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AI_version2.py
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344 lines (291 loc) · 12.5 KB
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from sys import maxsize
_OUT_OF_AREA = -1
_NO_STONE = 0
_BLACK = 1
_WHITE = 2
_AI = _WHITE
_OPPONENT = _BLACK
stone_weight = [2**12, 2**11, 2**10, 2**9, 2**8]
empty_weight = 2
out_area_weight = 1
DEPTH_THRESHOLD = 5 # 몇 수 앞까지 볼 것인가
EXPANSION_THRESHOLD = 4 # 몇 개의 자리를 탐색할 것인가 (높은 거 4개로 자식 노드 확장)
GAME_OVER = -1
search_state = [0 * DEPTH_THRESHOLD]
class MinMax_Node(object):
def __init__(self, stone_set, depth, move_cnt):
self.stone_set = stone_set
self.depth = depth
self.value = 0
self.a_threat = 0 # 다음 사용자가 놓으면 이기는 형세거나, 내가 현재 수에서 놓으면 이기는 형세
self.d_threat = 0
self.move_cnt = move_cnt
self.children = []
self.create_children(self.stone_set)
self.team_side = _WHITE
def create_children(self, _stone_set):
self.move_cnt += 1
curr_side = self.find_turn()
ai = AI(_stone_set)
'''높은 점수대로 착수하는 과정'''
if self.value != GAME_OVER:
max_tmp = maxsize
for i in range(EXPANSION_THRESHOLD):
attack_weight, attack_threat, attack_y, attack_x = ai.offensive_play(max_tmp, curr_side, 4, 5)
defense_weight, defense_threat, defense_y, defense_x = ai.defensive_play(max_tmp, curr_side, 4, 5)
if attack_weight > defense_weight:
_stone_set[attack_y][attack_x] = curr_side
max_tmp = attack_weight
else:
_stone_set[defense_y][defense_x] = curr_side
max_tmp = defense_weight
'''말단 노드까지 온 경우, 해당 바둑판 상황을 판단해야함.'''
if attack_threat >= 3 or defense_threat >= 3: # 경기가 사실상 끝난 경우
self.a_threat = attack_threat
self.d_threat = defense_threat
self.value = GAME_OVER
else:
self.children.append(MinMax_Node(_stone_set, self.depth - 1, curr_side))
else:
pass
'''말단 노드까지 오고, 착수까지 완료된 경우, 해당 바둑판 상황을 판단해야함.(민맥스 함수에서 돌리면 됨)'''
def getNodeState(self):
ai = AI(self.stone_set)
attack_weight, attack_threat, attack_y, attack_x = ai.offensive_play(maxsize, self.team_side, 4, 5)
defense_weight, defense_threat, defense_y, defense_x = ai.defensive_play(maxsize, self.team_side, 4, 5)
def find_turn(self):
if self.move_cnt % 4 == 0 or self.move_cnt % 4 == 1:
return _BLACK
else:
return _WHITE
class AI(object):
def __init__(self, board):
self.board = board
self.stone_set = self.board.stone_set
self.black_stone_order = self.board.black_stone_order
self.white_stone_order = self.board.white_stone_order
self.a_threat = 0 # 디버깅을 위한 임시 변수
self.d_threat = 0
# self.threat = 0 # 변수 초기화는 필요없다. 어차피 ai 객체는 매 턴마다 새로 선언된다.
# self.team_side = team_side # 사실 근데 이건 만들어놓고 안쓰고 있다.
'''첫 수는 검은 돌이 하나를 놓는데, 이에 대한 조건 연산은 아직 구현 X'''
'''검은 돌이 제일 유리한 포지션을 없애는 것이 아래 알고리즘 목표다'''
def final_move(self):
attack_weight, self.a_threat, attack_y, attack_x = self.offensive_play(maxsize, _AI, 4, 5)
defense_weight, self.d_threat, defense_y, defense_x = self.defensive_play(maxsize, _AI, 4, 5)
if attack_weight > defense_weight:
return [attack_y, attack_x]
else:
return [defense_y, defense_x]
'''MinMax 탐색 기법 사용'''
def MinMax(self, node, depth):
if depth == 0 or node.a_threat >= 2 or node.d_threat >= 2:
return node.value
best_value = -1
for i in range(EXPANSION_THRESHOLD):
child = node.children[i]
value = self.MinMax(child, depth - 1)
if i == 0:
best_value = value
else:
if node.team_side == _AI:
best_value = max(best_value, value)
else:
best_value = min(best_value, value)
return best_value
def MiniMax(self, node, depth, maximizingPlayer):
if depth == 0 or node.value == GAME_OVER:
return 100
if maximizingPlayer:
value = -maxsize
for child in node.children:
value = max(value, self.MiniMax(child, depth - 1, False))
return value
else:
value = maxsize
for child in node.children:
value = min(value, self.MiniMax(child, depth - 1, True))
return value
def offensive_play(self, max_limit, user, threat_min, threat_max):
max_weight = -1
result = []
ay, by = self.roi_y()
ax, bx = self.roi_x()
calculated_w = -1
calculated_th = -1
for y in range(ay, by + 1):
for x in range(ax, bx + 1):
if self.stone_set[y][x] == _NO_STONE:
if user == _AI:
calculated_w, calculated_th = self.half_move_evaluation_algorithm(x, y, _OPPONENT, threat_min, threat_max)
elif user == _OPPONENT:
calculated_w, calculated_th = self.half_move_evaluation_algorithm(x, y, _AI, threat_min, threat_max)
if max_weight < calculated_w <= max_limit:
max_weight = calculated_w
result = [max_weight, calculated_th, y, x]
return result
def defensive_play(self, max_limit, user, threat_min, threat_max):
max_weight = -1
result = []
ay, by = self.roi_y()
ax, bx = self.roi_x()
for y in range(ay, by + 1):
for x in range(ax, bx + 1):
if self.stone_set[y][x] == _NO_STONE:
calculated_w, calculated_th = self.half_move_evaluation_algorithm(x, y, user, threat_min, threat_max)
if max_weight < calculated_w <= max_limit:
max_weight = calculated_w
result = [max_weight, calculated_th, y, x]
return result
def roi_y(self):
ay = 100 # 100 -> null의 역할
by = -100 # -100 -> null의 역할
for x in range(19):
for y in range(18, -1, -1):
if self.stone_set[y][x] != _NO_STONE and y < ay:
ay = y
break
for x in range(19):
for y in range(18, -1, -1):
if self.stone_set[y][x] != _NO_STONE and y > by:
by = y
break
if ay >= 2:
ay -= 2
else:
ay = 0
if by <= 16:
by += 2
else:
by = 18
return ay, by
def roi_x(self):
ax = 100 # 100 -> null의 역할
bx = -100 # -100 -> null의 역할
for y in range(19):
for x in range(19):
if self.stone_set[y][x] != _NO_STONE and x < ax:
ax = x
break
for y in range(19):
for x in range(18, -1, -1):
if self.stone_set[y][x] != _NO_STONE and x > bx:
bx = x
break
if ax >= 2:
ax -= 2
else:
ax = 0
if bx <= 16:
bx += 2
else:
bx = 18
return ax, bx
'''현재 팀이 흰 돌, 상대팀이 검은 돌이라 가정한다.'''
def find_recent_move(self):
recent_move = [-1, -1, -1, -1]
for y in range(19):
for x in range(19):
if self.board.black_cnt - 1 == self.board.black_stone_order[y][x]:
recent_move[0] = y
recent_move[1] = x
if self.board.black_cnt == self.board.black_stone_order[y][x]:
recent_move[2] = y
recent_move[3] = x
'''같은 연산이 두번 반복 된다. 뭐 알아서 조심하셈 ㅇㅇㅇ(버그 날 확률 매우 높아!!!)'''
if recent_move[0] == -1: # 첫 수인 경우
recent_move[0] = recent_move[2]
recent_move[1] = recent_move[3]
recent_move[2] = -1
recent_move[3] = -1
return recent_move
'''게임 상황에 대한 유불리함 가중치 둬주는 알고리즘 - 방어형 알고리즘이다.'''
def half_move_evaluation_algorithm(self, eval_x, eval_y, team_side, threat_min, threat_max):
weight = 0
threat = 0
total_a_para = []
total_b_para = []
'''해당 자리 주변 영역을 탐색하는 코드'''
'''1. 수평선 영역'''
input_list = []
for i in range(1, 6):
if eval_x - i < 0:
input_list.append(_OUT_OF_AREA)
else:
input_list.append(self.stone_set[eval_y][eval_x - i])
total_a_para.append(input_list)
input_list = []
for i in range(1, 6):
if eval_x + i > 18:
input_list.append(_OUT_OF_AREA)
else:
input_list.append(self.stone_set[eval_y][eval_x + i])
total_b_para.append(input_list)
'''2. 수직선 영역'''
input_list = []
for i in range(1, 6):
if eval_y - i < 0:
input_list.append(_OUT_OF_AREA)
else:
input_list.append(self.stone_set[eval_y - i][eval_x])
total_a_para.append(input_list)
input_list = []
for i in range(1, 6):
if eval_y + i > 18:
input_list.append(_OUT_OF_AREA)
else:
input_list.append(self.stone_set[eval_y + i][eval_x])
total_b_para.append(input_list)
'''3. 2시 및 8시 방향 대각선 영역'''
input_list = []
for i in range(1, 6):
if eval_x - i < 0 or eval_y + i > 18:
input_list.append(_OUT_OF_AREA)
else:
input_list.append(self.stone_set[eval_y + i][eval_x - i])
total_a_para.append(input_list)
input_list = []
for i in range(1, 6):
if eval_y - i < 0 or eval_x + i > 18:
input_list.append(_OUT_OF_AREA)
else:
input_list.append(self.stone_set[eval_y - i][eval_x + i])
total_b_para.append(input_list)
'''4. 10시 및 4시 방향 대각선'''
input_list = []
for i in range(1, 6):
if eval_x - i < 0 or eval_y - i < 0:
input_list.append(_OUT_OF_AREA)
else:
input_list.append(self.stone_set[eval_y - i][eval_x - i])
total_a_para.append(input_list)
input_list = []
for i in range(1, 6):
if eval_x + i > 18 or eval_y + i > 18:
input_list.append(_OUT_OF_AREA)
else:
input_list.append(self.stone_set[eval_y + i][eval_x + i])
total_b_para.append(input_list)
'''논문에 기반한 가중치 알고리즘 연산'''
for j in range(4):
weight_directional = 1
idx_cnt = 0
for a_k in total_a_para[j]:
if a_k != team_side or a_k == _OUT_OF_AREA:
break
elif a_k == _NO_STONE:
weight_directional *= empty_weight
elif a_k == team_side:
weight_directional *= stone_weight[idx_cnt]
idx_cnt += 1
idx_cnt = 0
for b_k in total_b_para[j]:
if b_k != team_side or b_k == _OUT_OF_AREA:
break
elif b_k == _NO_STONE:
weight_directional *= empty_weight
elif b_k == team_side:
weight_directional *= stone_weight[idx_cnt]
idx_cnt += 1
weight += weight_directional
return weight, threat