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knockout_whist.py
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knockout_whist.py
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#!/usr/bin/env python
from copy import deepcopy
import random
from framework import GameState, Card, ismcts
class KnockoutWhistState(GameState):
""" A state of the game Knockout Whist.
See http://www.pagat.com/whist/kowhist.html for a full description of the rules.
For simplicity of implementation, this version of the game does not include the "dog's life" rule
and the trump suit for each round is picked randomly rather than being chosen by one of the players.
"""
def __init__(self, n):
""" Initialise the game state. n is the number of players (from 2 to 7).
"""
GameState.__init__(self)
self.number_of_players = n
self.player_to_move = 1
self.tricks_in_round = 7
self.player_hands = {p: [] for p in xrange(1, self.number_of_players + 1)}
self.discards = []
self.current_trick = []
self.trump_suit = None
self.tricks_taken = {}
self.knocked_out = {p: False for p in
xrange(1, self.number_of_players + 1)}
self._deal()
def clone(self):
""" Create a deep clone of this game state.
"""
st = KnockoutWhistState(self.number_of_players)
st.player_to_move = self.player_to_move
st.tricks_in_round = self.tricks_in_round
st.player_hands = deepcopy(self.player_hands)
st.discards = deepcopy(self.discards)
st.current_trick = deepcopy(self.current_trick)
st.trump_suit = self.trump_suit
st.tricks_taken = deepcopy(self.tricks_taken)
st.knocked_out = deepcopy(self.knocked_out)
return st
def clone_and_randomize(self, observer):
""" Create a deep clone of this game state, randomizing any information
not visible to the specified observer player.
"""
st = self.clone()
# The observer can see his own hand and the cards in the current trick,
# and can remember the cards played in previous tricks
seen_cards = st.player_hands[observer] + st.discards + \
[card for (player, card) in st.current_trick]
# The observer can't see the rest of the deck
unseen_cards = [card for card in st._get_card_deck()
if card not in seen_cards]
# _deal the unseen cards to the other players
random.shuffle(unseen_cards)
for p in xrange(1, st.number_of_players + 1):
if p != observer:
# _deal cards to player p
# Store the size of player p's hand
num_cards = len(self.player_hands[p])
# Give player p the first num_cards unseen cards
st.player_hands[p] = unseen_cards[:num_cards]
# Remove those cards from unseen_cards
unseen_cards = unseen_cards[num_cards:]
return st
@staticmethod
def _get_card_deck():
""" Construct a standard deck of 52 cards.
"""
return [Card(rank, suit) for rank in xrange(2, 14 + 1) for suit in
['C', 'D', 'H', 'S']]
def _deal(self):
""" Reset the game state for the beginning of a new round, and _deal the cards.
"""
self.discards = []
self.current_trick = []
self.tricks_taken = {p: 0 for p in xrange(1, self.number_of_players + 1)}
# Construct a deck, shuffle it, and _deal it to the players
deck = self._get_card_deck()
random.shuffle(deck)
for p in xrange(1, self.number_of_players + 1):
self.player_hands[p] = deck[:self.tricks_in_round]
deck = deck[self.tricks_in_round:]
# Choose the trump suit for this round
self.trump_suit = random.choice(['C', 'D', 'H', 'S'])
def get_next_player(self, p):
""" Return the player to the left of the specified player, skipping players who have been knocked out
"""
next_player = (p % self.number_of_players) + 1
# Skip any knocked-out players
while next_player != p and self.knocked_out[next_player]:
next_player = (next_player % self.number_of_players) + 1
return next_player
def do_move(self, move):
""" update a state by carrying out the given move.
Must update player_to_move.
"""
# Store the played card in the current trick
self.current_trick.append((self.player_to_move, move))
# Remove the card from the player's hand
self.player_hands[self.player_to_move].remove(move)
# Find the next player
self.player_to_move = self.get_next_player(self.player_to_move)
# If the next player has already played in this trick, then the trick is over
if any(True for (player, card) in self.current_trick if
player == self.player_to_move):
# Sort the plays in the trick: those that followed suit (in ascending rank order), then any trump plays (in ascending rank order)
(leader, lead_card) = self.current_trick[0]
suited_plays = [(player, card.rank) for (player, card) in
self.current_trick if card.suit == lead_card.suit]
trump_plays = [(player, card.rank) for (player, card) in
self.current_trick if card.suit == self.trump_suit]
sorted_plays = sorted(suited_plays,
key=lambda (aplayer, rank): rank) + sorted(
trump_plays, key=lambda (aplayer, rank): rank)
# The winning play is the last element in sorted_plays
trick_winner = sorted_plays[-1][0]
# update the game state
self.tricks_taken[trick_winner] += 1
self.discards += [card for (player, card) in self.current_trick]
self.current_trick = []
self.player_to_move = trick_winner
# If the next player's hand is empty, this round is over
if not self.player_hands[self.player_to_move]:
self.tricks_in_round -= 1
self.knocked_out = {
p: (self.knocked_out[p] or self.tricks_taken[p] == 0) for p in
xrange(1, self.number_of_players + 1)}
# If all but one players are now knocked out, the game is over
if len([x for x in self.knocked_out.itervalues() if
x == False]) <= 1:
self.tricks_in_round = 0
self._deal()
def get_moves(self):
""" Get all possible moves from this state.
"""
hand = self.player_hands[self.player_to_move]
if not self.current_trick:
# May lead a trick with any card
return hand
else:
(leader, lead_card) = self.current_trick[0]
# Must follow suit if it is possible to do so
cards_in_suit = [card for card in hand if card.suit == lead_card.suit]
if cards_in_suit:
return cards_in_suit
else:
# Can't follow suit, so can play any card
return hand
def get_result(self, player):
""" Get the game result from the viewpoint of player.
"""
return 0 if (self.knocked_out[player]) else 1
def __repr__(self):
""" Return a human-readable representation of the state
"""
result = "Round %i" % self.tricks_in_round
result += " | P%i: " % self.player_to_move
result += ",".join(
str(card) for card in self.player_hands[self.player_to_move])
result += " | Tricks: %i" % self.tricks_taken[self.player_to_move]
result += " | Trump: %s" % self.trump_suit
result += " | Trick: ["
result += ",".join(
("%i:%s" % (player, card)) for (player, card) in self.current_trick)
result += "]"
return result
def play_game():
""" Play a sample game between two ismcts players.
"""
state = KnockoutWhistState(4)
while state.get_moves():
print str(state)
# Use different numbers of iterations (simulations, tree nodes) for different players
if state.player_to_move == 1:
m = ismcts(rootstate=state, itermax=1000, verbose=False)
else:
m = ismcts(rootstate=state, itermax=100, verbose=False)
print "Best Move: " + str(m) + "\n"
state.do_move(m)
someone_won = False
for p in xrange(1, state.number_of_players + 1):
if state.get_result(p) > 0:
print "Player " + str(p) + " wins!"
someone_won = True
if not someone_won:
print "Nobody wins!"
if __name__ == "__main__":
play_game()