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print board for timed_go() #25

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218 changes: 215 additions & 3 deletions Bomberman/groupNN/testcharacter.py
Original file line number Diff line number Diff line change
@@ -1,12 +1,224 @@
# This is necessary to find the main code
import math
import sys
import random
from events import Event

from pygame import Color

from Bomberman.bomberman.sensed_world import SensedWorld

sys.path.insert(0, '../bomberman')
# Import necessary stuff
from entity import CharacterEntity
from colorama import Fore, Back


class TestCharacter(CharacterEntity):
positionX = 0
positionY = 0

def do(self, wrld):
# Your code here
pass
width = wrld.width()
height = wrld.height()

# Policy-Iteration with Q-learning
## Whether the placing bomb & moving are exclusive?
maxNextScore = None
maxNextAction = (1, 1)
LIVING_SCORE = 1
discount = 0.9
x = self.x
y = self.y

# moves
for dx in [-1, 0, 1]:
for dy in [-1, 0, 1]:
self.move(dx, dy)
nextX = self.nextpos()[0]
nextY = self.nextpos()[1]

if (width > nextX >= 0 and \
0 <= nextY < height) and \
(wrld.empty_at(nextX, nextY) or \
wrld.characters_at(nextX, nextY) or \
wrld.exit_at(nextX, nextY)):
value = self.getValue(wrld)
if maxNextScore is None or value >= maxNextScore:
print("update action")
maxNextScore = value
maxNextAction = (dx, dy)
self.move(maxNextAction[0], maxNextAction[1])
print("final action: ", maxNextAction[0], maxNextAction[1])
# if maxNextAction == (0, 0):
# self.place_bomb()
# else:
min_y_distance = 100
min_x_distance = 100
for m in wrld.monsters.values():
y_distance = m[0].y - self.nextpos()[1]
x_distance = abs(self.nextpos()[0] - m[0].x)
if y_distance < min_y_distance:
min_y_distance = y_distance
min_x_distance = x_distance


walls = True
if self.y < height - 1:
for i in range(wrld.width()):
if not wrld.wall_at(i, self.y + 1):
walls = False
if walls:
if self.wall_test(x, y, wrld, False) and min_x_distance >= 5:
self.place_bomb()
else:
if self.wall_test(x, y, wrld, True) and min_y_distance <= 5:
self.place_bomb()

# for i in range(wrld.width()):
# if wrld.monsters_at(i, self.nextpos()[1]):
# self.place_bomb()
# if self.nextpos()[1] < wrld.height() - 1 and wrld.monsters_at(i, self.nextpos()[1] + 1):
# self.place_bomb()


def getValue(self, wrld):
width = wrld.width()
height = wrld.height()

scoreList = {
Event.BOMB_HIT_WALL: 20,
Event.BOMB_HIT_MONSTER: 50,
Event.BOMB_HIT_CHARACTER: -10000,
Event.CHARACTER_KILLED_BY_MONSTER: -10000,
Event.CHARACTER_FOUND_EXIT: 10000
}
score = 0

# Assuming worst case of monsters
for m in wrld.monsters.values():
mdx = self.one(self.x - m[0].x)
mdy = self.one(self.y - m[0].y)
nextX = m[0].x + mdx
nextY = m[0].y + mdy
if (width > nextX >= 0 and \
0 <= nextY < height) and \
(wrld.empty_at(nextX, nextY) or \
wrld.characters_at(nextX, nextY) or \
wrld.exit_at(nextX, nextY)):
# Set move in wrld
m[0].move(mdx, mdy)

(newwrld, events) = wrld.next()

# event scores(happens directly)
for i in range(len(events)):
score += scoreList.get(events[i].tpe)

# TODO:other scores(happens indirectly)
## distance from exit

x = self.nextpos()[0]
y = self.nextpos()[1]

# Vertical distance (progress) score
score += 3 * y

## possible actions
if y >= height - 4:
score += 1000 / (width - x + 1)
# else:
# score += abs(width/2 - x)

## distance from monster
min_y_distance = 100
min_x_distance = 100

for m in wrld.monsters.values():
y_distance = abs(self.nextpos()[1] - m[0].y)
x_distance = abs(self.nextpos()[0] - m[0].x)

if y_distance < min_y_distance:
min_y_distance = y_distance
min_x_distance = x_distance

if self.wall_test(x, y, newwrld, True) \
and not newwrld.bomb_at(x, y) \
and min_y_distance <= 5\
and min_x_distance >= 5:
score += 1000

minDistance = max(min_x_distance, min_y_distance)
score -= 60 / (minDistance + 1)
if min_y_distance <= 3 and (not self.wall_before(y, newwrld, 4)):
score -= 100 / (min_y_distance+1)

score -= 100 / (minDistance + 1)
if minDistance < 3:
score -= 500

# for i in range(width):
# if newwrld.monsters_at(i, x):
# score -= 500
# if y < height - 1 and newwrld.monsters_at(i, x + 1):
# score -= 500

if newwrld.monsters_at(x, y):
score -= 10000

## position relative to bombs
num_bombs = len(newwrld.bombs)
for i in range(num_bombs):
b = next(iter(newwrld.bombs.values()))

if b.x == x or b.y == y:
print("run!")
score -= 1500
else:
score += 1

if newwrld.explosion_at(x, y):
score -= 10000

return score

def one(self, n):
if n > 0:
return 1
elif n < 0:
return -1
else:
return 0

def wall_test(self, x, y, wrld, omni):
width = wrld.width()
height = wrld.height()
test = False

if y < height - 1:
if 1 <= x <= width - 2:
if wrld.wall_at(x - 1, y + 1) and wrld.wall_at(x + 1, y + 1):
test = True
elif x == 0:
if wrld.wall_at(x + 1, y + 1):
test = True
elif x == width - 1:
if wrld.wall_at(x + -1, y + 1):
test = True
if test:
return (not wrld.wall_at(x, y + 1)) == omni
else:
return False

def wall_before(self, y, wrld, layers):
if y + layers > wrld.height() -1:
return False

for l in range(layers):
walls = True
for i in range(wrld.width()):
if not wrld.wall_at(i, self.y + l):
walls = False
if walls:
return True

return False
13 changes: 12 additions & 1 deletion ConnectN/game.py
Original file line number Diff line number Diff line change
Expand Up @@ -73,6 +73,7 @@ def go(self):
def timed_go(self, limit):
# Current player
p = 0
self.board.print_it()
while self.board.free_cols() and self.board.get_outcome() == 0:
# Get start time
st = time.time()
Expand All @@ -85,15 +86,25 @@ def timed_go(self, limit):
outcome = 1
if p == 0:
outcome = 2
print(self.players[outcome - 1].name, "won!")
return outcome
# Legal move, add token there
self.board.add_token(x)
self.board.print_it()
print(self.players[p].name, "move:", x)
# Switch player
if p == 0:
p = 1
else:
p = 0
# Return game outcome
# Print game outcome
self.board.print_it()
outcome = self.board.get_outcome()
print("Game over!")
if outcome == 0:
print("It's a tie!")
else:
print(self.players[outcome - 1].name, "won!")
return self.board.get_outcome()

# Execute a timed game.
Expand Down