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connect4_minimax.py
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196 lines (164 loc) · 6.21 KB
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import numpy as np
ROW_COUNT = 6
COLUMN_COUNT = 7
EMPTY = 0
PLAYER_PIECE = 1
AI_PIECE = 2
def create_board():
return np.zeros((ROW_COUNT, COLUMN_COUNT))
def drop_piece(board, row, col, piece):
board[row][col] = piece
def is_valid_location(board, col):
return board[ROW_COUNT-1][col] == 0
def get_next_open_row(board, col):
for r in range(ROW_COUNT):
if board[r][col] == 0:
return r
def print_board(board):
print(np.flip(board, 0))
def winning_move(board, piece):
# Check horizontal locations
for c in range(COLUMN_COUNT-3):
for r in range(ROW_COUNT):
if board[r][c] == piece and board[r][c+1] == piece and board[r][c+2] == piece and board[r][c+3] == piece:
return True
# Check vertical locations
for c in range(COLUMN_COUNT):
for r in range(ROW_COUNT-3):
if board[r][c] == piece and board[r+1][c] == piece and board[r+2][c] == piece and board[r+3][c] == piece:
return True
# Check positively sloped diagonals
for c in range(COLUMN_COUNT-3):
for r in range(ROW_COUNT-3):
if board[r][c] == piece and board[r+1][c+1] == piece and board[r+2][c+2] == piece and board[r+3][c+3] == piece:
return True
# Check negatively sloped diagonals
for c in range(COLUMN_COUNT-3):
for r in range(3, ROW_COUNT):
if board[r][c] == piece and board[r-1][c+1] == piece and board[r-2][c+2] == piece and board[r-3][c+3] == piece:
return True
def evaluate_window(window, piece):
score = 0
opponent_piece = PLAYER_PIECE if piece == AI_PIECE else AI_PIECE
if window.count(piece) == 4:
score += 100
elif window.count(piece) == 3 and window.count(EMPTY) == 1:
score += 5
elif window.count(piece) == 2 and window.count(EMPTY) == 2:
score += 2
if window.count(opponent_piece) == 3 and window.count(EMPTY) == 1:
score -= 4
return score
def score_position(board, piece):
score = 0
# Score center column
center_array = [int(i) for i in list(board[:, COLUMN_COUNT//2])]
center_count = center_array.count(piece)
score += center_count * 3
# Score horizontal
for r in range(ROW_COUNT):
row_array = [int(i) for i in list(board[r,:])]
for c in range(COLUMN_COUNT-3):
window = row_array[c:c+4]
score += evaluate_window(window, piece)
# Score vertical
for c in range(COLUMN_COUNT):
col_array = [int(i) for i in list(board[:,c])]
for r in range(ROW_COUNT-3):
window = col_array[r:r+4]
score += evaluate_window(window, piece)
# Score positive sloped diagonal
for r in range(ROW_COUNT-3):
for c in range(COLUMN_COUNT-3):
window = [board[r+i][c+i] for i in range(4)]
score += evaluate_window(window, piece)
# Score negative sloped diagonal
for r in range(ROW_COUNT-3):
for c in range(COLUMN_COUNT-3):
window = [board[r+3-i][c+i] for i in range(4)]
score += evaluate_window(window, piece)
return score
def is_terminal_node(board):
return winning_move(board, PLAYER_PIECE) or winning_move(board, AI_PIECE) or len(get_valid_locations(board)) == 0
def get_valid_locations(board):
valid_locations = []
for col in range(COLUMN_COUNT):
if is_valid_location(board, col):
valid_locations.append(col)
return valid_locations
def minimax(board, depth, alpha, beta, maximizing_player):
valid_locations = get_valid_locations(board)
is_terminal = is_terminal_node(board)
if depth == 0 or is_terminal:
if is_terminal:
if winning_move(board, AI_PIECE):
return (None, 100000000000000)
elif winning_move(board, PLAYER_PIECE):
return (None, -10000000000000)
else: # Game is over, no more valid moves
return (None, 0)
else: # Depth is zero
return (None, score_position(board, AI_PIECE))
if maximizing_player:
value = -np.Inf
column = np.random.choice(valid_locations)
for col in valid_locations:
row = get_next_open_row(board, col)
board_copy = board.copy()
drop_piece(board_copy, row, col, AI_PIECE)
new_score = minimax(board_copy, depth-1, alpha, beta, False)[1]
if new_score > value:
value = new_score
column = col
alpha = max(alpha, value)
if alpha >= beta:
break
return column, value
else: # Minimizing player
value = np.Inf
column = np.random.choice(valid_locations)
for col in valid_locations:
row = get_next_open_row(board, col)
board_copy = board.copy()
drop_piece(board_copy, row, col, PLAYER_PIECE)
new_score = minimax(board_copy, depth-1, alpha, beta, True)[1]
if new_score < value:
value = new_score
column = col
beta = min(beta, value)
if alpha >= beta:
break
return column, value
def get_ai_move(board):
return minimax(board, 4, -np.Inf, np.Inf, True)[0]
def main():
board = create_board()
game_over = False
turn = 0
while not game_over:
# Player's turn
if turn == 0:
col = int(input("Player 1 make your selection (0-6): "))
if is_valid_location(board, col):
row = get_next_open_row(board, col)
drop_piece(board, row, col, PLAYER_PIECE)
if winning_move(board, PLAYER_PIECE):
print("Player 1 wins!")
game_over = True
# AI's turn
else:
print("AI Player's turn: ")
col = get_ai_move(board)
if is_valid_location(board, col):
row = get_next_open_row(board, col)
drop_piece(board, row, col, AI_PIECE)
if winning_move(board, AI_PIECE):
print("AI wins!")
game_over = True
print_board(board)
turn += 1
turn %= 2
if game_over:
print("Game Over")
if __name__ == "__main__":
main()