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Connect_Four_Regular.py
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Connect_Four_Regular.py
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import time
import tkinter as tk
import math
import copy
# Static variables
height = 6
width = 7
board = [[0] * width for i in range(height)]
squareSize = 75
maxDepth = 3
pauseInSeconds = .6
class State:
def __init__(self, boardState, depth, playerSymbol, opponentSymbol, moveMade):
self.boardState = boardState
self.depth = depth
self.playerSymbol = playerSymbol
self.opponentSymbol = opponentSymbol
self.moveMade = moveMade
def miniMaxDecision(boardCopy, playerSymbol):
move = None
highest = -math.inf
operators = generateSuccessors(boardCopy)
for operator in operators:
stateCopy = copy.deepcopy(boardCopy)
stateCopy[operator[0]][operator[1]] = playerSymbol
value = minValue(stateCopy, 0, -playerSymbol)
if value >= highest:
highest = value
move = operator
return move
def maxValue(boardState, currentDepth, playerSym):
if currentDepth == maxDepth or gameOver(boardState, playerSym):
return evaluate(boardState, playerSym, currentDepth)
else:
highest = -math.inf
successors = generateSuccessors(boardState)
for s in successors:
stateCopy = copy.deepcopy(boardState)
stateCopy[s[0]][s[1]] = playerSym
current = minValue(stateCopy, currentDepth + 1, -playerSym)
if current is not None and current >= highest:
highest = current
return highest
def minValue(boardState, currentDepth, playerSym):
if currentDepth == maxDepth or gameOver(boardState, playerSym):
return evaluate(boardState, playerSym, currentDepth)
else:
lowest = math.inf
successors = generateSuccessors(boardState)
for s in successors:
stateCopy = copy.deepcopy(boardState)
stateCopy[s[0]][s[1]] = playerSym
current = maxValue(stateCopy, currentDepth + 1, -playerSym)
if current is not None and current <= lowest:
lowest = current
return lowest
def evaluate(boardCopy, playerSym, depth):
if gameOver(boardCopy, playerSym):
return 1000 - depth
if gameOver(boardCopy, -playerSym):
return -1000 + depth
def playPiece(b, column, playerSym):
for y in range(height):
if b[y][column] == 0 and b[y + 1][column] != 0:
b[y][column] = playerSym
def generateSuccessors(b):
moves = []
for x in range(width):
if b[0][x] == 0:
for y in range(height):
if y == height - 1:
moves.append((y, x))
break
else:
if b[y][x] == 0 and b[y + 1][x] != 0:
moves.append((y, x))
break
return moves
def sameState(board1, board2):
return board1 == board2
# TODO Fix the bug that grants red a win when it shouldn't.
# Comparing strings will not work if players are using "1" and "-1" as tokens (ex: -1 1 1 1) will result in red win
def gameOver(boardToCheck, token):
winningSeq = str(token) * 4
#check rows
for row in range(height):
rowSeq = ""
for col in range(width):
rowSeq += str(boardToCheck[row][col])
if winningSeq in rowSeq:
print("win row", row)
return True
#check columns
for col in range(width):
colSeq = ""
for row in range(height):
colSeq += str(boardToCheck[row][col])
if winningSeq in colSeq:
print("win col", col)
return True
#check diagonals - down and right
for row in range(height - 3):
for col in range(width - 3):
diagonalOffset = 0
diagSeq = ""
for diagonal in range(4):
diagSeq += str(boardToCheck[row + diagonalOffset][col + diagonalOffset])
diagonalOffset += 1
if winningSeq in diagSeq:
return True
#check diagonals - up and right
for row in range(height - 3, height):
for col in range(width - 3):
diagonalOffset = 0
diagSeq = ""
for diagonal in range(4):
diagSeq += str(boardToCheck[row - diagonalOffset][col + diagonalOffset])
diagonalOffset += 1
if winningSeq in diagSeq:
return True
return False
def updateAndDrawGrid(w):
w.delete("all")
w.configure(background="black")
for row in range(height):
for col in range(width):
entry = board[row][col]
if entry == 1:
w.create_oval(col * squareSize, row * squareSize, (col + 1) * squareSize, (row + 1) * squareSize,
fill="red", outline="black")
elif entry == -1:
w.create_oval(col * squareSize, row * squareSize, (col + 1) * squareSize, (row + 1) * squareSize,
fill="yellow", outline="black")
else:
w.create_oval(col * squareSize, row * squareSize, (col + 1) * squareSize, (row + 1) * squareSize,
fill="gray16", outline="black")
w.pack()
if __name__ == "__main__":
root = tk.Tk()
window = tk.Canvas(root, width=width * squareSize, height=height * squareSize)
totalTime = 0
totalMoves = 0
while True:
updateAndDrawGrid(window)
window.update()
time.sleep(pauseInSeconds)
print("Red is thinking...")
bCopy = copy.deepcopy(board)
startTime = time.time()
redMove = miniMaxDecision(bCopy, 1)
endTime = time.time()
totalTime += endTime - startTime
print("Red took " + str(endTime - startTime) + " seconds to decide on a move.")
if redMove is not None:
board[redMove[0]][redMove[1]] = 1
else:
print("Game over. No moves left")
input()
break
totalMoves += 1
updateAndDrawGrid(window)
window.update()
if gameOver(board, 1):
print("RED WINS")
input()
break
time.sleep(pauseInSeconds)
print("Yellow is thinking...")
bCopy = copy.deepcopy(board)
startTime = time.time()
yellowMove = miniMaxDecision(bCopy, -1)
endTime = time.time()
totalTime += endTime - startTime
print("Yellow took " + str(endTime - startTime) + " seconds to decide on a move.")
if yellowMove is not None:
board[yellowMove[0]][yellowMove[1]] = -1
else:
print("Game over. No moves left")
input()
break
# y = int(input())
# x = int(input())
# board[y][x] = -1
totalMoves += 1
updateAndDrawGrid(window)
window.update()
if gameOver(board, -1):
input()
break
# avgTime = totalTime / totalMoves
# print("Average time for AI to make a decision:", avgTime)
print("Pieces played", totalMoves)