The following code is based on the code provided by the book Artificial Intelligence: A Modern Approach in http://aima.cs.berkeley.edu/python/readme.html.
In [86]:
class Game:
"""A game is similar to a problem, but it has a utility for each
state and a terminal test instead of a path cost and a goal
test. To create a game, subclass this class and implement
legal_moves, make_move, utility, and terminal_test. You may
override display and successors or you can inherit their default
methods. You will also need to set the .initial attribute to the
initial state; this can be done in the constructor."""
def legal_moves(self, state):
"Return a list of the allowable moves at this point."
abstract
def make_move(self, move, state):
"Return the state that results from making a move from a state."
abstract
def utility(self, state, player):
"Return the value of this final state to player."
abstract
def terminal_test(self, state):
"Return True if this is a final state for the game."
return not self.legal_moves(state)
def to_move(self, state):
"Return the player whose move it is in this state."
return state.to_move
def display(self, state):
"Print or otherwise display the state."
print state
def successors(self, state):
"Return a list of legal (move, state) pairs."
return [(move, self.make_move(move, state))
for move in self.legal_moves(state)]
def __repr__(self):
return '<%s>' % self.__class__.__name__
In [87]:
def argmin(seq, fn):
"""Return an element with lowest fn(seq[i]) score; tie goes to first one.
>>> argmin(['one', 'to', 'three'], len)
'to'
"""
best = seq[0]; best_score = fn(best)
for x in seq:
x_score = fn(x)
if x_score < best_score:
best, best_score = x, x_score
return best
def argmax(seq, fn):
"""Return an element with highest fn(seq[i]) score; tie goes to first one.
>>> argmax(['one', 'to', 'three'], len)
'three'
"""
return argmin(seq, lambda x: -fn(x))
Minimax search function
In [98]:
def alphabeta_search(state, game, d=float('inf'), cutoff_test=None, eval_fn=None):
"""Search game to determine best action; use alpha-beta pruning.
This version cuts off search and uses an evaluation function."""
player = game.to_move(state)
def max_value(state, alpha, beta, depth):
if cutoff_test(state, depth):
return eval_fn(state, player)
v = -float('inf')
for (a, s) in game.successors(state):
v = max(v, min_value(s, alpha, beta, depth+1))
if v >= beta:
return v
alpha = max(alpha, v)
return v
def min_value(state, alpha, beta, depth):
if cutoff_test(state, depth):
return eval_fn(state, player)
v = float('inf')
for (a, s) in game.successors(state):
v = min(v, max_value(s, alpha, beta, depth+1))
if v <= alpha:
return v
beta = min(beta, v)
return v
# Body of alphabeta_search starts here:
# The default test cuts off at depth d or at a terminal state
cutoff_test = (cutoff_test or
(lambda state,depth: depth>d or game.terminal_test(state)))
eval_fn = eval_fn or (lambda state, player: game.utility(state, player))
action, state = argmax(game.successors(state),
lambda ((a, s)): min_value(s, -float('inf'), float('inf'), 0))
return action
In [99]:
def num_or_str(x):
"""The argument is a string; convert to a number if possible, or strip it.
>>> num_or_str('42')
42
>>> num_or_str(' 42x ')
'42x'
"""
if isnumber(x): return x
try:
return int(x)
except ValueError:
try:
return float(x)
except ValueError:
return str(x).strip()
def isnumber(x):
"Is x a number? We say it is if it has a __int__ method."
return hasattr(x, '__int__')
A player that makes a query for each move
In [100]:
def query_player(game, state):
"Make a move by querying standard input."
game.display(state)
return num_or_str(raw_input('Your move? '))
A player that chooses a move at random
In [101]:
import random
def random_player(game, state):
"A player that chooses a legal move at random."
return random.choice(game.legal_moves(state))
A player that uses minimimax alpha-beta search
In [102]:
def alphabeta_player(game, state):
return alphabeta_search(state, game)
A function that receives a list of players and call each player alternatively
In [103]:
def play_game(game, *players):
"Play an n-person, move-alternating game."
state = game.initial
while True:
for player in players:
move = player(game, state)
state = game.make_move(move, state)
if game.terminal_test(state):
return game.utility(state, 0)
In [104]:
class Struct:
"""Create an instance with argument=value slots.
This is for making a lightweight object whose class doesn't matter."""
def __init__(self, **entries):
self.__dict__.update(entries)
def __cmp__(self, other):
if isinstance(other, Struct):
return cmp(self.__dict__, other.__dict__)
else:
return cmp(self.__dict__, other)
def __repr__(self):
args = ['%s=%s' % (k, repr(v)) for (k, v) in vars(self).items()]
return 'Struct(%s)' % ', '.join(args)
The following class models the last-stone game:
In [114]:
class LastStone(Game):
def __init__(self, stones):
self.initial = Struct(to_move=0, heap = stones)
def legal_moves(self, state):
"Return a list of the allowable moves at this point."
return range(1, min(3, state.heap) + 1)
def make_move(self, move, state):
"Return the state that results from making a move from a state."
return Struct(to_move = 1 - state.to_move,
heap = state.heap - move)
def utility(self, state, player):
"Return the value of this final state to player."
if state.to_move == player:
return -1
else:
return 1
def terminal_test(self, state):
"Return True if this is a final state for the game."
return not self.legal_moves(state)
def to_move(self, state):
"Return the player whose move it is in this state."
return state.to_move
def display(self, state):
"Print or otherwise display the state."
print state
def successors(self, state):
"Return a list of legal (move, state) pairs."
return [(move, self.make_move(move, state))
for move in self.legal_moves(state)]
An interactive game against the computer, can you win?
In [ ]:
play_game(LastStone(10), query_player, alphabeta_player)
In [113]:
def eval_fn(state, player):
### Your code here ###
return 0
def smart_player(game, state):
return alphabeta_search(state, game, d = 2, eval_fn = eval_fn)
result = play_game(LastStone(10), smart_player, alphabeta_player)
if result == 1:
print "Smart player wins"
else:
print "Smart player loses"
In [ ]:
class LastStone3Heaps(Game):
def __init__(self, k, heap1, heap2, heap3):
pass
def legal_moves(self, state):
"Return a list of the allowable moves at this point."
pass
def make_move(self, move, state):
"Return the state that results from making a move from a state."
pass
def utility(self, state, player):
"Return the value of this final state to player."
pass
def terminal_test(self, state):
"Return True if this is a final state for the game."
pass
def to_move(self, state):
"Return the player whose move it is in this state."
pass
def display(self, state):
"Print or otherwise display the state."
pass
def successors(self, state):
"Return a list of legal (move, state) pairs."
pass