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import gymnasium as gym
from gymnasium import spaces
import numpy as np
import tensorflow as tf
from tensorflow.keras.models import Model
from tensorflow.keras.layers import Input, Dense, Flatten, Conv2D
from tensorflow.keras.optimizers import Adam
import collections
import matplotlib
matplotlib.use('Agg')
import matplotlib.pyplot as plt

# AaduPulliEnv  
class AaduPulliEnv(gym.Env):
    metadata = {'render.modes': ['human', 'rgb_array']}
    def __init__(self):
        super(AaduPulliEnv, self).__init__()
        self.NUM_GOATS = 15
        self.NUM_TIGERS = 3
        self.TIGER_WIN_THRESHOLD = 10
        self.BOARD_POSITIONS = 23
        self.MAX_TURNS = 200
        self.adj = self._get_adjacency()
        self.jump_adj = self._get_jump_adjacency()
        self.placement_actions = self.BOARD_POSITIONS
        self._move_action_map, self._move_action_lookup = self._create_move_maps()
        self.move_actions_count = len(self._move_action_map)
        total_actions = self.placement_actions + self.move_actions_count
        self.action_space = spaces.Discrete(total_actions)
        self.observation_space = spaces.Dict({
            "board": spaces.Box(low=0, high=2, shape=(self.BOARD_POSITIONS,), dtype=np.int32),
            "player_turn": spaces.Discrete(2),
            "goats_to_place": spaces.Box(low=0, high=self.NUM_GOATS, shape=(1,), dtype=np.int32),
            "goats_captured": spaces.Box(low=0, high=self.TIGER_WIN_THRESHOLD, shape=(1,), dtype=np.int32),
        })
        self.board_points = self._get_board_coordinates()
        self.reset()

    def _get_adjacency(self):
        return {
            1: [3, 4, 5, 6], 2: [3, 8], 3: [1, 4, 9, 2], 4: [1, 5, 10, 3], 5: [1, 6, 11, 4], 6: [1, 7, 12, 5], 7: [6, 13],
            8: [2, 9, 14], 9: [3, 10, 15, 8], 10: [4, 11, 16, 9], 11: [5, 12, 17, 10], 12: [6, 13, 18, 11], 13: [7, 14, 12],
            14: [8, 15], 15: [9, 16, 20, 14], 16: [10, 17, 21, 15], 17: [11, 18, 22, 16], 18: [12, 19, 23, 17], 19: [13, 18],
            20: [15, 21], 21: [16, 20, 22], 22: [17, 21, 23], 23: [18, 22]
        }

    def _get_jump_adjacency(self):
        return {
            1: [9, 10, 11, 12], 2: [4, 14], 3: [5, 15], 4: [2, 6, 16], 5: [3, 7, 17], 6: [4, 18], 7: [5, 19],
            8: [10], 9: [1, 11, 20], 10: [1, 8, 12, 21], 11: [1, 9, 13, 22], 12: [1, 10, 23], 13: [11],
            14: [2, 16], 15: [3, 17], 16: [4, 14, 18], 17: [5, 15, 19], 18: [6, 16], 19: [7, 17],
            20: [9, 22], 21: [10, 23], 22: [11, 20], 23: [12, 21]
        }

    def _create_move_maps(self):
        action_map, action_lookup, index = {}, {}, 0
        for start_pos in range(1, self.BOARD_POSITIONS + 1):
            for end_pos in self.adj.get(start_pos, []):
                move = (start_pos, end_pos); action_map[index] = move; action_lookup[move] = index; index += 1
            for end_pos in self.jump_adj.get(start_pos, []):
                move = (start_pos, end_pos)
                if move not in action_lookup:
                    action_map[index] = move; action_lookup[move] = index; index += 1
        return action_map, action_lookup

    def is_action_valid(self, action):
        if not (0 <= action < self.action_space.n): return False, {'error': 'Action out of bounds.'}
        if action < self.placement_actions:
            to_idx = action
            if self.player_turn != 0 or self.goats_placed_count >= self.NUM_GOATS: return False, {'error': 'Cannot place piece now.'}
            if self.board[to_idx] != 0: return False, {'error': 'Destination square is not empty.'}
            return True, {'type': 'place', 'to_idx': to_idx}
        move_idx = action - self.placement_actions; from_pos, to_pos = self._move_action_map[move_idx]; from_idx, to_idx = from_pos - 1, to_pos - 1
        if self.board[to_idx] != 0: return False, {'error': 'Destination square is not empty.'}
        if self.player_turn == 0:
            if self.goats_placed_count < self.NUM_GOATS: return False, {'error': 'Goat is still in placement phase.'}
            if self.board[from_idx] != 1: return False, {'error': 'Player must move a goat.'}
            if to_pos not in self.adj.get(from_pos, []): return False, {'error': 'Goat can only move to adjacent squares.'}
            return True, {'type': 'move', 'from_idx': from_idx, 'to_idx': to_idx}
        else:
            if self.board[from_idx] != 2: return False, {'error': 'Player must move a tiger.'}
            if to_pos in self.adj.get(from_pos, []): return True, {'type': 'move', 'from_idx': from_idx, 'to_idx': to_idx, 'is_jump': False}
            if to_pos in self.jump_adj.get(from_pos, []):
                from_neighbors = set(self.adj.get(from_pos, [])); to_neighbors = set(self.adj.get(to_pos, [])); mid_pos_set = from_neighbors.intersection(to_neighbors)
                if mid_pos_set:
                    mid_pos = mid_pos_set.pop()
                    if self.board[mid_pos - 1] == 1: return True, {'type': 'move', 'from_idx': from_idx, 'to_idx': to_idx, 'is_jump': True, 'mid_idx': mid_pos - 1}
            return False, {'error': 'Invalid tiger move.'}

    def _are_tigers_blocked(self):
        for t_idx in np.where(self.board == 2)[0]:
            t_pos = t_idx + 1
            for dest_pos in self.adj.get(t_pos, []):
                if self.board[dest_pos - 1] == 0: return False
            for dest_pos in self.jump_adj.get(t_pos, []):
                if self.board[dest_pos - 1] == 0:
                    from_neighbors = set(self.adj.get(t_pos, [])); to_neighbors = set(self.adj.get(dest_pos, [])); mid_pos_set = from_neighbors.intersection(to_neighbors)
                    if mid_pos_set and self.board[mid_pos_set.pop() - 1] == 1: return False
        return True

    def _get_current_observation(self):
        return {"board":self.board.copy(),"player_turn":self.player_turn,"goats_to_place":np.array([self.NUM_GOATS-self.goats_placed_count],dtype=np.int32),"goats_captured":np.array([self.goats_captured_count],dtype=np.int32)}

    def reset(self):
        self.board=np.zeros(self.BOARD_POSITIONS,dtype=np.int32); self.board[0]=2; self.board[3]=2; self.board[4]=2;self.player_turn=0; self.goats_placed_count=0; self.goats_captured_count=0; self.turn_count=0
        return self._get_current_observation()

    def step(self, action):
        is_valid, details = self.is_action_valid(action);reward, done, info = 0, False, details
        if not is_valid: reward = -1
        else:
            if details['type']=='place': self.board[details['to_idx']]=1; self.goats_placed_count+=1
            elif details['type']=='move':
                p=self.board[details['from_idx']]; self.board[details['from_idx']]=0; self.board[details['to_idx']]=p
                if p==2 and details.get('is_jump'): self.board[details['mid_idx']]=0; self.goats_captured_count+=1; reward=5
            g_win=self._are_tigers_blocked(); t_win=self.goats_captured_count>=self.TIGER_WIN_THRESHOLD
            if g_win: done=True; reward=100; info['winner']=0
            elif t_win: done=True; reward=-100; info['winner']=1
            self.player_turn=1-self.player_turn; self.turn_count+=1
        if not done and self.turn_count>=self.MAX_TURNS: done=True; info['winner']=-1
        return self._get_current_observation(), reward, done, info

    def render(self, mode='rgb_array'):
        fig,ax=plt.subplots(figsize=(8,8)); ax.clear();
        ax.plot([1,23],[4,4],'k'); ax.plot([1,23],[8,8],'k'); ax.plot([1,23],[12,12],'k'); ax.plot([1,23],[16,16],'k'); ax.plot([1,1],[4,16],'k'); ax.plot([23,23],[4,16],'k'); ax.plot([1,12,23],[4,20,4],'k'); ax.plot([7,12,17],[4,20,4],'k')
        for i in range(self.BOARD_POSITIONS):
            p,x,y=i+1,self.board_points[i+1][0],self.board_points[i+1][1]
            if self.board[i]==1: ax.plot(x,y,'o',ms=20,mfc='royalblue',mec='k',zorder=2); ax.text(x,y,'G',color='w',ha='center',va='center',fontsize=12,fontweight='bold')
            elif self.board[i]==2: ax.plot(x,y,'o',ms=25,mfc='orangered',mec='k',zorder=2); ax.text(x,y,'T',color='w',ha='center',va='center',fontsize=12,fontweight='bold')
            else: ax.plot(x,y,'o',ms=20,mfc='lightgray',mec='k',zorder=1); ax.text(x,y,str(p),color='k',ha='center',va='center',fontsize=8)
        ax.set_xlim(0,24); ax.set_ylim(0,21); ax.set_aspect('equal'); ax.axis('off')
        turn_txt="Goat's Turn" if self.player_turn==0 else "Tiger's Turn"
        title=f"Aadu Puli Aattam\n{turn_txt}\nGoats to Place: {self.NUM_GOATS-self.goats_placed_count} | Goats Captured: {self.goats_captured_count}"
        ax.set_title(title); plt.tight_layout();
        fig.canvas.draw()
        img_buf = fig.canvas.buffer_rgba()
        img = np.frombuffer(img_buf, dtype=np.uint8).reshape(fig.canvas.get_width_height()[::-1] + (4,))
        img = img[:, :, :3]
        plt.close(fig)
        return img

    def _get_board_coordinates(self):
        return {1:(12,20), 2:(1,16),3:(9.2,16),4:(10.7,16),5:(13.3,16),6:(14.8,16),7:(23,16), 8:(1,12),9:(6.5,12),10:(9.5,12),11:(14.5,12),12:(17.5,12),13:(23,12), 14:(1,8),15:(3.8,8),16:(8.3,8),17:(15.7,8),18:(20.3,8),19:(23,8), 20:(1,4),21:(7,4),22:(17,4),23:(23,4)}

    def copy(self):
        new_env = AaduPulliEnv(); new_env.board = self.board.copy(); new_env.player_turn = self.player_turn; new_env.goats_placed_count = self.goats_placed_count; new_env.goats_captured_count = self.goats_captured_count; new_env.turn_count = self.turn_count
        return new_env

# NeuralNetwork  
class NeuralNetwork:
    def __init__(self, action_space_size, learning_rate=0.001):
        self.state_shape = (23, 23, 4)
        self.action_space_size = action_space_size
        self.learning_rate = learning_rate
        self.model = self._build_model()

    def _build_model(self):
        input_layer = Input(shape=self.state_shape, name='matrix_input')
        x = Conv2D(filters=64, kernel_size=(3, 3), padding='same', activation='relu')(input_layer)
        x = Conv2D(filters=128, kernel_size=(3, 3), padding='same', activation='relu')(x)
        x = Flatten()(x)
        x = Dense(256, activation='relu')(x)
        policy_output = Dense(self.action_space_size, activation='softmax', name='policy_output')(x)
        value_output = Dense(1, activation='tanh', name='value_output')(x)
        model = Model(inputs=input_layer, outputs=[policy_output, value_output])
        model.compile(optimizer=Adam(self.learning_rate), loss={'policy_output': 'categorical_crossentropy', 'value_output': 'mean_squared_error'})
        return model

    def predict(self, matrix_state):
        return self.model.predict(np.expand_dims(matrix_state, axis=0), verbose=0)

# AlphaZeroAgent  
class AlphaZeroAgent:
    def _zero_array_factory(self): return np.zeros(self.env.action_space.n)
    def __init__(self, env, network, simulations_per_move=50, max_depth=25, c_puct=1.0):
        self.env = env; self.network = network; self.simulations_per_move = simulations_per_move; self.max_depth = max_depth; self.c_puct = c_puct;
        self.Q = collections.defaultdict(self._zero_array_factory); self.N_sa = collections.defaultdict(self._zero_array_factory); self.N_s = collections.defaultdict(int); self.P = {}

    def _get_matrix_state(self, state):
        board = state['board']; num_nodes = len(board); matrix = np.zeros((num_nodes, num_nodes, 4), dtype=np.float32)
        np.fill_diagonal(matrix[:, :, 0], board == 1); np.fill_diagonal(matrix[:, :, 1], board == 2)
        adj_matrix = np.zeros((num_nodes, num_nodes), dtype=np.float32)
        for start, end_list in self.env.adj.items():
            for end in end_list: adj_matrix[start - 1, end - 1] = 1
        matrix[:, :, 2] = adj_matrix; matrix[:, :, 3] = state['player_turn']
        return matrix

    def search(self, state, depth):
        if depth >= self.max_depth:
            _, value = self.network.predict(self._get_matrix_state(state)); return -value[0][0]
        state_key = self._get_state_key(state)
        if state_key not in self.P:
            policy, value = self.network.predict(self._get_matrix_state(state)); self.P[state_key] = policy[0]; return -value[0][0]
        node_env = self.env.copy(); node_env.board = state['board'].copy(); node_env.player_turn = state['player_turn']; node_env.goats_placed_count = self.env.NUM_GOATS - state['goats_to_place'][0]; node_env.goats_captured_count = state['goats_captured'][0]
        best_ucb = -np.inf; best_action = -1
        valid_actions = [a for a in range(node_env.action_space.n) if node_env.is_action_valid(a)[0]]
        for action in valid_actions:
            q_value = self.Q[state_key][action]; ucb = q_value + self.c_puct * self.P[state_key][action] * np.sqrt(self.N_s[state_key]) / (1 + self.N_sa[state_key][action]);
            if ucb > best_ucb: best_ucb = ucb; best_action = action
        if best_action == -1: return 0
        action = best_action
        next_state, _, done, info = node_env.step(action)
        if done:
            winner = info.get('winner', -1); value = 0
            if winner != -1: value = 1 if winner == state['player_turn'] else -1
        else: value = self.search(next_state, depth + 1)
        self.Q[state_key][action] = (self.N_sa[state_key][action] * self.Q[state_key][action] + value) / (self.N_sa[state_key][action] + 1); self.N_sa[state_key][action] += 1; self.N_s[state_key] += 1
        return -value

    def get_action(self, state, training=False):
        state_key = self._get_state_key(state)
        for _ in range(self.simulations_per_move): self.search(state, 0)
        visit_counts = self.N_sa[state_key]
        if np.sum(visit_counts) == 0:
             valid_actions = [a for a in range(self.env.action_space.n) if self.env.is_action_valid(a)[0]]
             return np.random.choice(valid_actions) if valid_actions else 0
        if training:
            tau = 1.0; action_probs = visit_counts**(1/tau);
            if np.sum(action_probs) > 0: action_probs /= np.sum(action_probs)
            else:
                valid_actions=[a for a in range(self.env.action_space.n) if self.env.is_action_valid(a)[0]]; action_probs=np.zeros(self.env.action_space.n)
                if valid_actions: action_probs[valid_actions] = 1 / len(valid_actions)
            action = np.random.choice(self.env.action_space.n, p=action_probs)
        else: action = np.argmax(visit_counts)
        return action
    def _get_state_key(self, state): return (state['board'].tobytes(), state['player_turn'])