {
board_[player][pos] = {0, TokenState::missing};
}
}

int xs = 0;
int os = 0;
int r = 6;
int c = 0;
for (const char ch : str) {
switch (ch) {
case '.':
break;
case '^':
board_[0][c].position = r;
board_[0][c].direction = TokenState::forward;
break;
case '>':
board_[1][r].position = c;
board_[1][r].direction = TokenState::forward;
break;
case 'v':
board_[0][c].position = r;
board_[0][c].direction = TokenState::backward;
break;
case '<':
board_[1][r].position = c;
board_[1][r].direction = TokenState::backward;
break;
case '0':
current_player_ = 0;
break;
case '1':
current_player_ = 1;
break;
case '2':
current_player_ = kTerminalPlayerId;
break;
}
if (ch == '.' || ch == '^' || ch == '>' || ch == 'v' || ch == '<' || ch == 'C') {
++c;
if (c >= kCols) {
r--;
c = 0;
}
}
}
SPIEL_CHECK_TRUE(r == -1 && ("Problem parsing state (incorrect rows)."));
SPIEL_CHECK_TRUE(c == 1 &&
("Problem parsing state (column value should be 0)"));

int count_p0_tokens = 0;
int count_p1_tokens = 0;
for (int i = 0; i < kNumActions; ++i) {
count_p0_tokens += board_[0][i + 1].direction == TokenState::missing ? 0 : 1;
count_p1_tokens += board_[1][i + 1].direction == TokenState::missing ? 0 : 1;
}

if (count_p0_tokens == 1) {
outcome_ = Outcome::kPlayer1;
} else if (count_p1_tokens == 1) {
outcome_ = Outcome::kPlayer2;
}
SPIEL_CHECK_FALSE(count_p0_tokens == 1 && count_p1_tokens == 1 &&
("P1 and P2 cannot both have a single piece."));
}

} // namespace squadro
} // namespace open_spiel
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