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date028.py
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date028.py
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from typing import List, Union
import numpy as np
from IPython.display import clear_output
import time
import os
import random
BLACK = -1 # 黒
WHITE = 1 # 白
EMPTY = 0 # 空
def init_board(N:int=8):
"""
ボードを初期化する
N: ボードの大きさ (N=8がデフォルト値)
"""
board = np.zeros((N, N), dtype=int)
C0 = N//2
C1 = C0-1
board[C1, C1], board[C0, C0] = WHITE, WHITE # White
board[C1, C0], board[C0, C1] = BLACK, BLACK # Black
return board
def count_board(board, piece=EMPTY):
return np.sum(board == piece)
# Emoji representations for the pieces
BG_EMPTY = "\x1b[42m"
BG_RESET = "\x1b[0m"
# stone_codes = [
# f'{BG_EMPTY}⚫️{BG_RESET}',
# f'{BG_EMPTY}🟩{BG_RESET}',
# f'{BG_EMPTY}⚪️{BG_RESET}',
# ]
stone_codes = [
f'●',
f'・',
f'○',
]
def stone(piece):
return stone_codes[piece+1]
def display_clear():
os.system('clear')
clear_output(wait=True)
BLACK_NAME=''
WHITE_NAME=''
def display_board(board, clear=True, sleep=0, black=None, white=None):
"""
オセロ盤を表示する
"""
global BLACK_NAME, WHITE_NAME
if clear:
clear_output(wait=True)
if black:
BLACK_NAME=black
if white:
WHITE_NAME=white
for i, row in enumerate(board):
for piece in row:
print(stone(piece), end='')
if i == 1:
print(f' {BLACK_NAME}')
elif i == 2:
print(f' {stone(BLACK)}: {count_board(board, BLACK):2d}')
elif i == 3:
print(f' {WHITE_NAME}')
elif i == 4:
print(f' {stone(WHITE)}: {count_board(board, WHITE):2d}')
else:
print() # New line after each row
if sleep > 0:
time.sleep(sleep)
def all_positions(board):
N = len(board)
return [(r, c) for r in range(N) for c in range(N)]
# Directions to check (vertical, horizontal)
directions = [(0, 1), (1, 0), (0, -1), (-1, 0), (1, 1), (1, -1), (-1, -1), (-1, 1)]
def is_valid_move(board, row, col, player):
# Check if the position is within the board and empty
N = len(board)
if row < 0 or row >= N or col < 0 or col >= N or board[row, col] != 0:
return False
for dr, dc in directions:
r, c = row + dr, col + dc
if 0 <= r < N and 0 <= c < N and board[r, c] == -player:
while 0 <= r < N and 0 <= c < N and board[r, c] == -player:
r, c = r + dr, c + dc
if 0 <= r < N and 0 <= c < N and board[r, c] == player:
return True
return False
def get_valid_moves(board, player):
return [(r, c) for r, c in all_positions(board) if is_valid_move(board, r, c, player)]
def flip_stones(board, row, col, player):
N = len(board)
stones_to_flip = []
for dr, dc in directions:
directional_stones_to_flip = []
r, c = row + dr, col + dc
while 0 <= r < N and 0 <= c < N and board[r, c] == -player:
directional_stones_to_flip.append((r, c))
r, c = r + dr, c + dc
if 0 <= r < N and 0 <= c < N and board[r, c] == player:
stones_to_flip.extend(directional_stones_to_flip)
return stones_to_flip
def display_move(board, row, col, player):
stones_to_flip = flip_stones(board, row, col, player)
board[row, col] = player
display_board(board, sleep=0.3)
for r, c in stones_to_flip:
board[r, c] = player
display_board(board, sleep=0.1)
display_board(board, sleep=0.6)
def find_eagar_move(board, player):
valid_moves = get_valid_moves(board, player)
max_flips = 0
best_result = None
for r, c in valid_moves:
stones_to_flip = flip_stones(board, r, c, player)
if max_flips < len(stones_to_flip):
best_result = (r, c)
max_flips = len(stones_to_flip)
return best_result
class OthelloAI(object):
def __init__(self, face, name):
self.face = face
self.name = name
def __repr__(self):
return f"{self.face}{self.name}"
def move(self, board: np.array, piece: int)->tuple[int, int]:
valid_moves = get_valid_moves(board, piece)
return valid_moves[0]
def say(self, board: np.array, piece: int)->str:
if count_board(board, piece) >= count_board(board, -piece):
return 'やったー'
else:
return 'がーん'
class OchibiAI(OthelloAI):
def __init__(self, face, name):
self.face = face
self.name = name
def move(self, board: np.array, piece: int)->tuple[int, int]:
valid_moves = get_valid_moves(board, piece)
return valid_moves[0]
import traceback
def board_play(player: OthelloAI, board, piece: int):
display_board(board, sleep=0)
if len(get_valid_moves(board, piece)) == 0:
print(f"{player}は、置けるところがありません。スキップします。")
return True
try:
start_time = time.time()
r, c = player.move(board.copy(), piece)
end_time = time.time()
except:
print(f"{player.face}{player.name}は、エラーを発生させました。反則まけ")
traceback.print_exc()
return False
if not is_valid_move(board, r, c, piece):
print(f"{player}が返した({r},{c})には、置けません。反則負け。")
return False
display_move(board, r, c, piece)
return True
def comment(player1: OthelloAI, player2: OthelloAI, board):
try:
print(f"{player1}: {player1.say(board, BLACK)}")
except:
pass
try:
print(f"{player2}: {player2.say(board, WHITE)}")
except:
pass
def game(player1: OthelloAI, player2: OthelloAI,N=6):
board = init_board(N)
display_board(board, black=f'{player1}', white=f'{player2}')
while count_board(board, EMPTY) > 0:
if not board_play(player1, board, BLACK):
break
if not board_play(player2, board, WHITE):
break
comment(player1, player2, board)
class OthelloAI(object):
def __init__(self, face, name):
self.face = face
self.name = name
def __repr__(self):
return f"{self.face}{self.name}"
def move(self, board: np.array, color: int)->tuple[int, int]:
"""
ボードの状態と色(color)が与えられたとき、
どこに置くか返す(row, col)
"""
valid_moves = get_valid_moves(board, color)
return valid_moves[0]
def say(self, board: np.array, piece: int)->str:
if count_board(board, piece) >= count_board(board, -piece):
return 'やったー'
else:
return 'がーん'
class You(OthelloAI):
def move(self, board, color: int)->tuple[int, int]:
"""
ボードの状態と色(color)が与えられたとき、
どこに置くか人間に尋ねる(row, col)
"""
valid_moves = get_valid_moves(board, color)
while True:
try:
print('あなたの置ける場所は、', valid_moves)
row, col = map(int, input('どこにおきますか? ').split(','))
break # 正しい入力なら抜ける
except:
print('入力形式がおかしいです。row,col で入力してください。')
return (row,col)
import sys
def display_board2(board, marks):
"""
オセロ盤を表示する
"""
global BLACK_NAME, WHITE_NAME
clear_output(wait=True)
for row, rows in enumerate(board):
for col, piece in enumerate(rows):
if (row, col) in marks:
print(marks[(row,col)], end='')
else:
print(stone(piece), end='')
if row == 1:
print(f' {BLACK_NAME}')
elif row == 2:
print(f' {stone(BLACK)}: {count_board(board, BLACK):2d}')
elif row == 3:
print(f' {WHITE_NAME}')
elif row == 4:
print(f' {stone(WHITE)}: {count_board(board, WHITE):2d}')
else:
print() # New line after each row
# class You(OthelloAI):
# def move(self, board, color: int)->tuple[int, int]:
# """
# ボードの状態と色(color)が与えられたとき、
# どこに置くか人間に尋ねる(row, col)
# """
# valid_moves = get_valid_moves(board, color)
# MARK = '①②③④⑤⑥⑦⑧⑨'
# marks={}
# for i, rowcol in enumerate(valid_moves):
# if i < len(MARK):
# marks[rowcol] = MARK[i]
# marks[i+1] = rowcol
# display_board2(board, marks)
# n = int(input('どこにおきますか? '))
# return marks[n]
class tanukiAI(OthelloAI):
def __init__(self):
self.face = '🌹'
self.name = 'tanuki'
def move(self, board: np.array, color: int) -> tuple[int, int]:
_, move = self.minimax(board, color, depth=3) # 必要に応じて深さを調整してください
return move
def minimax(self, board, color, depth, maximizing_player=True):
if depth == 0 or len(get_valid_moves(board, color)) == 0:
# リーフノードまたは深さ制限に達した場合、ボードの状態を評価します
return self.evaluate_board(board, color), None
valid_moves = get_valid_moves(board, color)
if maximizing_player:
max_eval = float('-inf')
best_move = None
for move in valid_moves:
new_board = board.copy()
r, c = move
new_board[r, c] = color
flip_stones(new_board, r, c, color)
eval, _ = self.minimax(new_board, color, depth - 1, False)
if eval > max_eval:
max_eval = eval
best_move = move
return max_eval, best_move
else:
min_eval = float('inf')
best_move = None
for move in valid_moves:
new_board = board.copy()
r, c = move
new_board[r, c] = color
flip_stones(new_board, r, c, color)
eval, _ = self.minimax(new_board, color, depth - 1, True)
if eval < min_eval:
min_eval = eval
best_move = move
return min_eval, best_move
def evaluate_board(self, board, color):
# 重み付けされた評価関数: 駒の数の差 + 駒の位置に対する重み + モブリティに対する重み
piece_count_weight = 1.0 # 駒の数の差に対する重み
position_weight = 0.5 # 駒の位置に対する重み
mobility_weight = 0.2 # モブリティに対する重み
opponent_color = -color # 相手の色
piece_count_eval = piece_count_weight * (count_board(board, color) - count_board(board, opponent_color))
# 駒の位置に対する重み付け
position_eval = 0
N = len(board)
for i in range(N):
for j in range(N):
if board[i, j] == color:
position_eval += self.get_position_weight(i, j, N)
# モブリティに対する評価
mobility_eval = mobility_weight * len(get_valid_moves(board, color))
total_eval = piece_count_eval + position_weight * position_eval + mobility_eval
return total_eval
def get_position_weight(self, row, col, N):
# 簡単な位置に対する重みづけ関数の例
center_weight = 2.0
edge_weight = 1.0
corner_weight = 3.0
center = N // 2
distance_to_center = max(abs(row - center), abs(col - center))
if distance_to_center == 0:
return corner_weight
elif distance_to_center == 1:
return edge_weight
else:
return center_weight