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Gomoku.py
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# Gomoku is Japanese name for the popular game - five in a row.
# Running python Gomoku.py will reveal the syntax for the program.
# Here is an example: python Gomoku.py computer Bot1 computer Bot2 9
import sys
import random
import time
from os import system
class Stone:
"""Stone class contains the type of the stone and allows for proper
representation on the board.
"""
def __init__(self, color):
self.color = color
def __repr__(self):
if self.color == 'black':
return '●'
elif self.color == 'white':
return '◯'
class Board:
"""Board class contains board size and remembers all the stones that have
been placed on the board. It also evaluates if a move is valid and if one
side has won the game, and allows for proper representation of the board.
"""
def __init__(self, size):
self.size = size
self.board = dict()
self.pattern_pos = None
# initialize an empty board
for row in range(self.size):
for col in range(self.size):
self.board[(row, col)] = None
# return True if move is valid, False otherwise
def eval_move(self, row, col):
if row >= self.size or row < 0 or col >= self.size or col < 0:
return False
elif self.board[(row, col)] is not None:
return False
else:
return True
# check if there is five in a row/col/diagonally on the board
# return the positions if there is, None otherwise.
def eval_win(self):
pattern = Pattern(board)
pattern_pos = pattern.find_pattern_row(5)
if(len(pattern_pos['black'])>0 or len(pattern_pos['white'])>0):
return pattern_pos
pattern_pos = pattern.find_pattern_col(5)
if(len(pattern_pos['black'])>0 or len(pattern_pos['white'])>0):
return pattern_pos
pattern_pos = pattern.find_pattern_diag1(5)
if(len(pattern_pos['black'])>0 or len(pattern_pos['white'])>0):
return pattern_pos
pattern_pos = pattern.find_pattern_diag2(5)
if(len(pattern_pos['black'])>0 or len(pattern_pos['white'])>0):
return pattern_pos
return None
def __repr__(self):
board_string = ' '
for col in range(self.size):
# ensure proper alignment
if col+1 < 10:
board_string += str(col+1) + ' '
else:
board_string += str(col+1) + ' '
board_string += '\n'
for row in range(self.size):
if row+1 <10:
board_string += str(row+1) + ' '
else:
board_string += str(row+1) + ' '
for col in range(self.size):
if self.board[(row, col)] is None:
board_string += '· '
else:
if self.pattern_pos is None:
board_string += str(self.board[(row, col)])
board_string += ' '
else:
pattern_pos = self.pattern_pos['black'] + self.pattern_pos['white']
if (row, col) in pattern_pos[0]:
# colorama code for coloring the stone in red
board_string += '\033[31m'
board_string += str(self.board[(row, col)])
board_string += '\033[39m'
board_string += ' '
else:
board_string += str(self.board[(row, col)])
board_string += ' '
board_string += '\n'
return board_string
class Pattern:
"""Pattern is class for checking patterns. Currently implemented patterns
include n in a row/col/diagonally. Potential other patterns inculde
evaluating sequences with gaps inside, as well as checking liberties on
both sides of the sequence.
"""
def __init__(self, board):
self.board = board
def find_pattern_row(self, n):
stone = None
counter = 0
pos = []
pattern_position = {'black':[], 'white':[]}
for row in range(self.board.size):
for col in range(self.board.size):
if self.board.board[(row, col)] is None:
counter = 0
pos = []
next
else:
if self.board.board[(row, col)] == stone:
# same stone as the previous one
counter +=1
pos.append((row, col))
if counter == n:
pattern_position[stone.color].append(pos.copy())
counter = 0
pos = []
else: # different stone from previous stone
counter = 1
pos = [(row, col)]
stone = self.board.board[(row, col)]
counter = 0
pos = []
stone = None
return pattern_position
def find_pattern_diag1(self, n):
stone = None
counter = 0
pos = []
pattern_position = {'black':[], 'white':[]}
# looping matrix diagonally is tricky algebraically
# the method I used referenced athe following stackoverflow post.
# https://stackoverflow.com/questions/20420065/loop-diagonally-through-two-dimensional-array
for k in range(self.board.size*2):
for j in range(k+1):
i = k - j
if i < self.board.size and j < self.board.size:
if self.board.board[(i, j)] is None:
counter = 0
pos = []
next
else:
if self.board.board[(i, j)] == stone:
counter += 1
pos.append((i, j))
if counter == n:
pattern_position[stone.color].append(pos.copy())
counter = 0
pos = []
else:
counter = 1
pos = [(i, j)]
stone = self.board.board[(i, j)]
counter = 0
pos = []
stone = None
return pattern_position
# transposes board and use find_pattern_row
# this design choice minimizes code duplication
def find_pattern_col(self, n):
board_t = Board(self.board.size)
for row in range(self.board.size):
for col in range(self.board.size):
board_t.board[(col, row)] = self.board.board[(row, col)]
pattern_position_t = Pattern(board_t).find_pattern_row(n)
pattern_position = {'black':[], 'white':[]}
while(pattern_position_t['black']):
tmp_t = pattern_position_t['black'].pop()
tmp = [(row, col) for col, row in tmp_t]
pattern_position['black'].append(tmp)
while(pattern_position_t['white']):
tmp_t = pattern_position_t['white'].pop()
tmp = [(row, col) for col, row in tmp_t]
pattern_position['white'].append(tmp)
return pattern_position
# flips board and use find_pattern_diag1
def find_pattern_diag2(self, n):
board_t = Board(self.board.size)
for row in range(self.board.size):
for col in range(self.board.size):
board_t.board[(self.board.size-1-row, col)] = self.board.board[(row, col)]
pattern_position_t = Pattern(board_t).find_pattern_diag1(n)
pattern_position = {'black':[], 'white':[]}
while(pattern_position_t['black']):
tmp_t = pattern_position_t['black'].pop()
tmp = [(self.board.size-1-row, col) for row, col in tmp_t]
pattern_position['black'].append(tmp)
while(pattern_position_t['white']):
tmp_t = pattern_position_t['white'].pop()
tmp = [(self.board.size-1-row, col) for row, col in tmp_t]
pattern_position['white'].append(tmp)
return pattern_position
class Strategy():
"""Strategy class includes two strategy building blocks, i.e. strat_block
and strat_extend. choose_move method uses these two building blocks to
specify the computer's overall strategy in a clear and readable manner.
"""
def __init__(self):
pass
def choose_move(self, board, stone):
move = self.strat_extend(board, stone, 4)
if move is not None:
return move
move = self.strat_block(board, stone, 4)
if move is not None:
return move
move = self.strat_block(board, stone, 3)
if move is not None:
return move
move = self.strat_extend(board, stone, 3)
if move is not None:
return move
move = self.strat_extend(board, stone, 2)
if move is not None:
return move
# if the strategies above suggest no moves, then choose at random
# in the middle of the board. This is used mostly in the begainning
# of the game.
mid = round(board.size/2)
row, col = mid, mid
n = 0
while not board.eval_move(row, col) and n<20:
row = random.randint(mid-2, mid+2)
col = random.randint(mid-2, mid+2)
n += 1
if n < 20:
return (row, col)
# this is used towards later in the game, when computer choose randomly
# on the entire board. If after 100 times and yet a valid move has not
# been found, computer will choose to fold by sending the code (999,999)
n = 0
while not board.eval_move(row, col) and n<100:
row = random.randint(0, board.size-1)
col = random.randint(0, board.size-1)
n += 1
if n<100:
return (row, col)
else:
return (999, 999)
def strat_block(self, board, stone, n):
"""When opponent has made n in a row, block opponent. This section has
some code repetition and there might be an elegant way to extract the
logic into a separate method. However, as is, readability is good."""
if stone.color == 'black':
opponent_color = 'white'
else:
opponent_color = 'black'
pattern = Pattern(board)
pattern_pos = pattern.find_pattern_row(n)
while(pattern_pos[opponent_color]):
pos = pattern_pos[opponent_color].pop()
row = pos[0][0]
col = pos[0][1]-1
valid = board.eval_move(row, col)
if valid:
return (row, col)
row = pos[len(pos)-1][0]
col = pos[len(pos)-1][1]+1
valid = board.eval_move(row, col)
if valid:
return (row, col)
pattern_pos = pattern.find_pattern_col(n)
while(pattern_pos[opponent_color]):
pos = pattern_pos[opponent_color].pop()
row = pos[0][0]-1
col = pos[0][1]
valid = board.eval_move(row, col)
if valid:
return (row, col)
row = pos[len(pos)-1][0]+1
col = pos[len(pos)-1][1]
valid = board.eval_move(row, col)
if valid:
return (row, col)
pattern_pos = pattern.find_pattern_diag1(n)
while(pattern_pos[opponent_color]):
pos = pattern_pos[opponent_color].pop()
row = pos[0][0]+1
col = pos[0][1]-1
valid = board.eval_move(row, col)
if valid:
return (row, col)
row = pos[len(pos)-1][0]-1
col = pos[len(pos)-1][1]+1
valid = board.eval_move(row, col)
if valid:
return (row, col)
pattern_pos = pattern.find_pattern_diag2(n)
while(pattern_pos[opponent_color]):
pos = pattern_pos[opponent_color].pop()
row = pos[0][0]-1
col = pos[0][1]-1
valid = board.eval_move(row, col)
if valid:
return (row, col)
row = pos[len(pos)-1][0]+1
col = pos[len(pos)-1][1]+1
valid = board.eval_move(row, col)
if valid:
return (row, col)
return None
def strat_extend(self, board, stone, n):
"""When player has made n in a row, extend. The moves to extend are the
same as the moves taken when opponent tries to block."""
if stone.color == 'black':
opponent_stone = Stone('white')
else:
opponent_stone = Stone('black')
return self.strat_block(board, opponent_stone, n)
class Player:
"""Player class is a parent class that stores the name and stone.
"""
def __init__(self, name, color):
self.name = name
self.stone = Stone(color)
def play(self):
print("{}'s turn".format(self.name))
class Player_Human(Player):
"""Player_Human class has procedures to ask human player for input.
"""
def __init__(self, name, stone):
super().__init__(name, stone)
def play(self, board):
super().play()
valid = False
while(not valid):
while True:
try:
row = int(input("row: "))
col = int(input("col: "))
except ValueError:
print("Not an integer. Please try again.")
continue
else:
break
valid = board.eval_move(row-1, col-1)
if not valid:
print("""
Invalid move. Please make sure that values provided
are within the board size, and position does not overlap with
existing stones.""")
board.board[row-1, col-1] = self.stone
class Player_Computer(Player):
"""Player_Computer has procedures to let computer to play the next move.
"""
def __init__(self, name, stone):
super().__init__(name, stone)
self.strategy = Strategy()
def play(self, board):
super().play()
time.sleep(1)
row, col = self.strategy.choose_move(board, self.stone)
if row == 999 and col == 999: # fold
return 999
if board.eval_move(row, col):
board.board[row, col] = self.stone
else:
print("""
Invalid move attempted by Computer {}. Please fix the
computer algorithm. Position attempted: ({}, {})""".format(
self.name, row+1, col+1))
sys.exit()
class Gomoku:
"""Gomoku class manages data and overall flow of the game.
"""
def __init__(self,
board,
player1,
player2):
self.board = board
self.player1 = player1
self.player2 = player2
self.steps = 0
self.finished = False
self.turn = self.player1
self.winner = None
system('clear')
print('Step:', self.steps, '\n')
print(board)
def game(self):
x1, x2 = None, None # x1 and x2 are indicators if player folds
while not self.finished:
self.steps += 1
if self.turn == self.player1:
x1 = self.player1.play(self.board)
self.turn = self.player2
else:
x2 = self.player2.play(self.board)
self.turn = self.player1
pattern_pos = self.board.eval_win()
if pattern_pos is not None:
self.finished = True
self.board.pattern_pos = pattern_pos
if x1 == 999 or x2 == 999:
self.finished = True
system('clear')
print('Step:', self.steps, '\n')
print(self.board)
if self.steps == self.board.size ** 2 + 1 and pattern_pos is None:
print('Draw! What a game!')
if x1 == 999:
print('{} folds.'.format(self.player1.name))
elif x2 == 999:
print('{} folds.'.format(self.player2.name))
else:
if self.turn == self.player1:
self.winner = self.player2
else:
self.winner = self.player1
print('{} has won!'.format(self.winner.name))
if __name__ == "__main__":
try:
_, p1_type, p1_name, p2_type, p2_name, size = sys.argv
if p1_type not in ['human', 'computer']:
raise ValueError
if p2_type not in ['human', 'computer']:
raise ValueError
if size not in ['9', '13', '19']:
raise ValueError
except ValueError:
print("""
Please use the following format.
python Play_Gomoku.py p1_type p1_name p2_type p2_name board_size.
p1_type, p2_type be either human or computer.
p1_name, p2_name can each be a string without space.
board_size are integer values 9, 13 and 19.
""")
sys.exit()
board = Board(int(size))
if p1_type == 'human':
p1 = Player_Human(p1_name, 'black')
else:
p1 = Player_Computer(p1_name, 'black')
if p2_type == 'human':
p2 = Player_Human(p2_name, 'white')
else:
p2 = Player_Computer(p2_name, 'white')
gomoku = Gomoku(board, p1, p2)
gomoku.game()