292 lines
9.2 KiB
Python
292 lines
9.2 KiB
Python
import random, math, time, signal
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class PlayerEngine:
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def __init__(self, player, logger, heuristic, options: dict = {}):
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# init logger do display informations
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self.player = player
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self.logger = logger
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self.heuristic = heuristic
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self.options = options
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self.interrupt_search = False
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self.logger.info("Init engine {}, options:{}".format(
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self.__class__.__name__,
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self.options
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))
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def get_move(self, board):
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self.logger.info("engine: {} - player:{}".format(
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self.__class__.__name__,
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self.get_player_name(self.player)
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))
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def get_player_moves(self, board):
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moves = board.legal_moves()
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if self.options['randomize_moves'] is True:
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random.shuffle(moves)
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return moves
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@staticmethod
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def get_player_name(player):
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return 'White (O)' if player == 2 else 'Black (X)'
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class RandomPlayerEngine(PlayerEngine):
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def get_move(self, board):
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super().get_move(board)
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moves = board.legal_moves()
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return random.choice(moves)
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class HumanPlayerEngine(PlayerEngine):
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def get_move(self, board):
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super()
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move = None
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while move is None:
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user_input = input("Please enter player {} move, `print` to display board and `help` possible moves : ".format(
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self.get_player_name(self.player)
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))
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move = self.validate_input(user_input, board)
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return move
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@staticmethod
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def validate_input(input, board):
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if input == 'print':
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print(board.show_board())
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return None
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if input == 'help':
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print('{}'.format(board.legal_moves()))
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return None
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if len(input) != 2:
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return None
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x = int(input[0])
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y = int(input[1])
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if not board.is_valid_move(board._nextPlayer, x, y):
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return None
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return [board._nextPlayer, x, y]
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class MinmaxPlayerEngine(PlayerEngine):
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def get_move(self, board):
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super().get_move(board)
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move, score = self._call(board, self.options['depth'])
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return move
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def _call(self, board, depth):
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value = -math.inf
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nodes = 1
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leafs = 0
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move = []
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moves = self.get_player_moves(board)
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for m in moves:
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board.push(m)
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v, n, l = self.checkMinMax(board, False, depth - 1)
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if v > value:
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value = v
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move = m
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self.logger.debug("\tfound a better move: {} (heuristic:{})".format(
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move,
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value
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))
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nodes += n
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leafs += l
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board.pop()
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self.logger.info("Tree statistics:\n\tnodes:{}\n\tleafs:{}\n\theuristic:{}".format(
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nodes,
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leafs,
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value
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))
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return move, value
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def checkMinMax(self, board, friend_move:bool, depth :int = 2):
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nodes = 1
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leafs = 0
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move = []
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if depth == 0 or board.is_game_over() or self.interrupt_search:
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leafs +=1
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return self.heuristic.get(board, self.player), nodes, leafs
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if friend_move:
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value = -math.inf
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moves = self.get_player_moves(board)
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for m in moves:
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board.push(m)
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v, n, l = self.checkMinMax(board, False, depth - 1)
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if v > value:
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value = v
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nodes += n
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leafs += l
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board.pop()
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else:
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value = math.inf
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moves = self.get_player_moves(board)
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for m in moves:
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board.push(m)
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v, n, l = self.checkMinMax(board, True, depth - 1)
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if v < value:
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value = v
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board.pop();
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nodes += n
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leafs += l
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return value, nodes, leafs
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class AlphabetaPlayerEngine(PlayerEngine):
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def get_move(self, board):
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super().get_move(board)
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move, heuristic = self._call(board, self.options['depth'])
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return move
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def _call(self, board, depth):
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self.logger.debug("Enter AlphaBeta function")
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alpha = -math.inf
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beta = math.inf
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nodes = 1
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leafs = 0
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move = []
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moves = self.get_player_moves(board)
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for m in moves:
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board.push(m)
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value, n, l = self.checkAlphaBeta(board, False, depth - 1, alpha, beta)
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board.pop()
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nodes += n
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leafs += l
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if value >= alpha:
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alpha = value
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move = m
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self.logger.debug("\t-> found a better move: {} | heuristic:{})".format(
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move,
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alpha
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))
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self.logger.info("Tree statistics:\n\tnodes:{}\n\tleafs:{}\n\theuristic:{}".format(
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nodes,
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leafs,
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alpha
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))
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return move, alpha
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def checkAlphaBeta(self, board, friend_move : bool, depth, alpha, beta):
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nodes = 1
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leafs = 0
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if depth == 0 or board.is_game_over() or self.interrupt_search:
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leafs +=1
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return self.heuristic.get(board, self.player), nodes, leafs
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if friend_move:
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moves = self.get_player_moves(board)
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for m in moves:
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board.push(m)
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v, n, l = self.checkAlphaBeta(board, False, depth - 1, alpha, beta)
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board.pop()
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alpha = max(alpha,v)
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nodes += n
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leafs += l
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if alpha >= beta:
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self.logger.debug("\t - Beta pruning - alpha:{} / beta:{}".format(
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alpha,
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beta
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))
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return beta, nodes, leafs
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return alpha, nodes, leafs
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else:
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moves = self.get_player_moves(board)
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for m in moves:
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board.push(m)
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v, n, l = self.checkAlphaBeta(board, True, depth - 1, alpha, beta)
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board.pop();
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beta = min(beta, v)
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nodes += n
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leafs += l
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if alpha >= beta:
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self.logger.debug("\t - Alpha pruning | alpha:{} | beta:{}".format(
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alpha,
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beta
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))
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return alpha, nodes, leafs
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return beta, nodes, leafs
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class MinmaxDeepeningPlayerEngine(MinmaxPlayerEngine):
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def get_move(self, board):
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super().get_move(board)
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self.interrupt_search = False
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# Get an alarm signal to stop iterations
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signal.signal(signal.SIGALRM, self.alarm_handler)
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signal.alarm(self.options['time_limit'])
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depth = 1
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heuristic = -math.inf
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move = None
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# We can go deeper than blank place in our board, then we must get
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# numbers of avaible place
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max_depth = (board.get_board_size()**2) - (
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board.get_nb_pieces()[0] + board.get_nb_pieces()[1])
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# Iterate depth while our alarm does not trigger and there is enougth
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# avaiable move to play
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while not self.interrupt_search and depth <= max_depth:
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current_move, current_heuristic = self._call(board, depth)
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# return the current move onli if heuristic is better than previous
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# iteration
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if current_heuristic > heuristic:
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move = current_move
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depth = depth + 1
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self.logger.debug("id_minmax - depth reached: {} | max depth : {}".format(
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depth - 1,
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max_depth
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))
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return move
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def alarm_handler(self, signal, frame):
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self.logger.debug("Raise SIGALMR Signal")
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self.interrupt_search = True
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class AlphaBetaDeepeningPlayerEngine(AlphabetaPlayerEngine):
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def get_move(self, board):
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self.interrupt_search = False
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# Get an alarm signal to stop iterations
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signal.signal(signal.SIGALRM, self.alarm_handler)
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signal.alarm(self.options['time_limit'])
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depth = 1
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heuristic = -math.inf
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move = None
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# We can go deeper than blank place in our board, then we must get
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# numbers of avaible place
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max_depth = (board.get_board_size()**2) - (
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board.get_nb_pieces()[0] + board.get_nb_pieces()[1])
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# Iterate depth while our alarm does not trigger and there is enougth
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# avaiable move to play
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while not self.interrupt_search and depth <= max_depth:
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current_move, current_heuristic = self._call(board, depth)
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# return the current move only if heuristic is better than previous
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# iteration can be possible id iteration is stopped by timer
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if current_heuristic > heuristic:
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move = current_move
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depth = depth + 1
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self.logger.debug("id_minmax - depth reached: {} | max depth : {}".format(
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depth - 1,
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max_depth
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))
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return move
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def alarm_handler(self, signal, frame):
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self.logger.debug("Raise SIGALMR Signal")
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self.interrupt_search = True
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