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othello.lisp
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othello.lisp
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;;;; -*- Mode: Lisp; Syntax: Common-Lisp -*-
;;;; Code from Paradigms of AI Programming
;;;; Copyright (c) 1991 Peter Norvig
;;;; File othello.lisp: An othello monitor, with all strategies
;;;; up to and including section 18.8
;;; One bug fix by Alberto Segre, [email protected], March 1993.
(defun cross-product (fn xlist ylist)
"Return a list of all (fn x y) values."
(mappend #'(lambda (y)
(mapcar #'(lambda (x) (funcall fn x y))
xlist))
ylist))
(defconstant all-directions '(-11 -10 -9 -1 1 9 10 11))
(defconstant empty 0 "An empty square")
(defconstant black 1 "A black piece")
(defconstant white 2 "A white piece")
(defconstant outer 3 "Marks squares outside the 8x8 board")
(deftype piece () `(integer ,empty ,outer))
(defun name-of (piece) (char ".@O?" piece))
(defun opponent (player) (if (eql player black) white black))
(deftype board () '(simple-array piece (100)))
(defun bref (board square) (aref board square))
(defsetf bref (board square) (val)
`(setf (aref ,board ,square) ,val))
(defun copy-board (board)
(copy-seq board))
(defconstant all-squares
(loop for i from 11 to 88 when (<= 1 (mod i 10) 8) collect i))
(defun initial-board ()
"Return a board, empty except for four pieces in the middle."
;; Boards are 100-element vectors, with elements 11-88 used,
;; and the others marked with the sentinel OUTER. Initially
;; the 4 center squares are taken, the others empty.
(let ((board (make-array 100 :element-type 'piece
:initial-element outer)))
(dolist (square all-squares)
(setf (bref board square) empty))
(setf (bref board 44) white (bref board 45) black
(bref board 54) black (bref board 55) white)
board))
(defun count-difference (player board)
"Count player's pieces minus opponent's pieces."
(- (count player board)
(count (opponent player) board)))
(defun valid-p (move)
"Valid moves are numbers in the range 11-88 that end in 1-8."
(and (integerp move) (<= 11 move 88) (<= 1 (mod move 10) 8)))
(defun legal-p (move player board)
"A Legal move must be into an empty square, and it must
flip at least one opponent piece."
(and (eql (bref board move) empty)
(some #'(lambda (dir) (would-flip? move player board dir))
all-directions)))
(defun make-move (move player board)
"Update board to reflect move by player"
;; First make the move, then make any flips
(setf (bref board move) player)
(dolist (dir all-directions)
(make-flips move player board dir))
board)
(defun make-flips (move player board dir)
"Make any flips in the given direction."
(let ((bracketer (would-flip? move player board dir)))
(when bracketer
(loop for c from (+ move dir) by dir until (eql c bracketer)
do (setf (bref board c) player)))))
(defun would-flip? (move player board dir)
"Would this move result in any flips in this direction?
If so, return the square number of the bracketing piece."
;; A flip occurs if, starting at the adjacent square, c, there
;; is a string of at least one opponent pieces, bracketed by
;; one of player's pieces
(let ((c (+ move dir)))
(and (eql (bref board c) (opponent player))
(find-bracketing-piece (+ c dir) player board dir))))
(defun find-bracketing-piece (square player board dir)
"Return the square number of the bracketing piece."
(cond ((eql (bref board square) player) square)
((eql (bref board square) (opponent player))
(find-bracketing-piece (+ square dir) player board dir))
(t nil)))
(defun next-to-play (board previous-player print)
"Compute the player to move next, or NIL if nobody can move."
(let ((opp (opponent previous-player)))
(cond ((any-legal-move? opp board) opp)
((any-legal-move? previous-player board)
(when print
(format t "~&~c has no moves and must pass."
(name-of opp)))
previous-player)
(t nil))))
(defun any-legal-move? (player board)
"Does player have any legal moves in this position?"
(some #'(lambda (move) (legal-p move player board))
all-squares))
(defun random-strategy (player board)
"Make any legal move."
(random-elt (legal-moves player board)))
(defun legal-moves (player board)
"Returns a list of legal moves for player"
;;*** fix, segre, 3/30/93. Was remove-if, which can share with all-squares.
(loop for move in all-squares
when (legal-p move player board) collect move))
(defun maximize-difference (player board)
"A strategy that maximizes the difference in pieces."
(funcall (maximizer #'count-difference) player board))
(defun maximizer (eval-fn)
"Return a strategy that will consider every legal move,
apply EVAL-FN to each resulting board, and choose
the move for which EVAL-FN returns the best score.
FN takes two arguments: the player-to-move and board"
#'(lambda (player board)
(let* ((moves (legal-moves player board))
(scores (mapcar #'(lambda (move)
(funcall
eval-fn
player
(make-move move player
(copy-board board))))
moves))
(best (apply #'max scores)))
(elt moves (position best scores)))))
(defparameter *weights*
'#(0 0 0 0 0 0 0 0 0 0
0 120 -20 20 5 5 20 -20 120 0
0 -20 -40 -5 -5 -5 -5 -40 -20 0
0 20 -5 15 3 3 15 -5 20 0
0 5 -5 3 3 3 3 -5 5 0
0 5 -5 3 3 3 3 -5 5 0
0 20 -5 15 3 3 15 -5 20 0
0 -20 -40 -5 -5 -5 -5 -40 -20 0
0 120 -20 20 5 5 20 -20 120 0
0 0 0 0 0 0 0 0 0 0))
(defun weighted-squares (player board)
"Sum of the weights of player's squares minus opponent's."
(let ((opp (opponent player)))
(loop for i in all-squares
when (eql (bref board i) player)
sum (aref *weights* i)
when (eql (bref board i) opp)
sum (- (aref *weights* i)))))
(defconstant winning-value most-positive-fixnum)
(defconstant losing-value most-negative-fixnum)
(defun final-value (player board)
"Is this a win, loss, or draw for player?"
(case (signum (count-difference player board))
(-1 losing-value)
( 0 0)
(+1 winning-value)))
(defun minimax (player board ply eval-fn)
"Find the best move, for PLAYER, according to EVAL-FN,
searching PLY levels deep and backing up values."
(if (= ply 0)
(funcall eval-fn player board)
(let ((moves (legal-moves player board)))
(if (null moves)
(if (any-legal-move? (opponent player) board)
(- (minimax (opponent player) board
(- ply 1) eval-fn))
(final-value player board))
(let ((best-move nil)
(best-val nil))
(dolist (move moves)
(let* ((board2 (make-move move player
(copy-board board)))
(val (- (minimax
(opponent player) board2
(- ply 1) eval-fn))))
(when (or (null best-val)
(> val best-val))
(setf best-val val)
(setf best-move move))))
(values best-val best-move))))))
(defun minimax-searcher (ply eval-fn)
"A strategy that searches PLY levels and then uses EVAL-FN."
#'(lambda (player board)
(multiple-value-bind (value move)
(minimax player board ply eval-fn)
(declare (ignore value))
move)))
(defun alpha-beta (player board achievable cutoff ply eval-fn)
"Find the best move, for PLAYER, according to EVAL-FN,
searching PLY levels deep and backing up values,
using cutoffs whenever possible."
(if (= ply 0)
(funcall eval-fn player board)
(let ((moves (legal-moves player board)))
(if (null moves)
(if (any-legal-move? (opponent player) board)
(- (alpha-beta (opponent player) board
(- cutoff) (- achievable)
(- ply 1) eval-fn))
(final-value player board))
(let ((best-move (first moves)))
(loop for move in moves do
(let* ((board2 (make-move move player
(copy-board board)))
(val (- (alpha-beta
(opponent player) board2
(- cutoff) (- achievable)
(- ply 1) eval-fn))))
(when (> val achievable)
(setf achievable val)
(setf best-move move)))
until (>= achievable cutoff))
(values achievable best-move))))))
(defun alpha-beta-searcher (depth eval-fn)
"A strategy that searches to DEPTH and then uses EVAL-FN."
#'(lambda (player board)
(multiple-value-bind (value move)
(alpha-beta player board losing-value winning-value
depth eval-fn)
(declare (ignore value))
move)))
(defun modified-weighted-squares (player board)
"Like WEIGHTED-SQUARES, but don't take off for moving
near an occupied corner."
(let ((w (weighted-squares player board)))
(dolist (corner '(11 18 81 88))
(when (not (eql (bref board corner) empty))
(dolist (c (neighbors corner))
(when (not (eql (bref board c) empty))
(incf w (* (- 5 (aref *weights* c))
(if (eql (bref board c) player)
+1 -1)))))))
w))
(let ((neighbor-table (make-array 100 :initial-element nil)))
;; Initialize the neighbor table
(dolist (square all-squares)
(dolist (dir all-directions)
(if (valid-p (+ square dir))
(push (+ square dir)
(aref neighbor-table square)))))
(defun neighbors (square)
"Return a list of all squares adjacent to a square."
(aref neighbor-table square)))
(let ((square-names
(cross-product #'symbol
'(? a b c d e f g h ?)
'(? 1 2 3 4 5 6 7 8 ?))))
(defun h8->88 (str)
"Convert from alphanumeric to numeric square notation."
(or (position (string str) square-names :test #'string-equal)
str))
(defun 88->h8 (num)
"Convert from numeric to alphanumeric square notation."
(if (valid-p num)
(elt square-names num)
num)))
(defun human (player board)
"A human player for the game of Othello"
(format t "~&~c to move ~a: " (name-of player)
(mapcar #'88->h8 (legal-moves player board)))
(h8->88 (read)))
(defvar *move-number* 1 "The number of the move to be played")
(defun othello (bl-strategy wh-strategy
&optional (print t) (minutes 30))
"Play a game of othello. Return the score, where a positive
difference means black, the first player, wins."
(let ((board (initial-board))
(clock (make-array (+ 1 (max black white))
:initial-element
(* minutes 60
internal-time-units-per-second))))
(catch 'game-over
(loop for *move-number* from 1
for player = black then (next-to-play board player print)
for strategy = (if (eql player black)
bl-strategy
wh-strategy)
until (null player)
do (get-move strategy player board print clock))
(when print
(format t "~&The game is over. Final result:")
(print-board board clock))
(count-difference black board))))
(defvar *clock* (make-array 3) "A copy of the game clock")
(defvar *board* (initial-board) "A copy of the game board")
(defun get-move (strategy player board print clock)
"Call the player's strategy function to get a move.
Keep calling until a legal move is made."
;; Note we don't pass the strategy function the REAL board.
;; If we did, it could cheat by changing the pieces on the board.
(when print (print-board board clock))
(replace *clock* clock)
(let* ((t0 (get-internal-real-time))
(move (funcall strategy player (replace *board* board)))
(t1 (get-internal-real-time)))
(decf (elt clock player) (- t1 t0))
(cond
((< (elt clock player) 0)
(format t "~&~c has no time left and forfeits."
(name-of player))
(THROW 'game-over (if (eql player black) -64 64)))
((eq move 'resign)
(THROW 'game-over (if (eql player black) -64 64)))
((and (valid-p move) (legal-p move player board))
(when print
(format t "~&~c moves to ~a."
(name-of player) (88->h8 move)))
(make-move move player board))
(t (warn "Illegal move: ~a" (88->h8 move))
(get-move strategy player board print clock)))))
(defun print-board (&optional (board *board*) clock)
"Print a board, along with some statistics."
;; First print the header and the current score
(format t "~2& a b c d e f g h [~c=~2a ~c=~2a (~@d)]"
(name-of black) (count black board)
(name-of white) (count white board)
(count-difference black board))
;; Print the board itself
(loop for row from 1 to 8 do
(format t "~& ~d " row)
(loop for col from 1 to 8
for piece = (bref board (+ col (* 10 row)))
do (format t "~c " (name-of piece))))
;; Finally print the time remaining for each player
(when clock
(format t " [~c=~a ~c=~a]~2&"
(name-of black) (time-string (elt clock black))
(name-of white) (time-string (elt clock white)))))
(defun time-string (time)
"Return a string representing this internal time in min:secs."
(multiple-value-bind (min sec)
(floor (round time internal-time-units-per-second) 60)
(format nil "~2d:~2,'0d" min sec)))
(defun random-othello-series (strategy1 strategy2
n-pairs &optional (n-random 10))
"Play a series of 2*n games, starting from a random position."
(othello-series
(switch-strategies #'random-strategy n-random strategy1)
(switch-strategies #'random-strategy n-random strategy2)
n-pairs))
(defun switch-strategies (strategy1 m strategy2)
"Make a new strategy that plays strategy1 for m moves,
then plays according to strategy2."
#'(lambda (player board)
(funcall (if (<= *move-number* m) strategy1 strategy2)
player board)))
(defun othello-series (strategy1 strategy2 n-pairs)
"Play a series of 2*n-pairs games, swapping sides."
(let ((scores
(loop repeat n-pairs
for random-state = (make-random-state)
collect (othello strategy1 strategy2 nil)
do (setf *random-state* random-state)
collect (- (othello strategy2 strategy1 nil)))))
;; Return the number of wins (1/2 for a tie),
;; the total of the point differences, and the
;; scores themselves, all from strategy1's point of view.
(values (+ (count-if #'plusp scores)
(/ (count-if #'zerop scores) 2))
(apply #'+ scores)
scores)))
(defun round-robin (strategies n-pairs &optional
(n-random 10) (names strategies))
"Play a tournament among the strategies.
N-PAIRS = games each strategy plays as each color against
each opponent. So with N strategies, a total of
N*(N-1)*N-PAIRS games are played."
(let* ((N (length strategies))
(totals (make-array N :initial-element 0))
(scores (make-array (list N N)
:initial-element 0)))
;; Play the games
(dotimes (i N)
(loop for j from (+ i 1) to (- N 1) do
(let* ((wins (random-othello-series
(elt strategies i)
(elt strategies j)
n-pairs n-random))
(losses (- (* 2 n-pairs) wins)))
(incf (aref scores i j) wins)
(incf (aref scores j i) losses)
(incf (aref totals i) wins)
(incf (aref totals j) losses))))
;; Print the results
(dotimes (i N)
(format t "~&~a~20T ~4f: " (elt names i) (elt totals i))
(dotimes (j N)
(format t "~4f " (if (= i j) '---
(aref scores i j)))))))
(defun mobility (player board)
"The number of moves a player has."
(length (legal-moves player board)))