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%%HTML
<style>
.container { width:100% }
</style>
The global variable Cache
is used as a cache for the function value
defined later.
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Cache = {}
The function memoize
takes a function f
as its argument. It returns a memoized version of the function f
. This memoized version will store all results in the Cache
and look them up instead of recomputing them.
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def memoize(f):
global Cache
def f_memoized(*args):
if args in Cache:
return Cache[args]
result = f(*args)
Cache[args] = result
return result
return f_memoized
In order to have some variation in our game, we use random numbers to choose between optimal moves.
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import random
random.seed(1)
Given a player p
, the function other(p)
computes the opponent of p
. This assumes that there are only two players and the set of all players is stored in the global variable Players
.
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other = lambda p: [o for o in Players if o != p][0]
The function value
takes two arguments:
State
is the current state of the game,player
is a player.The function value
returns the value that the given State
has for player
if both players play optimal game. This values is an element from the set $\{-1, 0, 1\}$.
player
can force a win, the return value is 1
.player
can at best force a draw, the return value is 0
.player
might loose even when playing optimal, the return value is -1
.For reasons of efficiency, this function is memoized.
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@memoize
def value(State, player):
if finished(State):
return utility(State, player)
return max([ -value(ns, other(player)) for ns in next_states(State, player) ])
The function best_move
takes two arguments:
State
is the current state of the game,player
is a player.The function best_move
returns a pair of the form $(v, s)$ where $s$ is a state and $v$ is the value of this state. The state $s$ is a state that is reached from State
if player
makes one of her optimal moves. In order to have some variation in the game, the function randomly chooses any of the optimal moves.
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def best_move(State, player):
NS = next_states(State, player)
bestVal = value(State, player)
BestMoves = [s for s in NS if -value(s, other(player)) == bestVal]
BestState = random.choice(BestMoves)
return bestVal, BestState
The next line is needed because we need the function IPython.display.clear_output
to clear the output in a cell.
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import IPython.display
The function play_game
plays on the given canvas
. The game played is specified indirectly by specifying the following:
Start
is a global variable defining the start state of the game.next_states
is a function such that $\texttt{next_states}(s, p)$ computes the set of all possible states that can be reached from state $s$ if player $p$ is next to move.finished
is a function such that $\texttt{finished}(s)$ is true for a state $s$ if the game is over in state $s$.utility
is a function such that $\texttt{utility}(s, p)$ returns either -1
, 0
, or 1
in the terminal state $s$. We have that
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def play_game(canvas):
State = Start
while (True):
firstPlayer = Players[0]
val, State = best_move(State, firstPlayer);
draw(State, canvas, f'For me, the game has the value {val}.')
if finished(State):
final_msg(State)
break
IPython.display.clear_output(wait=True)
State = get_move(State)
draw(State, canvas, '')
if finished(State):
IPython.display.clear_output(wait=True)
final_msg(State)
break
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%run Tic-Tac-Toe.ipynb
With memoization, computing the value of the start state takes 95 ms. Without memoization, it takes 5 seconds.
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%%time
val = value(Start, 'X')
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val
We check how many different states are stored in the Cache
.
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len(Cache)
Let's draw the board.
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canvas = create_canvas(Start)
draw(Start, canvas, f'Current value of game for "X": {val}')
Now its time to play. In the input window that will pop up later, enter your move in the format "row,col" with no space between row and column.
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play_game(canvas)
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