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pikachu056.py
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pikachu056.py
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# -*- coding: utf-8 -*-
"""Pi061.ipynb
Automatically generated by Colaboratory.
Original file is located at
https://colab.research.google.com/drive/1OzoZcm6S5NjZmgtuZRp8mpxwaw2O_A9u
"""
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'黒',
# f'・',
# f'白',
# ]
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'
import traceback
def board_play(player: OthelloAI, board, piece: int):
skip_count=0
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。")
skip_count+=1
print(f"終了まで:{6-skip_count}手")
if(skip_count>6):
exit()
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 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]
class You(OthelloAI):
def __init__(self,depth=6):
self.face = '😘'
self.name = 'アーニャ'
self.depth = depth
def monte_carlo_move(self, board, color: int, simulations: int = 100) -> tuple[int, int]:
"""
モンテカルロ探索法に基づいて手を選ぶ
"""
valid_moves = get_valid_moves(board, color)
best_move = None
best_score = float('-inf')
for move in valid_moves:
total_score = 0
for _ in range(simulations):
simulation_board = board.copy()
make_move(simulation_board, move[0], move[1], color)
total_score += self.monte_carlo_simulation(simulation_board, color)
average_score = total_score / simulations
if average_score > best_score:
best_score = average_score
best_move = move
return best_move
def monte_carlo_simulation(self, board, color: int) -> float:
"""
モンテカルロシミュレーションの評価関数
ここではランダムに手を選ぶだけの単純なものとしています。
"""
return random.random()
def alpha_beta_move(self, board, color: int, depth: int = 3) -> tuple[int, int]:
"""
アルファベータ法に基づいて手を選ぶ
"""
valid_moves = get_valid_moves(board, color)
best_move = None
alpha = float('-inf')
beta = float('inf')
for move in valid_moves:
new_board = board.copy()
make_move(new_board, move[0], move[1], color)
score = self.alpha_beta_minimax(new_board, depth - 1, False, -color, alpha, beta)
if score > alpha:
alpha = score
best_move = move
return best_move
def alpha_beta_minimax(self, board, depth, maximizing_player, color, alpha, beta) -> float:
if depth == 0 or len(get_valid_moves(board, color)) == 0:
return self.evaluate_board(board, color)
valid_moves = get_valid_moves(board, color)
if maximizing_player:
for move in valid_moves:
new_board = board.copy()
make_move(new_board, move[0], move[1], color)
alpha = max(alpha, self.alpha_beta_minimax(new_board, depth - 1, False, -color, alpha, beta))
if beta <= alpha:
break
return alpha
else:
for move in valid_moves:
new_board = board.copy()
make_move(new_board, move[0], move[1], color)
beta = min(beta, self.alpha_beta_minimax(new_board, depth - 1, True, -color, alpha, beta))
if beta <= alpha:
break
return beta
def evaluate_board(self, board, color) -> float:
"""
ボードの評価関数
ここでは簡単にコマの数を数えていますが、より高度な評価関数を実装することができます。
"""
return count_board(board, color)
def alpha_beta_move(self, board, color: int, depth: int = 3) -> tuple[int, int]:
"""
アルファベータ法に基づいて手を選ぶ
"""
valid_moves = get_valid_moves(board, color)
best_move = None
alpha = float('-inf')
beta = float('inf')
for move in valid_moves:
new_board = board.copy()
make_move(new_board, move[0], move[1], color)
score = self.alpha_beta_minimax(new_board, depth - 1, False, -color, alpha, beta)
if score > alpha:
alpha = score
best_move = move
return best_move
def alpha_beta_minimax(self, board, depth, maximizing_player, color, alpha, beta) -> float:
if depth == 0 or len(get_valid_moves(board, color)) == 0:
return self.evaluate_board(board, color)
valid_moves = get_valid_moves(board, color)
if maximizing_player:
for move in valid_moves:
new_board = board.copy()
make_move(new_board, move[0], move[1], color)
alpha = max(alpha, self.alpha_beta_minimax(new_board, depth - 1, False, -color, alpha, beta))
if beta <= alpha:
break
return alpha
else:
for move in valid_moves:
new_board = board.copy()
make_move(new_board, move[0], move[1], color)
beta = min(beta, self.alpha_beta_minimax(new_board, depth - 1, True, -color, alpha, beta))
if beta <= alpha:
break
return beta
def evaluate_board(self, board, color) -> float:
"""
ボードの評価関数
ここでは簡単にコマの数を数えていますが、より高度な評価関数を実装することができます。
"""
return count_board(board, color)
# ... (前回のコード)
# 以下はYouクラスの修正以降のコード
def move(self, board, color: int)->tuple[int, int]:
"""
ボードが与えられたとき、どこに置くか(row,col)を返す
"""
valid_moves = get_valid_moves(board, color)
# ランダムに選ぶ
selected_move = random.choice(valid_moves)
return selected_move
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)
selected_move = random.choice(valid_moves)
return selected_move
return selected_move