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"""This file contains all the classes you must complete for this project.
You can use the test cases in agent_test.py to help during development, and
augment the test suite with your own test cases to further test your code.
You must test your agent's strength against a set of agents with known
relative strength using tournament.py and include the results in your report.
"""
import random
class Timeout(Exception):
"""Subclass base exception for code clarity."""
pass
def custom_score(game, player):
"""Calculate the heuristic value of a game state from the point of view
of the given player.
Note: this function should be called from within a Player instance as
`self.score()` -- you should not need to call this function directly.
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
player : object
A player instance in the current game (i.e., an object corresponding to
one of the player objects `game.__player_1__` or `game.__player_2__`.)
Returns
-------
float
The heuristic value of the current game state to the specified player.
"""
# TODO: finish this function!
return weighted_chances_heuristic(game, player)
def aggressive_heuristic(game, player):
if game.is_loser(player):
return float("-inf")
if game.is_winner(player):
return float("inf")
my_moves = len(game.get_legal_moves(player))
opponent_moves = len(game.get_legal_moves(game.get_opponent(player)))
return my_moves - 1.5 * opponent_moves
def defensive_heuristic(game, player):
if game.is_loser(player):
return float("-inf")
if game.is_winner(player):
return float("inf")
my_moves = len(game.get_legal_moves(player))
opponent_moves = len(game.get_legal_moves(game.get_opponent(player)))
return 1.5 * my_moves - opponent_moves
def maximizing_win_chances_heuristic(game, player):
if game.is_loser(player):
return float("-inf")
if game.is_winner(player):
return float("inf")
my_moves = 1.0 * len(game.get_legal_moves(player))
opponent_moves = len(game.get_legal_moves(game.get_opponent(player)))
if my_moves == 0:
return float("-inf")
if opponent_moves == 0:
return float("inf")
return my_moves/opponent_moves
def minimizing_losing_chances_heuristic(game, player):
if game.is_loser(player):
return float("-inf")
if game.is_winner(player):
return float("inf")
my_moves = len(game.get_legal_moves(player))
opponent_moves = 1.0 * len(game.get_legal_moves(game.get_opponent(player)))
if my_moves == 0:
return float("-inf")
if opponent_moves == 0:
return float("inf")
return -opponent_moves/my_moves
def chances_heuristic(game, player):
if game.is_loser(player):
return float("-inf")
if game.is_winner(player):
return float("inf")
my_moves = len(game.get_legal_moves(player))
opponent_moves = len(game.get_legal_moves(game.get_opponent(player)))
return my_moves*my_moves - opponent_moves*opponent_moves
def weighted_chances_heuristic(game, player):
if game.is_loser(player):
return float("-inf")
if game.is_winner(player):
return float("inf")
my_moves = len(game.get_legal_moves(player))
opponent_moves = len(game.get_legal_moves(game.get_opponent(player)))
return my_moves*my_moves - 1.5*opponent_moves*opponent_moves
def weighted_chances_heuristic_2(game, player):
if game.is_loser(player):
return float("-inf")
if game.is_winner(player):
return float("inf")
my_moves = len(game.get_legal_moves(player))
opponent_moves = len(game.get_legal_moves(game.get_opponent(player)))
return 1.5*my_moves*my_moves - opponent_moves*opponent_moves
class CustomPlayer:
"""Game-playing agent that chooses a move using your evaluation function
and a depth-limited minimax algorithm with alpha-beta pruning. You must
finish and test this player to make sure it properly uses minimax and
alpha-beta to return a good move before the search time limit expires.
Parameters
----------
search_depth : int (optional)
A strictly positive integer (i.e., 1, 2, 3,...) for the number of
layers in the game tree to explore for fixed-depth search. (i.e., a
depth of one (1) would only explore the immediate sucessors of the
current state.)
score_fn : callable (optional)
A function to use for heuristic evaluation of game states.
iterative : boolean (optional)
Flag indicating whether to perform fixed-depth search (False) or
iterative deepening search (True).
method : {'minimax', 'alphabeta'} (optional)
The name of the search method to use in get_move().
timeout : float (optional)
Time remaining (in milliseconds) when search is aborted. Should be a
positive value large enough to allow the function to return before the
timer expires.
"""
def __init__(self, search_depth=3, score_fn=custom_score,
iterative=True, method='minimax', timeout=10.):
self.search_depth = search_depth
self.iterative = iterative
self.score = score_fn
self.method = method
self.time_left = None
self.TIMER_THRESHOLD = timeout - 0.5
def get_move(self, game, legal_moves, time_left):
"""Search for the best move from the available legal moves and return a
result before the time limit expires.
This function must perform iterative deepening if self.iterative=True,
and it must use the search method (minimax or alphabeta) corresponding
to the self.method value.
**********************************************************************
NOTE: If time_left < 0 when this function returns, the agent will
forfeit the game due to timeout. You must return _before_ the
timer reaches 0.
**********************************************************************
Parameters
----------
game : `isolation.Board`
An instance of `isolation.Board` encoding the current state of the
game (e.g., player locations and blocked cells).
legal_moves : list<(int, int)>
A list containing legal moves. Moves are encoded as tuples of pairs
of ints defining the next (row, col) for the agent to occupy.
time_left : callable
A function that returns the number of milliseconds left in the
current turn. Returning with any less than 0 ms remaining forfeits
the game.
Returns
-------
(int, int)
Board coordinates corresponding to a legal move; may return
(-1, -1) if there are no available legal moves.
"""
self.time_left = time_left
# Perform any required initializations, including selecting an initial
# move from the game board (i.e., an opening book), or returning
# immediately if there are no legal moves
move = (-1, -1)
if not legal_moves:
return move
search_strategy = eval('self.' + self.method)
try:
# The search method call (alpha beta or minimax) should happen in
# here in order to avoid timeout. The try/except block will
# automatically catch the exception raised by the search method
# when the timer gets close to expiring
if self.iterative:
for depth in range(1, game.width * game.height):
score, move = search_strategy(game, depth)
if score == float('inf'):
break
else:
score, move = search_strategy(game, self.search_depth)
pass
except Timeout:
# Handle any actions required at timeout, if necessary
pass
if move == (-1, -1):
move = legal_moves[random.randint(0, len(legal_moves) - 1)]
# Return the best move from the last completed search iteration
return move
def minimax(self, game, depth, maximizing_player=True):
"""Implement the minimax search algorithm as described in the lectures.
Parameters
----------
game : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
maximizing_player : bool
Flag indicating whether the current search depth corresponds to a
maximizing layer (True) or a minimizing layer (False)
Returns
-------
float
The score for the current search branch
tuple(int, int)
The best move for the current branch; (-1, -1) for no legal moves
Notes
-----
(1) You MUST use the `self.score()` method for board evaluation
to pass the project unit tests; you cannot call any other
evaluation function directly.
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise Timeout()
if depth == 0:
return self.score(game, self), game.get_player_location(self)
ret_score = float('-inf') if maximizing_player else float('inf')
ret_move = (-1, -1)
player = self if maximizing_player else game.get_opponent(self)
possible_moves = game.get_legal_moves(player)
if len(possible_moves) == 0:
return self.score(game, self), (-1, -1)
for move in possible_moves:
score, _move = self.minimax(game.forecast_move(move), depth - 1, not maximizing_player)
if maximizing_player:
if score >= ret_score:
ret_score = score
ret_move = move
else:
if score <= ret_score:
ret_score = score
ret_move = move
return ret_score, ret_move
def alphabeta(self, game, depth, alpha=float("-inf"), beta=float("inf"), maximizing_player=True):
"""Implement minimax search with alpha-beta pruning as described in the
lectures.
Parameters
----------
game : isolation.Board
An instance of the Isolation game `Board` class representing the
current game state
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
alpha : float
Alpha limits the lower bound of search on minimizing layers
beta : float
Beta limits the upper bound of search on maximizing layers
maximizing_player : bool
Flag indicating whether the current search depth corresponds to a
maximizing layer (True) or a minimizing layer (False)
Returns
-------
float
The score for the current search branch
tuple(int, int)
The best move for the current branch; (-1, -1) for no legal moves
Notes
-----
(1) You MUST use the `self.score()` method for board evaluation
to pass the project unit tests; you cannot call any other
evaluation function directly.
"""
if self.time_left() < self.TIMER_THRESHOLD:
raise Timeout()
if depth == 0:
return self.score(game, self), game.get_player_location(self)
ret_score = float('-inf') if maximizing_player else float('inf')
ret_move = (-1, -1)
possible_moves = game.get_legal_moves(self) if maximizing_player else game.get_legal_moves(
game.get_opponent(self))
if len(possible_moves) == 0:
return self.score(game, self), (-1, -1)
for move in possible_moves:
score, _move = self.alphabeta(game.forecast_move(move), depth - 1, alpha, beta, not maximizing_player)
if maximizing_player:
if score >= ret_score:
ret_score = score
ret_move = move
if ret_score >= beta:
return ret_score, ret_move
alpha = max(ret_score, alpha)
else:
if score <= ret_score:
ret_score = score
ret_move = move
if ret_score <= alpha:
return ret_score, ret_move
beta = min(ret_score, beta)
return ret_score, ret_move