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c2cac70 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 | import numpy as np
WIN_PATTERNS = [
(0, 1, 2),
(3, 4, 5),
(6, 7, 8),
(0, 3, 6),
(1, 4, 7),
(2, 5, 8),
(0, 4, 8),
(2, 4, 6),
]
class UltimateTicTacToe:
"""
A very, very simple game of ConnectX in which we have:
rows: 1
columns: 4
winNumber: 2
"""
def __init__(self):
self.cells = 81
self.board_width = 9
self.state_planes = 9
def get_init_board(self):
b = np.zeros((self.cells,), dtype=int)
return (b, None)
def get_board_size(self):
return (self.state_planes, self.board_width, self.board_width)
def get_action_size(self):
return self.cells
def get_next_state(self, board, player, action, verify_move=False):
if verify_move:
if self.get_valid_moves(board)[action] == 0:
return False
new_board_data = np.copy(board[0])
new_board_data[action] = player
next_board = ((action // 9) % 3) * 3 + (action % 3)
next_board = next_board if not self.is_board_full(new_board_data, next_board) else None
# Return the new game, but
# change the perspective of the game with negative
return ((new_board_data, next_board), -player)
def is_board_full(self, board_data, next_board):
return self._is_small_board_win(board_data, next_board, 1) or self._is_small_board_win(board_data, next_board, -1) or self._is_board_full(board_data, next_board)
def _small_board_cells(self, inner_board_idx):
row_block = inner_board_idx // 3
col_block = inner_board_idx % 3
base = row_block * 27 + col_block * 3
return [
base, base + 1, base + 2,
base + 9, base + 10, base + 11,
base + 18, base + 19, base + 20
]
def _is_board_full(self, board_data, next_board):
# Check if it is literally full
cells = self._small_board_cells(next_board)
for a in cells:
if board_data[a] == 0:
return False
return True
def _is_playable_small_board(self, board_data, inner_board_idx):
return not self.is_board_full(board_data, inner_board_idx)
def has_legal_moves(self, board):
valid_moves = self.get_valid_moves(board)
for i in valid_moves:
if i == 1:
return True
return False
def get_valid_moves(self, board):
# All moves are invalid by default
board_data, active_board = board
valid_moves = [0] * self.get_action_size()
if active_board is not None and not self._is_playable_small_board(board_data, active_board):
active_board = None
if active_board is None:
playable_boards = [
inner_board_idx
for inner_board_idx in range(9)
if self._is_playable_small_board(board_data, inner_board_idx)
]
for inner_board_idx in playable_boards:
for index in self._small_board_cells(inner_board_idx):
if board_data[index] == 0:
valid_moves[index] = 1
else:
for index in self._small_board_cells(active_board):
if board_data[index] == 0:
valid_moves[index] = 1
return valid_moves
def _is_small_board_win(self, board_data, inner_board_idx, player):
cells = self._small_board_cells(inner_board_idx)
for a, b, c in WIN_PATTERNS:
if board_data[cells[a]] == board_data[cells[b]] == board_data[cells[c]] == player:
return True
return False
def is_win(self, board, player):
board_data, _ = board
won = [self._is_small_board_win(board_data, i, player) for i in range(9)]
# Check if any winning combination is all 1s
for a, b, c in WIN_PATTERNS:
if won[a] and won[b] and won[c]:
return True
return False
def get_reward_for_player(self, board, player):
# return None if not ended, 1 if player 1 wins, -1 if player 1 lost
if self.is_win(board, player):
return 1
if self.is_win(board, -player):
return -1
if self.has_legal_moves(board):
return None
return 0
def get_canonical_board_data(self, board_data, player):
return player * board_data
def _small_board_mask(self, inner_board_idx):
mask = np.zeros((self.board_width, self.board_width), dtype=np.float32)
for index in self._small_board_cells(inner_board_idx):
row = index // self.board_width
col = index % self.board_width
mask[row, col] = 1.0
return mask
def encode_state(self, board):
board_data, active_board = board
board_grid = board_data.reshape(self.board_width, self.board_width)
current_stones = (board_grid == 1).astype(np.float32)
opponent_stones = (board_grid == -1).astype(np.float32)
empty_cells = (board_grid == 0).astype(np.float32)
legal_moves = np.array(self.get_valid_moves(board), dtype=np.float32).reshape(self.board_width, self.board_width)
active_board_mask = np.zeros((self.board_width, self.board_width), dtype=np.float32)
if active_board is not None and self._is_playable_small_board(board_data, active_board):
active_board_mask = self._small_board_mask(active_board)
current_won_boards = np.zeros((self.board_width, self.board_width), dtype=np.float32)
opponent_won_boards = np.zeros((self.board_width, self.board_width), dtype=np.float32)
playable_boards = np.zeros((self.board_width, self.board_width), dtype=np.float32)
for inner_board_idx in range(9):
board_mask = self._small_board_mask(inner_board_idx)
if self._is_small_board_win(board_data, inner_board_idx, 1):
current_won_boards += board_mask
elif self._is_small_board_win(board_data, inner_board_idx, -1):
opponent_won_boards += board_mask
if self._is_playable_small_board(board_data, inner_board_idx):
playable_boards += board_mask
move_count = np.count_nonzero(board_data) / self.cells
move_count_plane = np.full((self.board_width, self.board_width), move_count, dtype=np.float32)
return np.stack(
(
current_stones,
opponent_stones,
empty_cells,
legal_moves,
active_board_mask,
current_won_boards,
opponent_won_boards,
playable_boards,
move_count_plane,
),
axis=0,
)
|