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agents.py
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agents.py
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import random
from heuristic import Heuristic
class SearchTimeout(Exception):
"""Subclass base exception for code clarity."""
pass
class MinimaxPlayer:
def __init__(self, search_depth=3, score_cls=Heuristic(), timeout=10.):
'''
Game-playing agent that chooses a move using minimax search.
You must finish and test this player to make sure it properly uses
minimax to return a good move before the search time limit expires.
Params
----------
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.
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.
'''
self.search_depth = search_depth
self.score = score_cls.get_score
self.TIMER_THRESHOLD = timeout
def search(self, game, time_left):
'''
Search for the best move from the available legal moves and return a
result before the time limit expires.
Parameters
----------
game : `connect4.Connect4`
An instance of `connect4.Connect4` encoding the current state of the game.
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
Board row corresponding to a legal move; may return
-1 if there are no available legal moves.
'''
self.time_left = time_left
best_move = -1
try:
return self.minimax(game, self.search_depth)
except SearchTimeout:
print('timeout')
pass
return best_move
def minimax(self, game, depth):
'''
Implement minimax search algorithm as described in the lectures.
This should be a modified version of MINIMAX-DECISION in the AIMA text.
https://github.com/aimacode/aima-pseudocode/blob/master/md/Minimax-Decision.md
**********************************************************************
You MAY add additional methods to this class, or define helper
functions to implement the required functionality.
**********************************************************************
Parameters
----------
game : `connect4.Connect4`
An instance of `connect4.Connect4` encoding the current state of the game.
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
Returns
-------
int
The board row of the best move found in the current search;
-1 if there no legal move is found
Notes
-----
(1) You MUST use the `self.score()` method for board evaluation
to participate in the tournament; you cannot call any other evaluation
function directly.
(2) If you use any helper functions (e.g., as shown in the AIMA pseudocode)
then you must copy the timer check into the top of each helper function
or else your agent will timeout while playing.
'''
'''
TODO
----
initialize a best_move variable to -1
initialize a depth variable to 1
while there is time left do a search at the current depth and increase depth by 1
when time runs out, return the best move found
'''
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
return self.minimax_search(game, depth)
def terminal_state(self, game):
'''
Checks if the game has ended
Parameters
----------
game : `connect4.Connect4`
An instance of `connect4.Connect4` encoding the current state of the game.
'''
return not game.available_moves
def min_value(self, game, depth):
'''
Finds the lowest utility among all the posible actions from the given board
Parameters
----------
game : `connect4.Connect4`
An instance of `connect4.Connect4` encoding the current state of the game.
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
Returns
-------
float
The lowest utility value found among all the actions for the given board state.
'''
'''
TODO
----
add an alpha parameter.
add a beta parameter.
add alpha and beta to the max_value call
for each action if util <= alpha return util
for each action update beta with the min between beta and util
'''
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
if depth == 0:
return(self.score(game))
if self.terminal_state(game):
return(self.score(game))
util = float('inf')
actions = random.sample(game.available_moves, len(game.available_moves))
for action in actions:
util = min(util, self.max_value(game.sim_move(action), depth-1))
return util
def max_value(self, game, depth):
'''
Finds the highest utility among all the posible actions from the given board
Parameters
----------
game : `connect4.Connect4`
An instance of `connect4.Connect4` encoding the current state of the game.
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
Returns
-------
float
The highest utility value found among all the actions for the given board state.
'''
'''
TODO
----
add an alpha parameter.
add a beta parameter.
add alpha and beta to the min_value call
for each action if util >= beta return util
for each action update alpha with the max between alpha and util
'''
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
if depth == 0:
return(self.score(game))
if self.terminal_state(game):
return(self.score(game))
util = float('-inf')
actions = random.sample(game.available_moves, len(game.available_moves))
for action in actions:
util = max(util, self.min_value(game.sim_move(action), depth-1))
return util
def minimax_search(self, game, depth):
'''
Finds the best action among all the posible actions from the given board
Parameters
----------
game : `connect4.Connect4`
An instance of `connect4.Connect4` encoding the current state of the game.
depth : int
Depth is an integer representing the maximum number of plies to
search in the game tree before aborting
Returns
-------
int
Board row corresponding to a legal move.
'''
'''
TODO
----
add an alpha parameter.
add a beta parameter.
add alpha and beta to the min_value call
get a randomized list of available actions
initialize a best_score and best move variables
initialize a util variable to keep track of the value returned by min_value
for each action if util > best_score update best_score and best_move
for each action update alpha with the max between alpha and util
'''
if self.time_left() < self.TIMER_THRESHOLD:
raise SearchTimeout()
return max(random.sample(game.available_moves, len(game.available_moves)),
key=lambda m: self.min_value(game.sim_move(m), depth-1))