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connect_4_with_ai.py
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connect_4_with_ai.py
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import numpy
import pygame
import sys
import math
import random
# setup of connect 4 matrix
COL_COUNT = 7
ROW_COUNT = 6
PLAYER_PIECE = 1
AI_PIECE = 2
EMPTY_PIECE = 0
WINDOW_LENGTH = 4
# players
PLAYER = 0
AI = 1
# connect 4 board set up
BLUE = (0, 0, 225)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
# functions
def create_board():
# matrix to represent board
board = numpy.zeros((ROW_COUNT, COL_COUNT))
return board
def drop_piece(board, row, col, piece):
# 0 - empty space, 1 - player 1 piece, 2 - player2 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 increment_turn():
global turn
turn += 1
turn = turn % 2
def change_board_orientation(board):
print(numpy.flip(board, 0))
def winning_move(board, piece):
# check row for 4 in a row: horizontal
for c in range(COL_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 row for 4 in a row: vertical
for c in range(COL_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 row for 4 in a row: negative diagonal
for c in range(COL_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
# check row for 4 in a row: positive diagonal
for c in range(COL_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
def score_window(window, piece):
score = 0
opponent_piece = PLAYER_PIECE
if piece == PLAYER_PIECE:
opponent_piece = AI_PIECE
if window.count(piece) == 4:
score += 100
elif window.count(piece) == 3 and window.count(EMPTY_PIECE) == 1:
score += 5
elif window.count(piece) == 2 and window.count(EMPTY_PIECE) == 2:
score += 2
if window.count(opponent_piece) == 3 and window.count(EMPTY_PIECE) == 1:
score -= 4
return score
def draw_board(board):
for c in range(COL_COUNT):
for r in range(ROW_COUNT):
pygame.draw.rect(screen, BLUE, ((c * SQUARE_SIZE),
(r * SQUARE_SIZE) + SQUARE_SIZE, SQUARE_SIZE, SQUARE_SIZE))
pygame.draw.circle(screen, BLACK, (int(c * SQUARE_SIZE + SQUARE_SIZE / 2), int(r * SQUARE_SIZE + SQUARE_SIZE + SQUARE_SIZE / 2)), RADIUS)
for c in range(COL_COUNT):
for r in range(ROW_COUNT):
if board[r][c] == PLAYER_PIECE:
draw_circle(c, r, RED)
if board[r][c] == AI_PIECE:
draw_circle(c, r, YELLOW)
pygame.display.update()
def draw_circle(c, r, colour):
pygame.draw.circle(screen, colour, (int(c * SQUARE_SIZE + SQUARE_SIZE / 2),
height - int(r * SQUARE_SIZE + SQUARE_SIZE / 2)), RADIUS)
def score_position(board, piece):
score = 0
# prioritise the centre of the board
centre_array = [int(i) for i in list(board[:, COL_COUNT // 2])]
centre_count = centre_array.count(piece)
score += centre_count * 3
# check horizontal score
for r in range(ROW_COUNT):
row_array = [int(i) for i in list(board[r, :])]
for c in range(COL_COUNT - 3):
# breaking matrix up into slices of 4
window = row_array[c:c+WINDOW_LENGTH]
score += score_window(window, piece)
# check vertical score
for c in range(COL_COUNT):
column_array = [int(i) for i in list(board[:, c])]
for r in range(ROW_COUNT - 3):
# breaking matrix up into slices of 4
window = column_array[r:r+WINDOW_LENGTH]
score += score_window(window, piece)
# check positively sloped diagonal score
for r in range(ROW_COUNT - 3):
for c in range(COL_COUNT - 3):
window = [board[r+i][c+i] for i in range(WINDOW_LENGTH)]
score += score_window(window, piece)
# check negatively sloped diagonal score
for r in range(ROW_COUNT - 3):
for c in range(COL_COUNT - 3):
window = [board[r+3-i][c+i] for i in range(WINDOW_LENGTH)]
score += score_window(window, piece)
return score
def get_valid_locations(board):
valid_locations = []
for column in range(COL_COUNT):
if is_valid_location(board, column):
valid_locations.append(column)
return valid_locations
def choose_optimum_move(board, piece):
# returns the column of the best column in which to drop the next piece
best_score = -10000
valid_locations = get_valid_locations(board)
best_col = random.choice(valid_locations)
# simulate dropping in a piece to calculate highest possible scores
for column in valid_locations:
row = get_next_open_row(board, column)
# copy existing board to create a temporary board without modifying existing board
temp_board = board.copy()
drop_piece(temp_board, row, column, piece)
score = score_position(temp_board, piece)
if score > best_score:
best_score = score
best_col = column
return best_col
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 minimax(board, depth, alpha, beta, maximising_player):
valid_locations = get_valid_locations(board)
is_terminal = is_terminal_node(board)
if depth == 0 or is_terminal:
if is_terminal:
# game is over
if winning_move(board, AI_PIECE):
return None, 10000000
elif winning_move(board, PLAYER_PIECE):
return None, -10000000
else:
return None, 0
else:
# depth = 0
return None, score_position(board, AI_PIECE)
if maximising_player:
value = -math.inf
chosen_column = random.choice(valid_locations)
for column in valid_locations:
row = get_next_open_row(board, column)
board_copy = board.copy()
drop_piece(board_copy, row, column, AI_PIECE)
new_score = minimax(board_copy, depth-1, alpha, beta, False)[1]
if new_score > value:
value = new_score
chosen_column = column
alpha = max(alpha, value)
if alpha >= beta:
break
return chosen_column, value
else:
# minimising player
value = math.inf
chosen_column = random.choice(valid_locations)
for column in valid_locations:
row = get_next_open_row(board, column)
board_copy = board.copy()
drop_piece(board_copy, row, column, PLAYER_PIECE)
new_score = minimax(board_copy, depth-1, alpha, beta, True)[1]
if new_score < value:
value = new_score
chosen_column = column
beta = min(beta, value)
if alpha >= beta:
break
return chosen_column, value
# game status
game_over = False
turn = random.randint(0, 1)
pygame.init()
# screen set up
SQUARE_SIZE = 100
width = COL_COUNT * SQUARE_SIZE
height = (ROW_COUNT+1) * SQUARE_SIZE
RADIUS = int(SQUARE_SIZE/2 - (SQUARE_SIZE/10))
size = (width, height)
screen = pygame.display.set_mode(size)
pygame.display.set_caption('Connect 4')
# instantiations
board = create_board()
change_board_orientation(board)
draw_board(board)
pygame.display.update()
win_text = pygame.font.SysFont("helvetica", 75)
while not game_over:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.MOUSEMOTION:
pygame.draw.rect(screen, BLACK, (0, 0, width, SQUARE_SIZE))
pos_x = event.pos[0]
if turn == PLAYER:
pygame.draw.circle(screen, RED, (pos_x, int(SQUARE_SIZE/2)), RADIUS)
pygame.display.update()
if event.type == pygame.MOUSEBUTTONDOWN:
pygame.draw.rect(screen, BLACK, (0, 0, width, SQUARE_SIZE))
if turn == PLAYER:
pos_x = event.pos[0]
col = int(math.floor(pos_x/SQUARE_SIZE))
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):
label = win_text.render("You win!", 1, RED)
screen.blit(label, (width / 2 - label.get_width() / 2, 25))
game_over = True
increment_turn()
# AI move
if turn == AI and not game_over:
col, minimax_score = minimax(board, 5, -math.inf, math.inf, True)
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):
label = win_text.render("AI wins!", 1, YELLOW)
screen.blit(label, (width / 2 - label.get_width() / 2, 25))
game_over = True
change_board_orientation(board)
draw_board(board)
increment_turn()
if game_over:
pygame.time.wait(3000)