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TicTacToe.py
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import numpy
import random
import pickle
import os.path
def allEqualTo(values, test):
for key, value in values.items():
if value != test:
return False
return True
def weightedPick(dic):
total = sum(dic.itervalues())
pick = random.randint(0, total-1)
tmp = 0
for key, weight in dic.iteritems():
tmp += weight
if pick < tmp:
return key
class tic_tac_toe:
def resetBoard(self):
self.game = numpy.array([[0,0,0],[0,0,0],[0,0,0]])
# Use player2 and player3 to keep internal logic consustent, (using 2 nad
# 3 to mark positions on the board)
def setPlayers(self, player2, player3):
self.players = {2: player2, 3: player3}
def swapPlayers(self):
self.setPlayers(self.players[3],self.players[2])
def playGame(self, first = 2):
self.resetBoard()
self.tellPlayersAboutNewGame()
gameState = self.gameState()
player = first
while gameState['inPlay']:
self.makePlayerMove(player)
player = 2 if player == 3 else 3
gameState = self.gameState()
self.tellPlayersResult(gameState)
def makePlayerMove(self,playerNum):
# convert grid so that player is ignorant on wheter they are 2 or 3
# U for 'you' the active player, O for 'opponent'
oponentNum = 2 if playerNum == 3 else 3
convertedGrid = str(self.game)
convertedGrid = convertedGrid.replace(str(playerNum), 'U') \
.replace(str(oponentNum), 'O')
player = self.players[playerNum]
move = player.makeMove(convertedGrid , self.possibleMoves())
self.updateBoard(move, playerNum)
def updateBoard(self,move, playerNum):
self.game[int(move/3),(move)%3] = playerNum
def tellPlayersAboutNewGame(self):
for key, player in self.players.items():
player.startNewGame()
def tellPlayersResult(self, result):
if result['draw']:
for key, player in self.players.items():
player.setResult('draw')
else:
for key, player in self.players.items():
player.setResult('win' if key == result['winner'] else 'lose')
def gameState(self):
for le in [2, 3]:
v = le**3
if (v in numpy.prod(self.game, 0)) or (le**3 in \
numpy.prod(self.game, 1)) or (v == \
numpy.prod(numpy.diagonal(self.game))) or \
(v == numpy.prod(numpy.diagonal(numpy.flipud(self.game)))):
return {'inPlay': False, 'draw': False, 'winner': le}
if (numpy.prod(self.game) == 0):
return {'inPlay': True}
return {'inPlay': False, 'draw': True}
def possibleMoves(self):
a = numpy.where(self.game == 0)
return (a[0]*3)+ a[1]
class comp_player:
def __init__(self, training, strategyFile = ""):
self.gameHistory = {}
self.noLoseStreak = 0
self.training = training
if strategyFile != "":
if os.path.exists(strategyFile):
with open(strategyFile, "rb") as inp:
self.strategy = pickle.load(inp)
return None
else:
print 'Strategy file not found, using blank tempelate'
self.strategy = {}
def saveStrategy(self, strategyFile):
with open(strategyFile, "wb") as output:
pickle.dump(self.strategy, output, pickle.HIGHEST_PROTOCOL)
def makeMove(self, gameState, possibleMoves):
# check if the state isnt in strategy or its all 0s, sets to balanced,
# original MENACE would have a give up feature for all 0s but it
# might be bad luck
if (gameState not in self.strategy or \
allEqualTo(self.strategy[gameState], 0)):
self.strategy[gameState] = dict.fromkeys(possibleMoves, 5)
move = weightedPick(self.strategy[gameState])
self.gameHistory[gameState] = move
return move
def setResult(self, result):
if self.training:
transl = {"win": 3, "lose": -1, "draw": 0}
countChange = transl[result]
for state in self.gameHistory:
move = self.gameHistory[state]
self.strategy[state][move] += countChange
if result == "lose":
self.noLoseStreak = 0
else:
self.noLoseStreak +=1
def setTraining(self, value):
self.training = value
def startNewGame(self):
self.gameHistory = {}
# for each state make the most likely move the only move
def optStrategy(self):
for state in self.strategy:
strategy = self.strategy[state]
counterMax = 0
for move in strategy:
if strategy[move] > counterMax:
counterMax = strategy[move]
bestMove = move
# must go in reverse
keys = strategy.keys()
keys.reverse()
for move in keys:
if move != bestMove:
del strategy[move]
# valifate each input
# nicer words
class human_player():
def __init__(self, d=False):
if d:
self.name = 'Human'
self.identity = 'X'
self.opponent = "O"
else:
self.name = str(raw_input("What's Your name? \n"))
self.identity = str(raw_input('Would you like to be X or O? \n'))
self.identity.upper()
self.opponent = "O" if self.identity == "X" else "X"
def startNewGame(self):
print self.name + '! New Game Starting!'
def makeMove(self, gameState, possibleMoves):
print gameState.replace("O", self.opponent).replace("U", self.identity)
#maybe make game return normal Board for a human player - but then
# would have to calculate wins and losses seperately
print str(self.name) + ' ,your moves are ' + str(possibleMoves)
move = int(input("Enter your move "))
return move
def setResult(self, result):
print result
class random_player():
def startNewGame(self):
return;
def makeMove(self, gameState, possibleMoves):
return numpy.random.choice(possibleMoves)
def setResult(self, result):
return;
#==============================================================================
# only trains the player in being first
def getTrained(numTrials ,playerToTrain=None):
if (playerToTrain == None):
playerToTrain = comp_player(True)
a = comp_player(True)
b = random_player()
game1 = tic_tac_toe()
game2 = tic_tac_toe()
game3 = tic_tac_toe()
game1.setPlayers(playerToTrain, a)
game2.setPlayers(playerToTrain, b)
game3.setPlayers(a,b)
for i in range(numTrials):
game1.playGame()
game2.playGame()
game3.playGame()
return playerToTrain