-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy path123.py
More file actions
740 lines (618 loc) · 26 KB
/
Copy path123.py
File metadata and controls
740 lines (618 loc) · 26 KB
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
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
import sys
import time
import random
import math
from sys import stdin, stdout
drW = [1, -1, 0, 0]
dcW = [0, 0, 1, -1]
drF = [1, 1, -1, -1]
dcF = [1, -1, 1, -1]
drN = [1, 1, -1, -1, 2, 2, -2, -2]
dcN = [2, -2, 2, -2, 1, -1, 1, -1]
drD = [0, 0, 2, -2]
dcD = [2, -2, 0, 0]
drA = [2, 2, -2, -2]
dcA = [2, -2, 2, -2]
PIECE_VALUES = {'W': 10000, 'N': 500, 'F': 400, 'D': 300, 'A': 200}
CENTER_BONUS = 30
DEVELOPMENT_BONUS = 15
KING_SAFETY_BONUS = 100
MOBILITY_BONUS = 5
THREAT_BONUS = 20
DEFENSE_BONUS = 10
OPENING_BOOK = {
"red": [
"WNFFDDDDAAAAAAAA",
"WNFDADAAADDFDAAAA",
"WNFDADAAADDFDAAAA"
],
"blue": [
"wnffddddaaaaaaaa",
"wnfddddaaaaaaaa",
"wnfddddaaaaaaaa"
]
}
ENDGAME_PATTERNS = {
'king_attack': 500,
'king_defense': 300,
'piece_activity': 50,
'pawn_promotion': 200
}
class ZeroPointOneAI:
def __init__(self):
self.board = [['.' for _ in range(8)] for __ in range(8)]
self.capRed = [0] * 5
self.capBlue = [0] * 5
self.isRed = False
self.ourTurn = False
self.start_time = time.time()
self.time_limit = 25.0
def is_upper(self, c):
return 'A' <= c <= 'Z'
def is_lower(self, c):
return 'a' <= c <= 'z'
def index_of(self, c):
u = c.upper()
if u == 'W': return 0
if u == 'N': return 1
if u == 'F': return 2
if u == 'D': return 3
if u == 'A': return 4
return -1
def get_piece_value(self, piece):
if piece == '.':
return 0
return PIECE_VALUES.get(piece.upper(), 0)
def get_positional_bonus(self, r, c, piece):
bonus = 0
center_distance = abs(r - 3.5) + abs(c - 3.5)
bonus += max(0, CENTER_BONUS - center_distance * 3)
if self.isRed:
if r <= 1:
bonus += DEVELOPMENT_BONUS
else:
if r >= 6:
bonus += DEVELOPMENT_BONUS
if piece.upper() == 'W':
friendly_count = 0
for dr in [-1, 0, 1]:
for dc in [-1, 0, 1]:
nr, nc = r + dr, c + dc
if 0 <= nr < 8 and 0 <= nc < 8:
if self.board[nr][nc] != '.':
if (self.isRed and self.is_upper(self.board[nr][nc])) or \
(not self.isRed and self.is_lower(self.board[nr][nc])):
friendly_count += 1
bonus += friendly_count * KING_SAFETY_BONUS
if self.isRed and r > 2:
bonus += 50
elif not self.isRed and r < 5:
bonus += 50
mobility = self.count_mobility(r, c, piece)
bonus += mobility * MOBILITY_BONUS
threat_bonus = self.calculate_threats(r, c, piece)
bonus += threat_bonus * THREAT_BONUS
defense_bonus = self.calculate_defense(r, c, piece)
bonus += defense_bonus * DEFENSE_BONUS
return bonus
def count_mobility(self, r, c, piece):
moves = self.get_piece_moves(r, c, piece)
return len(moves)
def calculate_threats(self, r, c, piece):
threats = 0
moves = self.get_piece_moves(r, c, piece)
for move in moves:
if len(move) == 5 and move[4] is not None:
target = move[4]
if target != '.':
if (self.isRed and self.is_lower(target)) or (not self.isRed and self.is_upper(target)):
threats += 1
return threats
def calculate_defense(self, r, c, piece):
defense = 0
moves = self.get_piece_moves(r, c, piece)
for move in moves:
if len(move) == 5 and move[4] is not None:
target = move[4]
if target != '.':
if (self.isRed and self.is_upper(target)) or (not self.isRed and self.is_lower(target)):
defense += 1
return defense
def evaluate_board(self):
score = 0
for r in range(8):
for c in range(8):
piece = self.board[r][c]
if piece == '.':
continue
piece_value = self.get_piece_value(piece)
positional_bonus = self.get_positional_bonus(r, c, piece)
if (self.isRed and self.is_upper(piece)) or (not self.isRed and self.is_lower(piece)):
score += piece_value + positional_bonus
else:
score -= piece_value + positional_bonus
for i in range(5):
piece_value = PIECE_VALUES[['W', 'N', 'F', 'D', 'A'][i]]
if self.isRed:
score += self.capRed[i] * piece_value
score -= self.capBlue[i] * piece_value
else:
score += self.capBlue[i] * piece_value
score -= self.capRed[i] * piece_value
score += self.evaluate_endgame()
score += self.evaluate_tactical_patterns()
return score
def evaluate_endgame(self):
score = 0
red_pieces = sum(1 for r in range(8) for c in range(8)
if self.board[r][c] != '.' and self.is_upper(self.board[r][c]))
blue_pieces = sum(1 for r in range(8) for c in range(8)
if self.board[r][c] != '.' and self.is_lower(self.board[r][c]))
total_pieces = red_pieces + blue_pieces
if total_pieces <= 8:
for r in range(8):
for c in range(8):
piece = self.board[r][c]
if piece.upper() == 'W':
if (self.isRed and self.is_upper(piece)) or (not self.isRed and self.is_lower(piece)):
center_distance = abs(r - 3.5) + abs(c - 3.5)
score += max(0, 100 - center_distance * 20)
return score
def evaluate_tactical_patterns(self):
score = 0
for r in range(8):
for c in range(8):
piece = self.board[r][c]
if piece == '.':
continue
if self.is_double_attack(r, c, piece):
piece_value = self.get_piece_value(piece)
if (self.isRed and self.is_upper(piece)) or (not self.isRed and self.is_lower(piece)):
score += piece_value * 0.5
else:
score -= piece_value * 0.5
return score
def is_double_attack(self, r, c, piece):
moves = self.get_piece_moves(r, c, piece)
enemy_targets = 0
for move in moves:
if len(move) == 5 and move[4] is not None:
target = move[4]
if target != '.':
if (self.isRed and self.is_lower(target)) or (not self.isRed and self.is_upper(target)):
enemy_targets += 1
return enemy_targets >= 2
def get_all_moves(self, is_red_turn):
moves = []
for r in range(8):
for c in range(8):
piece = self.board[r][c]
if piece == '.':
continue
if is_red_turn and not self.is_upper(piece):
continue
if not is_red_turn and not self.is_lower(piece):
continue
piece_moves = self.get_piece_moves(r, c, piece)
for move in piece_moves:
if self.is_valid_move(move, is_red_turn):
moves.append(move)
captured = self.capRed if is_red_turn else self.capBlue
for i in range(5):
if captured[i] > 0:
piece = (['W', 'N', 'F', 'D', 'A'][i] if is_red_turn else
['w', 'n', 'f', 'd', 'a'][i])
for rr in range(8):
for cc in range(8):
if self.board[rr][cc] == '.':
move = (piece, rr, cc, None, None)
if self.is_valid_move(move, is_red_turn):
moves.append(move)
return moves
def get_piece_moves(self, r, c, piece):
moves = []
t = piece.upper()
if t == 'W':
for i in range(4):
nr, nc = r + drW[i], c + dcW[i]
if 0 <= nr < 8 and 0 <= nc < 8:
moves.append((r, c, nr, nc, self.board[nr][nc]))
elif t == 'N':
for i in range(8):
nr, nc = r + drN[i], c + dcN[i]
if 0 <= nr < 8 and 0 <= nc < 8:
moves.append((r, c, nr, nc, self.board[nr][nc]))
elif t == 'F':
for i in range(4):
nr, nc = r + drF[i], c + dcF[i]
if 0 <= nr < 8 and 0 <= nc < 8:
moves.append((r, c, nr, nc, self.board[nr][nc]))
elif t == 'D':
for i in range(4):
nr, nc = r + drD[i], c + dcD[i]
if 0 <= nr < 8 and 0 <= nc < 8:
moves.append((r, c, nr, nc, self.board[nr][nc]))
elif t == 'A':
for i in range(4):
nr, nc = r + drA[i], c + dcA[i]
if 0 <= nr < 8 and 0 <= nc < 8:
moves.append((r, c, nr, nc, self.board[nr][nc]))
return moves
def is_valid_move(self, move, is_red_turn):
if len(move) == 5 and move[4] is not None:
r1, c1, r2, c2, target = move
piece = self.board[r1][c1]
if piece == '.':
return False
if is_red_turn and not self.is_upper(piece):
return False
if not is_red_turn and not self.is_lower(piece):
return False
if target != '.':
if (is_red_turn and self.is_upper(target)) or (not is_red_turn and self.is_lower(target)):
return False
return True
elif len(move) == 5 and move[4] is None:
piece, r, c, _, _ = move
if self.board[r][c] != '.':
return False
idx = self.index_of(piece)
if idx == -1:
return False
captured = self.capRed if is_red_turn else self.capBlue
if captured[idx] <= 0:
return False
return True
return False
def make_move(self, move):
if len(move) == 5 and move[4] is not None:
r1, c1, r2, c2, target = move
piece = self.board[r1][c1]
self.board[r2][c2] = piece
self.board[r1][c1] = '.'
if target != '.':
idx = self.index_of(target)
if self.isRed:
self.capRed[idx] += 1
else:
self.capBlue[idx] += 1
return target.upper() == 'W'
elif len(move) == 5 and move[4] is None:
piece, r, c, _, _ = move
self.board[r][c] = piece
idx = self.index_of(piece)
if (self.isRed and self.is_upper(piece)) or (not self.isRed and self.is_lower(piece)):
if self.isRed:
self.capRed[idx] -= 1
else:
self.capBlue[idx] -= 1
return False
def unmake_move(self, move, captured_piece=None):
if len(move) == 5 and move[4] is not None:
r1, c1, r2, c2, target = move
piece = self.board[r2][c2]
self.board[r1][c1] = piece
self.board[r2][c2] = target
if target and target != '.':
idx = self.index_of(target)
if self.isRed:
self.capRed[idx] -= 1
else:
self.capBlue[idx] -= 1
elif len(move) == 5 and move[4] is None:
piece, r, c, _, _ = move
self.board[r][c] = '.'
idx = self.index_of(piece)
if (self.isRed and self.is_upper(piece)) or (not self.isRed and self.is_lower(piece)):
if self.isRed:
self.capRed[idx] += 1
else:
self.capBlue[idx] += 1
def order_moves(self, moves, is_red_turn):
def move_priority(move):
if len(move) == 5 and move[4] is not None:
r1, c1, r2, c2, target = move
piece = self.board[r1][c1]
# Base: captures prioritized by target value (and king highest)
capture_score = 0
if target != '.':
target_value = self.get_piece_value(target)
piece_value = self.get_piece_value(piece)
if target.upper() == 'W':
capture_score = 10000
else:
# MVV-LVA style
capture_score = 1000 + target_value - piece_value
# Advancement and centralization
if is_red_turn:
advance_bonus = r2 * 10
else:
advance_bonus = (7 - r2) * 10
center_distance = abs(r2 - 3.5) + abs(c2 - 3.5)
center_bonus = 50 - center_distance * 10
# Defense improvement: simulate move and score added defense for the moved piece
defense_improvement = 0
moved_piece_defense_after = 0
# Simulate quickly
saved_target = self.board[r2][c2]
self.board[r2][c2] = piece
self.board[r1][c1] = '.'
try:
moved_piece_defense_after = self.calculate_defense(r2, c2, piece)
finally:
# revert
self.board[r1][c1] = piece
self.board[r2][c2] = saved_target
defense_improvement = moved_piece_defense_after * 20
return capture_score + advance_bonus + center_bonus + defense_improvement
else:
return 0
return sorted(moves, key=move_priority, reverse=True)
def quiescence(self, alpha, beta, is_red_turn):
# Stand-pat evaluation
stand_pat = self.evaluate_board()
if stand_pat >= beta:
return stand_pat
if stand_pat > alpha:
alpha = stand_pat
# Generate capture moves only for side to move
capture_moves = []
all_moves = self.get_all_moves(is_red_turn)
for mv in all_moves:
if len(mv) == 5 and mv[4] is not None and mv[4] != '.':
capture_moves.append(mv)
# Simple ordering: most valuable victim - least valuable attacker
def cap_key(mv):
r1, c1, r2, c2, target = mv
return self.get_piece_value(target) - self.get_piece_value(self.board[r1][c1])
capture_moves.sort(key=cap_key, reverse=True)
start_check = time.time()
for mv in capture_moves:
# Time guard inside quiescence as well
if time.time() - self.start_time > self.time_limit * 0.98:
break
won = self.make_move(mv)
score = self.quiescence(-beta, -alpha, not is_red_turn)
self.unmake_move(mv)
score = -score
if score >= beta:
return score
if score > alpha:
alpha = score
return alpha
def minimax(self, depth, alpha, beta, maximizing_player, is_red_turn):
if depth <= 0:
return self.quiescence(alpha, beta, is_red_turn)
if time.time() - self.start_time > self.time_limit * 0.98:
return self.evaluate_board()
moves = self.get_all_moves(is_red_turn)
if not moves:
return self.evaluate_board()
moves = self.order_moves(moves, is_red_turn)
# Consider more moves now; ordering will prune via alpha-beta
moves = moves[:20]
if maximizing_player:
max_eval = float('-inf')
for i, move in enumerate(moves):
if not self.is_valid_move(move, is_red_turn):
continue
if i > 5 and time.time() - self.start_time > self.time_limit * 0.8:
break
won = self.make_move(move)
if won:
self.unmake_move(move)
return 10000 if is_red_turn == self.isRed else -10000
eval_score = self.minimax(depth - 1, alpha, beta, False, not is_red_turn)
self.unmake_move(move)
max_eval = max(max_eval, eval_score)
alpha = max(alpha, eval_score)
if beta <= alpha:
break
return max_eval
else:
min_eval = float('inf')
for i, move in enumerate(moves):
if not self.is_valid_move(move, is_red_turn):
continue
if i > 5 and time.time() - self.start_time > self.time_limit * 0.8:
break
won = self.make_move(move)
if won:
self.unmake_move(move)
return 10000 if is_red_turn == self.isRed else -10000
eval_score = self.minimax(depth - 1, alpha, beta, True, not is_red_turn)
self.unmake_move(move)
min_eval = min(min_eval, eval_score)
beta = min(beta, eval_score)
if beta <= alpha:
break
return min_eval
def has_tactical_moves(self, moves):
for move in moves:
if len(move) == 5 and move[4] is not None and move[4] != '.':
return True
return False
def get_best_move(self):
moves = self.get_all_moves(self.isRed)
if not moves:
return None
for move in moves:
won = self.make_move(move)
if won:
self.unmake_move(move)
return move
self.unmake_move(move)
best_move = None
best_score = float('-inf') if self.isRed else float('inf')
moves = self.order_moves(moves, self.isRed)
# Iterative deepening until time budget nearly exhausted
depth = 1
while True:
if time.time() - self.start_time > self.time_limit * 0.95:
break
depth_best_move = None
depth_best_score = float('-inf') if self.isRed else float('inf')
# Expand moves researched with depth
moves_to_search = moves[:min(12, len(moves))]
for move in moves_to_search:
if time.time() - self.start_time > self.time_limit * 0.98:
break
won = self.make_move(move)
if won:
self.unmake_move(move)
return move
score = self.minimax(depth - 1, float('-inf'), float('inf'), False, not self.isRed)
self.unmake_move(move)
if self.isRed:
if score > depth_best_score:
depth_best_score = score
depth_best_move = move
else:
if score < depth_best_score:
depth_best_score = score
depth_best_move = move
if depth_best_move is not None:
best_move = depth_best_move
best_score = depth_best_score
depth += 1
if best_move is None:
for move in moves:
if len(move) == 5 and move[4] is not None and move[4] != '.':
return move
for move in moves:
if len(move) == 5 and move[4] is not None:
r1, c1, r2, c2, target = move
if self.isRed and r2 > r1:
return move
elif not self.isRed and r2 < r1:
return move
return moves[0] if moves else None
return best_move
def get_opening_sequence(self, color):
if color == "red":
return OPENING_BOOK["red"][0]
else:
return OPENING_BOOK["blue"][0]
def format_move(self, move):
if len(move) == 5 and move[4] is not None:
r1, c1, r2, c2, target = move
return chr(ord('a') + r1) + str(c1 + 1) + chr(ord('a') + r2) + str(c2 + 1)
elif len(move) == 5 and move[4] is None:
piece, r, c, _, _ = move
if 0 <= r < 8 and 0 <= c < 8:
return piece + chr(ord('a') + r) + str(c + 1)
return ""
def play_game(self):
line = stdin.readline().strip()
if not line:
sys.exit(0)
if line == "Start":
self.isRed = True
seq = self.get_opening_sequence("red")
stdout.write(seq + "\n")
stdout.flush()
oppseq = stdin.readline().strip()
for i in range(8):
self.board[0][i] = seq[i] if i < len(seq) else '.'
for i in range(8):
self.board[1][i] = seq[8 + i] if 8 + i < len(seq) else '.'
for i in range(8):
self.board[6][i] = oppseq[i] if i < len(oppseq) else '.'
for i in range(8):
self.board[7][i] = oppseq[8 + i] if 8 + i < len(oppseq) else '.'
self.ourTurn = True
else:
self.isRed = False
redseq = line
seq = self.get_opening_sequence("blue")
stdout.write(seq + "\n")
stdout.flush()
for i in range(8):
self.board[0][i] = redseq[i] if i < len(redseq) else '.'
for i in range(8):
self.board[1][i] = redseq[8 + i] if 8 + i < len(redseq) else '.'
for i in range(8):
self.board[6][i] = seq[i] if i < len(seq) else '.'
for i in range(8):
self.board[7][i] = seq[8 + i] if 8 + i < len(seq) else '.'
self.ourTurn = False
while True:
if self.ourTurn:
self.start_time = time.time()
try:
best_move = self.get_best_move()
except Exception as e:
moves = self.get_all_moves(self.isRed)
if moves:
best_move = moves[0]
else:
best_move = None
if best_move is None:
stdout.write("Quit\n")
stdout.flush()
break
move_str = self.format_move(best_move)
if len(move_str) != 4:
moves = self.get_all_moves(self.isRed)
if moves:
for move in moves:
if len(move) == 5 and move[4] is not None:
move_str = self.format_move(move)
if move_str and len(move_str) == 4:
break
# Allow 4-char regular moves and 3-char revival moves
if move_str and (len(move_str) == 4 or len(move_str) == 3):
stdout.write(move_str + "\n")
stdout.flush()
else:
stdout.write("Quit\n")
stdout.flush()
break
won = self.make_move(best_move)
if won:
break
self.ourTurn = False
else:
line = stdin.readline()
if not line:
break
line = line.strip()
if line == "Quit":
break
if len(line) == 4:
r1 = ord(line[0]) - ord('a')
c1 = int(line[1]) - 1
r2 = ord(line[2]) - ord('a')
c2 = int(line[3]) - 1
moving = self.board[r1][c1]
dest = self.board[r2][c2]
self.board[r2][c2] = moving
self.board[r1][c1] = '.'
if dest != '.':
idx = self.index_of(dest)
if self.isRed:
self.capRed[idx] += 1
else:
self.capBlue[idx] += 1
if (self.isRed and dest == 'W') or (not self.isRed and dest == 'w'):
break
elif len(line) == 3:
piece = line[0]
r = ord(line[1]) - ord('a')
c = int(line[2]) - 1
self.board[r][c] = piece
idx = self.index_of(piece)
if (self.isRed and self.is_lower(piece)) or (not self.isRed and self.is_upper(piece)):
if self.isRed:
self.capRed[idx] -= 1
else:
self.capBlue[idx] -= 1
else:
if self.isRed:
self.capBlue[idx] -= 1
else:
self.capRed[idx] -= 1
self.ourTurn = True
if __name__ == "__main__":
ai = ZeroPointOneAI()
ai.play_game()