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2023-05-23 15:52:09 +08:00
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import copy
from tugo.gotypes import Player, Point
from tugo.scoring import compute_game_result
# tag::import_zobrist[]
from tugo import zobrist
# end::import_zobrist[]
__all__ = [
'Board',
'GameState',
'Move',
]
class IllegalMoveError(Exception):
pass
# tag::fast_go_strings[]
class GoString:
def __init__(self, color, stones, liberties):
self.color = color
self.stones = frozenset(stones)
self.liberties = frozenset(liberties) # <1>
def without_liberty(self, point): # <2>
new_liberties = self.liberties - set([point])
return GoString(self.color, self.stones, new_liberties)
def with_liberty(self, point):
new_liberties = self.liberties | set([point])
return GoString(self.color, self.stones, new_liberties)
# <1> `stones` and `liberties` are now immutable `frozenset` instances
# <2> The `without_liberty` methods replaces the previous `remove_liberty` method...
# <3> ... and `with_liberty` replaces `add_liberty`.
# end::fast_go_strings[]
def merged_with(self, string):
"""Return a new string containing all stones in both strings."""
assert string.color == self.color
combined_stones = self.stones | string.stones
return GoString(
self.color,
combined_stones,
(self.liberties | string.liberties) - combined_stones)
@property
def num_liberties(self):
return len(self.liberties)
def __eq__(self, other):
return isinstance(other, GoString) and \
self.color == other.color and \
self.stones == other.stones and \
self.liberties == other.liberties
def __deepcopy__(self, memodict={}):
return GoString(self.color, self.stones, copy.deepcopy(self.liberties))
# tag::init_zobrist[]
class Board:
def __init__(self, num_rows, num_cols):
self.num_rows = num_rows
self.num_cols = num_cols
self._grid = {}
self._hash = zobrist.EMPTY_BOARD
# end::init_zobrist[]
def place_stone(self, player, point):
assert self.is_on_grid(point)
if self._grid.get(point) is not None:
print('Illegal play on %s' % str(point))
assert self._grid.get(point) is None
# 0. Examine the adjacent points.
adjacent_same_color = []
adjacent_opposite_color = []
liberties = []
for neighbor in point.neighbors():
if not self.is_on_grid(neighbor):
continue
neighbor_string = self._grid.get(neighbor)
if neighbor_string is None:
liberties.append(neighbor)
elif neighbor_string.color == player:
if neighbor_string not in adjacent_same_color:
adjacent_same_color.append(neighbor_string)
else:
if neighbor_string not in adjacent_opposite_color:
adjacent_opposite_color.append(neighbor_string)
new_string = GoString(player, [point], liberties)
# tag::apply_zobrist[]
new_string = GoString(player, [point], liberties) # <1>
for same_color_string in adjacent_same_color: # <2>
new_string = new_string.merged_with(same_color_string)
for new_string_point in new_string.stones:
self._grid[new_string_point] = new_string
self._hash ^= zobrist.HASH_CODE[point, player] # <3>
for other_color_string in adjacent_opposite_color:
replacement = other_color_string.without_liberty(point) # <4>
if replacement.num_liberties:
self._replace_string(other_color_string.without_liberty(point))
else:
self._remove_string(other_color_string) # <5>
# <1> Until this line `place_stone` remains the same.
# <2> You merge any adjacent strings of the same color.
# <3> Next, you apply the hash code for this point and player
# <4> Then you reduce liberties of any adjacent strings of the opposite color.
# <5> If any opposite color strings now have zero liberties, remove them.
# end::apply_zobrist[]
# tag::unapply_zobrist[]
def _replace_string(self, new_string): # <1>
for point in new_string.stones:
self._grid[point] = new_string
def _remove_string(self, string):
for point in string.stones:
for neighbor in point.neighbors(): # <2>
neighbor_string = self._grid.get(neighbor)
if neighbor_string is None:
continue
if neighbor_string is not string:
self._replace_string(neighbor_string.with_liberty(point))
self._grid[point] = None
self._hash ^= zobrist.HASH_CODE[point, string.color] # <3>
# <1> This new helper method updates our Go board grid.
# <2> Removing a string can create liberties for other strings.
# <3> With Zobrist hashing, you need to unapply the hash for this move.
# end::unapply_zobrist[]
def is_on_grid(self, point):
return 1 <= point.row <= self.num_rows and \
1 <= point.col <= self.num_cols
def get(self, point):
"""Return the content of a point on the board.
Returns None if the point is empty, or a Player if there is a
stone on that point.
"""
string = self._grid.get(point)
if string is None:
return None
return string.color
def get_go_string(self, point):
"""Return the entire string of stones at a point.
Returns None if the point is empty, or a GoString if there is
a stone on that point.
"""
string = self._grid.get(point)
if string is None:
return None
return string
def __eq__(self, other):
return isinstance(other, Board) and \
self.num_rows == other.num_rows and \
self.num_cols == other.num_cols and \
self._hash() == other._hash()
def __deepcopy__(self, memodict={}):
copied = Board(self.num_rows, self.num_cols)
# Can do a shallow copy b/c the dictionary maps tuples
# (immutable) to GoStrings (also immutable)
copied._grid = copy.copy(self._grid)
copied._hash = self._hash
return copied
# tag::return_zobrist[]
def zobrist_hash(self):
return self._hash
# end::return_zobrist[]
class Move:
"""Any action a player can play on a turn.
Exactly one of is_play, is_pass, is_resign will be set.
"""
def __init__(self, point=None, is_pass=False, is_resign=False):
assert (point is not None) ^ is_pass ^ is_resign
self.point = point
self.is_play = (self.point is not None)
self.is_pass = is_pass
self.is_resign = is_resign
@classmethod
def play(cls, point):
"""A move that places a stone on the board."""
return Move(point=point)
@classmethod
def pass_turn(cls):
return Move(is_pass=True)
@classmethod
def resign(cls):
return Move(is_resign=True)
def __str__(self):
if self.is_pass:
return 'pass'
if self.is_resign:
return 'resign'
return '(r %d, c %d)' % (self.point.row, self.point.col)
# tag::init_state_zobrist[]
class GameState:
def __init__(self, board, next_player, previous, move):
self.board = board
self.next_player = next_player
self.previous_state = previous
if self.previous_state is None:
self.previous_states = frozenset()
else:
self.previous_states = frozenset(
previous.previous_states |
{(previous.next_player, previous.board.zobrist_hash())})
self.last_move = move
# end::init_state_zobrist[]
def apply_move(self, move):
"""Return the new GameState after applying the move."""
if move.is_play:
next_board = copy.deepcopy(self.board)
next_board.place_stone(self.next_player, move.point)
else:
next_board = self.board
return GameState(next_board, self.next_player.other, self, move)
@classmethod
def new_game(cls, board_size):
if isinstance(board_size, int):
board_size = (board_size, board_size)
board = Board(*board_size)
return GameState(board, Player.black, None, None)
def is_move_self_capture(self, player, move):
if not move.is_play:
return False
next_board = copy.deepcopy(self.board)
next_board.place_stone(player, move.point)
new_string = next_board.get_go_string(move.point)
return new_string.num_liberties == 0
@property
def situation(self):
return (self.next_player, self.board)
# tag::ko_zobrist[]
def does_move_violate_ko(self, player, move):
if not move.is_play:
return False
next_board = copy.deepcopy(self.board)
next_board.place_stone(player, move.point)
next_situation = (player.other, next_board.zobrist_hash())
return next_situation in self.previous_states
# end::ko_zobrist[]
def is_valid_move(self, move):
if self.is_over():
return False
if move.is_pass or move.is_resign:
return True
return (
self.board.get(move.point) is None and
not self.is_move_self_capture(self.next_player, move) and
not self.does_move_violate_ko(self.next_player, move))
def is_over(self):
if self.last_move is None:
return False
if self.last_move.is_resign:
return True
second_last_move = self.previous_state.last_move
if second_last_move is None:
return False
return self.last_move.is_pass and second_last_move.is_pass
def legal_moves(self):
moves = []
for row in range(1, self.board.num_rows + 1):
for col in range(1, self.board.num_cols + 1):
move = Move.play(Point(row, col))
if self.is_valid_move(move):
moves.append(move)
# These two moves are always legal.
moves.append(Move.pass_turn())
moves.append(Move.resign())
return moves
def winner(self):
if not self.is_over():
return None
if self.last_move.is_resign:
return self.next_player
game_result = compute_game_result(self)
return game_result.winner