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degemmed.py
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degemmed.py
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import random, copy, sys
import pygame
from itertools import combinations_with_replacement
from pygame.locals import *
WINDOWWIDTH = 600 # width of the program's window, in pixels
WINDOWHEIGHT = 600 # height in pixels
GEMIMAGESIZE = 64 # width & height of each space in pixels
NUMMATCHSOUNDS = 6
MOVERATE = 25 # 1 to 100, larger num means faster animations
DEDUCTSPEED = 0.8 # reduces score by 1 point every DEDUCTSPEED seconds.
BGCOLOR = Color("#4ba173") # background color on the screen
GRIDCOLOR = Color("#63d297") # color of the game board
SCORECOLOR = Color("#deffce") # color of the text for the player's score
USER_INPUT = False
PRINT_BOARDS = False
WIDTH = 8
HEIGHT = 8
GEMS = ["△", "◆", "◙", "▩", "◎", "◓"] #, "▢"]
XMARGIN = int((WINDOWWIDTH - GEMIMAGESIZE * WIDTH) / 2)
YMARGIN = int((WINDOWHEIGHT - GEMIMAGESIZE * HEIGHT) / 2)
AGENT = "expectimax"
BOARDCELLS = []
for x in range(WIDTH):
BOARDCELLS.append([])
for y in range(HEIGHT):
r = pygame.Rect((XMARGIN + x * GEMIMAGESIZE,
YMARGIN + y * GEMIMAGESIZE,
GEMIMAGESIZE,
GEMIMAGESIZE))
BOARDCELLS[x].append(r)
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
# Load the images
GEMIMAGES = []
for i in range(1, len(GEMS)+1):
gemImage = pygame.image.load('res/gem%s.png' % i)
if gemImage.get_size() != (GEMIMAGESIZE, GEMIMAGESIZE):
gemImage = pygame.transform.smoothscale(gemImage, (GEMIMAGESIZE, GEMIMAGESIZE))
GEMIMAGES.append(gemImage)
def main():
# initialize pygame
pygame.init()
BASICFONT = pygame.font.Font('freesansbold.ttf', 36)
pygame.display.set_caption('Dejeweled')
BOARD = [[random.randrange(len(GEMS)) for c in range(WIDTH)] for r in range(HEIGHT)]
SCORE = MOVES = GEMS_CLEARED = CASCADES = 0
# clear spawned matches
while get_matches(BOARD) != []:
for match in get_matches(BOARD):
for gem in match:
BOARD[gem[1]][gem[0]] = random.randrange(len(GEMS))
# game loop
while True:
# check if the current board has valid moves
if not get_valid_swaps(BOARD): break
if PRINT_BOARDS:
print("\nscore: ", SCORE)
print_board(BOARD)
# check if the user quit
for event in pygame.event.get():
if event.type == KEYDOWN and event.key == K_ESCAPE:
pygame.quit()
sys.exit()
# get next swap
if USER_INPUT:
print("enter pairs to swap: x1 y1 x2 y2")
coords = [int(val) for val in input().split(" ")]
else:
current_node = Node(BOARD, SCORE, 0)
coords = current_node.get_next_swap(AGENT)
MOVES += 1
# make swap on prospective next board
next_board = copy.deepcopy(BOARD)
swap_gems(next_board,coords[0], coords[1], coords[2], coords[3])
# check that match is valid
matches = get_matches(next_board)
if matches == []: continue
BOARD = next_board
# track if we are cascading
settled_once = False
# clear matches and increment score until settled
while get_matches(BOARD) != []:
if settled_once: CASCADES += 1
for match in get_matches(BOARD):
for gem in match:
SCORE += (10 + (len(match) - 3) * 10)
BOARD[gem[1]][gem[0]] = " "
GEMS_CLEARED += 1
settled_once = True
drop_and_fill(BOARD)
# draw the board
DISPLAYSURF.fill(BGCOLOR)
draw_board(BOARD)
# draw the score
scoreImg = BASICFONT.render(str(SCORE), 1, SCORECOLOR)
scoreRect = scoreImg.get_rect()
scoreRect.bottomleft = (10, WINDOWHEIGHT - 6)
DISPLAYSURF.blit(scoreImg, scoreRect)
# draw the name of the agent
agentImg = BASICFONT.render(str(AGENT), 1, SCORECOLOR)
agentRect = agentImg.get_rect()
agentRect.bottomright = (WINDOWWIDTH - 10, WINDOWHEIGHT - 6)
DISPLAYSURF.blit(agentImg, agentRect)
# update the display
pygame.display.update()
print("GAME OVER")
print_board(BOARD)
print("agent: ", AGENT)
print("final score: ", SCORE)
print("moves: ", MOVES)
print("gems cleared: ", GEMS_CLEARED)
print("cascades: ", CASCADES)
print("avg gems/move: ", float(GEMS_CLEARED) / float(MOVES))
print("avg score/move: ", float(SCORE) / float(MOVES))
wait_on_user()
def get_gem(board, x, y):
'''
get gem on board at specified (x, y)
ensures x and y are within bounds of board
'''
if not (0 <= x < WIDTH and 0 <= y < HEIGHT): return " "
else: return board[y][x]
def swap_gems(board,x1,y1,x2,y2):
'''
Swap two gems on a board given their coordinates
'''
board[y1][x1], board[y2][x2] = board[y2][x2], board[y1][x1]
def get_matches(board):
'''
return a list of groups of gems in matching triplets that should be removed
[[(x1,y1),(x2,y2),(x3,y3)],...]
'''
groups_to_remove = []
board_copy = copy.deepcopy(board)
# loop through each space, check for 3 adjacent identical gems
for x in range(WIDTH):
for y in range(HEIGHT):
# look for horizontal matches
if board_copy[y][x] == get_gem(board_copy,x+1,y) == get_gem(board_copy,x+2,y) != " ":
target = board_copy[y][x]
offset = 0
gems = []
while get_gem(board_copy,x+offset,y) == target:
gems.append((x+offset, y))
board_copy[y][x+offset] = " "
offset += 1
groups_to_remove.append(gems)
# look for vertical matches
if board_copy[y][x] == get_gem(board_copy,x,y+1) == get_gem(board_copy,x,y+2) != " ":
target = board_copy[y][x]
offset = 0
gems = []
while get_gem(board_copy,x,y+offset) == target:
gems.append((x,y+offset))
board_copy[y+offset][x] = " "
offset += 1
groups_to_remove.append(gems)
return groups_to_remove
def get_valid_swaps(board):
'''
Return a list of pairs to swap
'''
swaps = set()
# X represents a gem of a specific type
for x in range(WIDTH):
for y in range(HEIGHT):
current_gem = board[y][x]
if(current_gem == get_gem(board, x+1, y) != " "):
# Case _ X x _
# check left up
if(current_gem == get_gem(board, x-1, y-1)):
swaps.add((x-1, y-1, x-1, y))
# check left down
if(current_gem == get_gem(board, x-1, y+1)):
swaps.add((x-1, y, x-1, y+1))
# check left left
if(current_gem == get_gem(board, x-2, y)):
swaps.add((x-2, y, x-1, y))
# check right up
if(current_gem == get_gem(board, x+2, y-1)):
swaps.add((x+2, y-1, x+2, y))
# check right down
if(current_gem == get_gem(board, x+2, y+1)):
swaps.add((x+2, y, x+2, y+1))
# check right right
if(current_gem == get_gem(board, x+3, y)):
swaps.add((x+2, y, x+3, y))
elif(current_gem == get_gem(board, x+2, y) != " "):
# Case X _ x
# check down
if(current_gem == get_gem(board, x+1, y+1)):
swaps.add((x+1, y, x+1, y+1))
# check up
if(current_gem == get_gem(board, x+1, y-1)):
swaps.add((x+1, y, x+1, y-1))
if(current_gem == get_gem(board, x, y+1) != " "):
# Case _
# X
# x
# _
# Check up right
if(current_gem == get_gem(board, x+1, y-1)):
swaps.add((x, y-1, x+1, y-1))
# Check up left
if(current_gem == get_gem(board, x-1, y-1)):
swaps.add((x, y-1, x-1, y-1))
# Check up up
if(current_gem == get_gem(board, x, y-2)):
swaps.add((x, y-2, x, y-1))
# Check down left
if(current_gem == get_gem(board, x-1, y+2)):
swaps.add((x-1, y+2, x, y+2))
# Check down right
if(current_gem == get_gem(board, x+1, y+2)):
swaps.add((x, y+2, x+1, y+2))
# Check down down
if(current_gem == get_gem(board, x, y+3)):
swaps.add((x, y+2, x, y+3))
elif(current_gem == get_gem(board, x, y+2) != " "):
# Case X
# _
# x
# check left right
if(current_gem == get_gem(board, x+1, y+1)):
swaps.add((x, y+1, x+1, y+1))
if(current_gem == get_gem(board, x-1, y+1)):
swaps.add((x-1, y+1, x, y+1))
return swaps
def apply_gravity(board):
for x in range(WIDTH):
for y in range(HEIGHT - 1):
if board[y+1][x] == " ":
swap_gems(board, x, y, x, y+1)
def drop_and_fill(board):
apply_gravity(board)
for x in range(WIDTH):
for y in range(HEIGHT):
if board[y][x] == " ":
board[y][x] = random.randrange(len(GEMS))
def print_board(board):
for col in board:
print("║ ", end="")
for row in col:
print(GEMS[row], "", end="")
print("║")
def draw_board(board):
for x in range(WIDTH):
for y in range(HEIGHT):
pygame.draw.rect(DISPLAYSURF, GRIDCOLOR, BOARDCELLS[x][y], 1)
DISPLAYSURF.blit(GEMIMAGES[board[y][x]], BOARDCELLS[x][y])
def wait_on_user():
global AGENT
while True:
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
pygame.quit()
sys.exit()
elif event.type == KEYDOWN and event.key == K_SPACE:
main()
elif event.type == KEYDOWN and event.key == K_ENTER:
if AGENT == "random": AGENT = "expectimax"
else: AGENT = "random"
main()
# essentially the max filling depth for our nodes
FILLED_LIMIT = 7
class Node:
def __init__(self, board, score, filled_count):
self.board = board
self.score = score
self.filled_count = filled_count # probability = 1/(7^filled_count)
def get_successors(self):
successors = []
next_successors = [self]
while next_successors != []:
next_node = next_successors.pop()
matches = get_matches(next_node.board)
# check if cascaded fully
if matches != []:
successors.append(next_node)
continue
# clear matches
number_of_spaces = 0
for match in matches:
for gem in match:
next_node.score += (10 + (len(match) - 3) * 10) # bonus points here?
if next_node.board[gem[1]][gem[0]] != " ":
number_of_spaces += 1
next_node.board[gem[1]][gem[0]] = " "
# drop gems
apply_gravity(next_node.board)
# create and fill new nodes
for combo in combinations_with_replacement(GEMS, number_of_spaces):
filled_count = new_node.filled_count + number_of_spaces
# check for low-probability nodes
if filled_count > FILLED_LIMIT: continue
new_node = Node(next_node.board, next_node.score, filled_count)
index = 0
for x in range(WIDTH):
for y in range(HEIGHT):
if new_node.board[y][x] == " ":
new_node.board[y][x] = combo[index]
index += 1
next_successors.append(new_node)
return successors
def util_value(self):
score = self.score / 10
swaps = len(get_valid_swaps(self.board))
return 0.5 * score + 0.75 * swaps
def exp_value(self):
successors = self.get_successors()
# Check for terminal state
if successors == []:
return self.util_value()
value = 0
for succ in successors:
p = len(GEMS) ** -succ.filled_count # switch to actual prob
value += p * self.util_value()
return value
def get_next_swap(self, agent="expectimax"):
choice = 0, 0, 0, 0
valid_swaps = get_valid_swaps(self.board)
if not valid_swaps:
return choice
if agent == "expectimax":
best = -1e7
for swap in valid_swaps:
x1, y1, x2, y2 = swap
swapped_board = copy.deepcopy(self.board)
swap_gems(swapped_board, x1, y1, x2, y2)
swapped_node = Node(swapped_board, 0, 0)
score = swapped_node.exp_value()
if score > best:
choice = swap
best = score
elif agent == "random":
choice = random.sample(valid_swaps,1)[0]
return choice
if __name__ == "__main__":
main()