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checkers.py
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checkers.py
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"""
Modified version of https://github.com/brettpilch/pygame-checkers
Helpful reference videos:
Depth limit minimax https://www.youtube.com/watch?v=mYbrH1Cl3nw
Alpha-Beta pruning https://www.youtube.com/watch?v=l-hh51ncgDI
"""
import copy
import pygame
import math
import random
import time
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
GREEN = ( 0, 255, 0)
RED = ( 255, 0, 0)
BLUE = ( 0, 0, 255)
YELLOW = ( 255, 255, 0)
TRANS = ( 1, 2, 3)
# CONSTANTS:
WIDTH = 600
HEIGHT = 600
ROWS = 8
COLS = 8
MARK_SIZE = int(WIDTH / ROWS / 2)
class Game:
"""class to keep track of the status of the game."""
def __init__(self):
"""
Start a new game with an empty board and random player going first.
"""
self.status = 'playing'
self.turn = 0 # random.randrange(2)
self.players = ['r','b']
self.tokens = [12, 12]
self.kings = [0, 0]
self.selected_token = None
self.jumping = False
pygame.display.set_caption("%s's turn" % self.players[self.turn % 2])
self.game_board = [['r','-','r','-','r','-','r','-'],
['-','r','-','r','-','r','-','r'],
['r','-','r','-','r','-','r','-'],
['-','-','-','-','-','-','-','-'],
['-','-','-','-','-','-','-','-'],
['-','b','-','b','-','b','-','b'],
['b','-','b','-','b','-','b','-'],
['-','b','-','b','-','b','-','b']]
# self.game_board = [['r','-','r','-','r'],
# ['-','r','-','r','-'],
# ['-','-','-','-','-'],
# ['-','b','-','b','-'],
# ['b','-','b','-','b']]
def evaluate_click(self, mouse_pos):
"""
Select a token if none is selected.
Move token to a square if it is a valid move.
Start a new game if the game is over.
"""
if self.status == 'playing':
to_loc = get_clicked_row(mouse_pos), get_clicked_column(mouse_pos)
player = self.players[self.turn % 2]
if self.selected_token:
move = self.is_valid_move(player, self.selected_token, to_loc)
if move[0]:
winner = self.play(player, self.selected_token, to_loc, move[1])
if winner is None:
pygame.display.set_caption("%s's turn" % player)
elif winner == 'draw':
pygame.display.set_caption("It's a stalemate! Click to start again")
else:
pygame.display.set_caption("%s wins! Click to start again" % winner)
elif to_loc[0] == self.selected_token[0] and to_loc[1] == self.selected_token[1]:
self.selected_token = None
if self.jumping:
self.jumping = False
self.next_turn()
else:
print('invalid move')
else:
if self.game_board[to_loc[0]][to_loc[1]].lower() == player:
self.selected_token = to_loc
elif self.status == 'game over':
self.__init__()
def is_valid_move(self, player, from_loc, to_loc):
"""
Check if clicked location is a valid square for player to move to.
"""
from_row = from_loc[0]
from_col = from_loc[1]
to_row = to_loc[0]
to_col = to_loc[1]
token_char = self.game_board[from_row][from_col]
if self.game_board[to_row][to_col] != '-':
return False, None
if (((token_char.isupper() and abs(from_row - to_row) == 1) or (player == 'r' and to_row - from_row == 1) or
(player == 'b' and from_row - to_row == 1)) and abs(from_col - to_col) == 1) and not self.jumping:
return True, None
if (((token_char.isupper() and abs(from_row - to_row) == 2) or (player == 'r' and to_row - from_row == 2) or
(player == 'b' and from_row - to_row == 2)) and abs(from_col - to_col) == 2):
jump_row = (to_row - from_row) / 2 + from_row
jump_col = (to_col - from_col) / 2 + from_col
if self.game_board[int(jump_row)][int(jump_col)].lower() not in [player, '-']:
return True, [jump_row, jump_col]
return False, None
def get_all_pieces(self, player):
pieces = []
for i, x in enumerate(self.game_board):
for j, y in enumerate(x):
if y.lower() == player:
pieces.append([i, j])
return pieces
def get_valid_moves(self, player):
moves = []
for i in self.get_all_pieces(player):
# try all of the single diagonals
for p,q in [[1,1],[-1,-1],[1,-1],[-1,1]]:
to_loc = [i[0]+p, i[1]+q]
if (to_loc[0] < ROWS) & (to_loc[0] >= 0) & (to_loc[1] < COLS) & (to_loc[1] >= 0):
j = [i[0]+p, i[1]+q]
is_valid_move, jumped = self.is_valid_move(player, i, j)
if is_valid_move == True:
moves.append([i, [i[0]+p, i[1]+q], None])
# try all of the jumps, including multiple in a row
can_jump = True
from_loc = i
jumped_list = []
while can_jump:
can_jump = False
for p,q in [[2,2],[2,-2],[-2,2],[-2,-2]]:
to_loc = [from_loc[0]+p, from_loc[1]+q]
if (to_loc[0] < ROWS) & (to_loc[0] >= 0) & (to_loc[1] < COLS) & (to_loc[1] >= 0):
is_valid_move, jumped = self.is_valid_move(player, from_loc, to_loc)
if is_valid_move == True and jumped != None:
can_jump = True
jumped_list.append(jumped)
moves.append([i, to_loc, jumped_list])
from_loc = to_loc
return moves
def play(self, player, from_loc, to_loc, jump, auto=False):
"""
Move selected token to a particular square, then check to see if the game is over.
"""
from_row = from_loc[0]
from_col = from_loc[1]
to_row = to_loc[0]
to_col = to_loc[1]
token_char = self.game_board[from_row][from_col]
self.game_board[to_row][to_col] = token_char
self.game_board[from_row][from_col] = '-'
if (player == 'r' and to_row == ROWS-1) or (player == 'b' and to_row == 0):
self.game_board[to_row][to_col] = token_char.upper()
self.kings[player == 'b'] += 1
if auto and jump != None:
# auto mode when computer playing does multiple jumps and advances to next turn
for j in jump:
self.game_board[int(j[0])][int(j[1])] = '-'
self.tokens[player == self.players[0]] -= 1
self.selected_token = None
self.jumping = False
self.next_turn()
elif jump:
self.game_board[int(jump[0])][int(jump[1])] = '-'
self.selected_token = [to_row, to_col]
self.jumping = True
self.tokens[player == self.players[0]] -= 1
else:
self.selected_token = None
self.next_turn()
winner = self.check_winner()
if winner != None:
self.status = 'game over'
return winner
def next_turn(self):
self.turn += 1
pygame.display.set_caption("%s's turn" % self.players[self.turn % 2])
def check_winner(self):
"""
check to see if someone won, or if it is a draw.
"""
# no possible moves, cornered
if len(self.get_valid_moves(self.players[self.turn % 2])) == 0 and self.jumping == False:
return self.players[1]
if self.tokens[0] == 0:
return self.players[1]
if self.tokens[1] == 0:
return self.players[0]
if self.tokens[0] == 1 & self.tokens[1] == 1:
return 'draw'
return None
def draw(self):
"""
Draw the game board and the X's and O's.
"""
for i in range(ROWS+1):
for j in range(COLS+1):
if (i+j) % 2 == 1: # flip color of board
pygame.draw.rect(screen, WHITE, (i * WIDTH / ROWS, j * HEIGHT / COLS, WIDTH / ROWS, HEIGHT / COLS))
for r in range(len(self.game_board)):
for c in range(len(self.game_board[r])):
mark = self.game_board[r][c]
if self.players[0] == mark.lower():
color = RED
else:
color = BLUE
if self.selected_token:
if self.selected_token[0] == r and self.selected_token[1] == c:
color = YELLOW
if mark != '-':
x = WIDTH / ROWS * c + WIDTH / ROWS / 2
y = HEIGHT / COLS * r + HEIGHT / COLS / 2
pygame.draw.circle(screen, color, (int(x), int(y)), MARK_SIZE)
if self.game_board[r][c].isupper():
pygame.draw.circle(screen, BLACK, (int(x), int(y)), int(MARK_SIZE*7/8))
pygame.draw.circle(screen, color, (int(x), int(y)), int(MARK_SIZE*3/4))
def evaluate(game, max_player):
""" metric evaluating game state """
your_pieces = game.tokens[max_player]
their_pieces = game.tokens[(max_player+1)%2]
your_kings = game.kings[max_player]
their_kings = game.kings[(max_player+1)%2]
# print("EVAL", (your_pieces - their_pieces), your_pieces, their_pieces)
return your_pieces - their_pieces + 0.5*(your_kings - their_kings)
# Helper functions:
def get_clicked_column(mouse_pos):
x = mouse_pos[0]
for i in range(1, ROWS):
if x < i * WIDTH / ROWS:
return i - 1
return ROWS-1
def get_clicked_row(mouse_pos):
y = mouse_pos[1]
for i in range(1, COLS):
if y < i * HEIGHT / COLS:
return i - 1
return COLS-1
def minimax(game, depth, max_player_index, alpha=float('-inf'), beta=float('+inf')):
""" game: the game object holding game state
depth: how many moves ahead to search in the game tree
max_player_index: index of the player the computer is playing for
eval: evaluation of game state
best_move: the best move to make, given as [from_loc, to_loc, pieces_jumped]
"""
player_index = game.turn % 2 # player whose turn it is currently
winner = game.check_winner()
if winner != None: # base case: game over
if winner == game.players[max_player_index]: # computer won
return float('+inf'), None, []
elif winner == game.players[(max_player_index + 1) % 2]:
return float('-inf'), None, []
else:
return evaluate(game, max_player_index), None, []
elif depth == 0: # base case: depth reached
eval = evaluate(game, max_player_index)
# print("eval", eval, "\ttokens", game.tokens)
return eval, None
elif max_player_index == player_index: # maximizing player's turn
max_eval = float('-inf')
best_move = None
moves = game.get_valid_moves(game.players[player_index])
for move in moves:
# make a copy of the game to play out the current move in
new_game = copy.deepcopy(game)
new_game.play(game.players[player_index], move[0], move[1], move[2], True)
eval = minimax(new_game, depth-1, max_player_index, alpha, beta)[0]
max_eval = max(max_eval, eval)
alpha = max(alpha, eval)
if beta <= alpha:
# print("\tprune")
break
if max_eval == eval: # better value than previous best move
best_move = move
# print("max_eval", max_eval, "\ttokens", game.tokens)
return max_eval, best_move
else: # minimizing player's turn
min_eval = float('+inf')
best_move = None
moves = game.get_valid_moves(game.players[player_index])
for move in moves:
# make a copy of the game to play out the current move in
new_game = copy.deepcopy(game)
new_game.play(game.players[player_index], move[0], move[1], move[2], True)
eval = minimax(new_game, depth-1, max_player_index, alpha, beta)[0]
min_eval = min(min_eval, eval)
beta = min(beta, eval)
if beta <= alpha:
# print("\tprune")
break
if min_eval == eval: # better value than previous best move
best_move = move
# print("min_eval", min_eval, "\ttokens", game.tokens)
return min_eval, best_move
# game setup and constants
pygame.init()
size = (WIDTH, HEIGHT)
screen = pygame.display.set_mode(size)
game = Game() # start game
done = False # Loop until the user clicks the close button
clock = pygame.time.Clock() # Used to manage how fast the screen updates
framerate = 60
# flip to false to play normal 2-player checkers
run_minimax = True
depth = 5 # How many moves ahead to look
max_player = 0 # play as red 'r' index 0
while not done:
# if it's the computer's turn
if game.turn % 2 == max_player and run_minimax:
# figure out which move would be best
eval, best_move = minimax(game, depth, max_player)
print("EVALUATION:", eval)
print("BEST MOVE:", best_move)
# check that no one won yet, so we know that best_move exists
winner = game.check_winner()
if winner != None:
self.status = 'game over'
else:
# play the best move
game.play(game.players[game.turn % 2], best_move[0], best_move[1], best_move[2], True)
print('Score', game.tokens, "\tKings", game.kings, '\n')
# if it's the human's turn
else:
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done = True # Flag that we are done so we exit this loop
if event.type == pygame.KEYDOWN:
entry = str(event.key)
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
game.evaluate_click(pygame.mouse.get_pos())
screen.fill(BLACK) # clear the screen to black
game.draw() # draw the game board and marks
pygame.display.flip() # update the screen with what we've drawn
clock.tick(60) # Limit to 60 frames per second
pygame.quit() # Close the window and quit.