Minimax Alogrithm for TicTacToe [python] - python

I'm trying to implement the minimax algorithm in my tic tac toe game. I watched several videos, analysed multiple programs with minimax algorithm and I think I do know how it works now. My program is working but it seems like the algorithm has no clue what he is doing. It outputs pads on the board but it doesn't block me or tries to win. Like it's random. It would be nice if someone could have a look at my minimax algorithm and tell what's wrong! It would also be nice to tell me whats wrong with my explanation and don't just downvote.
from copy import deepcopy
class Board:
def __init__(self, board=None):
self.winning_combos = (
[0, 1, 2], [3, 4, 5], [6, 7, 8],
[0, 3, 6], [1, 4, 7], [2, 5, 8],
[0, 4, 8], [2, 4, 6])
if board is not None:
self.board = board
else:
self.board = [None for i in range(9)]
def check_combos(self):
""" checks every combo if its used """
for symbol in ['X', 'O']:
for win_comb in self.winning_combos:
sum = 0
for field in win_comb:
if self.board[field] == symbol:
sum += 1
if sum == 3:
return symbol
return None
def complete(self):
""" check if the game is complete, caused by win or draw """
cc = self.check_combos()
if cc is not None:
return cc
if len(self.empty_pads()) <= 0:
return "DRAW"
return False
def show(self):
""" print board """
print(str(self.board[0:3]) + "\n" +
str(self.board[3:6]) + "\n" +
str(self.board[6:9]))
def empty_pads(self):
""" returns list with indexes of every unused/empty field/pad """
list = []
for pad in range(len(self.board)):
if self.board[pad] is None:
list.append(pad)
return list
def set(self, position, player):
""" sets the players symbol on the given position """
self.board[position] = player
def copy(self):
return deepcopy(self)
def get_enemy_player(player):
if player == 'X':
return 'O'
return 'X'
def get_player_value(player):
""" X = max, O = min """
if player == 'X':
return 1
else:
return -1
def get_player_by_value(value):
if value == -1:
return "O"
elif value == 1:
return "X"
else:
return "NONE"
def max_v(node):
if node.depth == 0 or node.board.complete():
return get_player_value(node.board.complete())
bestVal = -100
for child in node.children:
v = minimax(child)
if v >= bestVal:
bestVal = v
node.bestmove = child.move
return bestVal
def min_v(node):
if node.depth == 0 or node.board.complete():
return get_player_value(node.board.complete())
bestVal = 100
for child in node.children:
v = minimax(child)
if v <= bestVal:
bestVal = v
node.bestmove = child.move
return bestVal
def minimax(node):
if node.depth == 0 or node.board.complete():
return get_player_value(node.board.complete())
if get_player_value(node.player) == 1:
return max_v(node)
elif get_player_value(node.player) == -1:
return min_v(node)
class Node:
def __init__(self, depth, player, board, pad):
self.depth = depth
self.player = player
self.board = board
self.move = pad
self.board.set(pad, self.player)
self.bestmove = int
self.children = []
self.CreateChildren()
def CreateChildren(self):
if self.depth > 0 and not self.board.complete():
for index in self.board.empty_pads():
board = self.board.copy()
self.children.append(Node(self.depth - 1, get_enemy_player(self.player), board, index))
if __name__ == "__main__":
board = Board()
board.show()
while not board.complete():
player = 'X'
player_move = int(input('Move: ')) - 1
if player_move not in board.empty_pads():
continue
board.set(player_move, player)
board.show()
if board.complete():
break
player = get_enemy_player(player)
node = Node(9, player, board.copy(), player_move)
minmax = minimax(node)
print(node.bestmove+1)
for child in node.children:
print("move: " + str(child.move + 1) + " --> " + get_player_by_value(minmax) + " win")
board.set(node.bestmove, player)
board.show()
print(board.complete())
PS: I do know why the "moves: " ouput is always the same, but that's not the point.

I see multiple issues in your program.
As for your actual question: Your program acts as if the computer does not distinguish between a loss for it and a draw. Nowhere in your code can I find you assigning a value of 0 for a draw, while it appears you assign 1 for a win and -1 for a loss. Your code should prefer a draw to a loss but it sees no difference. That is why it looks "Like it's random". My analysis here may be off, but the following issues explain why it is difficult for me to tell.
Your style should be improved, to improve readability and ease of maintenance and to avoid bugs. Your code is much too difficult for me to understand, partly because...
You have far too few comments for anyone other than you to understand what the code is trying to do. In a few months you will not be able to remember, so write it down in the code.
You have too many blank lines, violating PEP8 and making harder to see much code on the screen.
You do not take your output seriously enough, as shown when you say "ou[t]put is always the same, but that's not the point." It is hard for anyone, including you, to tell what is happening in your code without good output. Work on that, and add some temporary print or logging statements that tell you more about what is happening inside.
Some of your routines return values of varying types. The complete() function sometimes returns the string "DRAW", sometimes the Boolean False, and sometimes a value from self.check_combos(), whatever type that is. Your routines max_v() and min_v() sometimes return a string value from get_player_value() and sometimes an integer from variable bestVal.

Related

Negamax Not Working For Python Chess Engine

I'm making a very simple Python chess engine using the standard Python chess library with a very simple evaluation function; the sum of the total black piece weights (positive) plus the sum of the total white piece weights (negative). The engine always plays as black.
I used the Negamax Wikipedia page for guidance and the depth is to the fourth ply. I don't expect grandmaster performance, but the engine makes very questionable moves, for example: e2e4 and f1c4 for white causes the engine to freely give up it's pawn via b7b5.
Can anyone help me out? I'm completely lost as to what I did wrong. The negamax (called search) and the evaluation function is shown below:
import chess
import time
import math
from time import sleep
from chessboard import display
scoreMovePair = {}
def colorMap(color):
if color == True:
return -1
return 1
def pieceMap(pieceNum):
if pieceNum == 1:
return 1
elif pieceNum == 2:
return 3
elif pieceNum == 3:
return 3
elif pieceNum == 4:
return 5
elif pieceNum == 5:
return 9
return pieceNum
def posEval(board):
score = 0
for i in range(0, 64):
piece = board.piece_at(i)
if piece != None:
score = score + pieceMap(piece.piece_type)*colorMap(piece.color)
return score
def search(board, level, a, b, moveSet, color):
if level == 4:
score = posEval(board)
scoreMovePair[score] = moveSet[0]
return score*color
if board.is_checkmate():
return 1000*colorMap(board.turn)
value = -10000
for move in board.legal_moves:
board.push(move)
moveSet.append(move)
value = max(value, -search(board, level + 1, -b, -a, moveSet, -color))
a = max(a, value)
moveSet.pop()
board.pop()
if (a >= b):
break
return value
def main():
global scoreMovepair
board = chess.Board()
display.start(board.fen())
while not display.checkForQuit():
validMoves = list(board.legal_moves)
if len(validMoves) == 0:
break
else:
move = input("Enter move: ")
t0 = time.time()
move = str(move)
myMove = chess.Move.from_uci(move)
if myMove in validMoves:
board.push_san(move)
value = search(board, 0, -10000, 10000, [], 1)
move = scoreMovePair[value]
print(scoreMovePair)
print("FINAL -> "+str(value))
board.push(move)
print(board.fen())
display.update(board.fen())
sleep(1)
t1 = time.time()
print(t1-t0)
else:
continue
display.terminate()
if __name__ == "__main__":
main()
Just based on a first glance, I would say you may be missing a "quiescence search" (meaning a search for quietness). Also called "captures only search".
https://www.chessprogramming.org/Quiescence_Search
This is a search that is called instead of an evaluation function on your leaf nodes (nodes where max depth is reached). The search makes only capture moves until there are no more captures (with unlimited depth).
In short, without this search, whoever gets the last move in the search (determined by depth) will be able to do anything without consequences. This can lead to some weird results.

TicTacToe Alpha Beta Pruning

EDIT 30/03/2021: Question was really poorly-worded, reformulating it
I implemented an Alpha-Beta Prunning algorithm in Python and I was wondering if it is normal for it not to go for the fastest victory route (sometimes it will go for a victory in 2 moves while it could have won in 1).
import math
from collections import Counter
from copy import copy, deepcopy
""" Board Class Definition """
class Board:
""" constructor """
def __init__(self):
# init data
self.data = [ "." for i in range(9) ]
""" copy constructor equivalent """
#staticmethod
def copy(board):
return deepcopy(board)
""" play at given coordinates """
def play_at(self, position, color):
# check if you can play
if self.data[position] == ".":
# make the move
self.data[position] = color
return True
# did not play
return False
""" get coordinates of empty pieces on the board """
def get_playable_coord(self):
# define coordinates of empty tiles
return [ i for i in range(9) if self.data[i] == "." ]
""" board is full """
def is_full(self):
# define tile counter
c = Counter( [ self.data[i] for i in range(9) ] )
return ( c["x"] + c["o"] == 9 )
""" get winner of the board """
def get_winner(self):
# straight lines to check
straightLines = [ (0, 1, 2) , (3, 4, 5) , (6, 7, 8) , (0, 3, 6) , (1, 4, 7) , (2, 5, 8) , (0, 4, 8) , (2, 4, 6) ]
# check straight lines - 8 in total
for i in range(8):
# get counter of line of tiles
c = Counter( [ self.data[j] for j in straightLines[i] ] )
# different scenarii
if c["x"] == 3:
return "x"
elif c["o"] == 3:
return "o"
# if board is full, game is a draw
if self.is_full():
return "draw"
# return None by default
return None
""" get heuristic value of board - for "x" if 'reverse' == False """
def get_heuristic_value(self, reverse):
# init variable
value = 0
# straight lines to check
straightLines = [ (0, 1, 2) , (3, 4, 5) , (6, 7, 8) , (0, 3, 6) , (1, 4, 7) , (2, 5, 8) , (0, 4, 8) , (2, 4, 6) ]
# check straight lines - 8 in total
for i in range(8):
# get counter of line of tiles
c = Counter( [ self.data[j] for j in straightLines[i] ] )
# different scenarii
if c["x"] == 3:
value += 100
elif c["x"] == 2 and c["."] == 1:
value += 10
elif c["x"] == 1 and c["."] == 2:
value += 1
elif c["o"] == 3:
value -= 100
elif c["o"] == 2 and c["."] == 1:
value -= 10
elif c["o"] == 1 and c["."] == 2:
value -= 1
# return heuristic value
if reverse:
return -value
else:
return value
""" Model Class Definition """
class Model:
""" constructor """
def __init__(self, color):
# define parameters
self.color = color
self.other = self.get_opponent(color)
# define board
self.board = Board()
# define winner
self.winner = None
# 'x' plays first
if self.other == "x":
self.make_ai_move()
""" get opponent """
def get_opponent(self, player):
if player == "x":
return "o"
return "x"
""" player makes a move in given position """
def make_player_move(self, pos):
if self.winner is None:
# get result of board method
res = self.board.play_at(pos, self.color)
# check end of game <?>
self.winner = self.board.get_winner()
if res and self.winner is None:
# make AI move
self.make_ai_move()
""" AI makes a move by using alphabeta pruning on all child nodes """
def make_ai_move(self):
# init variables
best, bestValue = None, - math.inf
for i in self.board.get_playable_coord():
# copy board as child
copie = Board.copy(self.board)
copie.play_at(i, self.other)
# use alpha beta && (potentially) register play
value = self.alphabeta(copie, 10, - math.inf, math.inf, False)
if value > bestValue:
best, bestValue = i, value
# play at best coordinates
self.board.play_at(best, self.other)
# check end of game <?>
self.winner = self.board.get_winner()
""" alpha beta function (minimax optimization) """
def alphabeta(self, node, depth, alpha, beta, maximizingPlayer):
# ending condition
if depth == 0 or node.get_winner() is not None:
return node.get_heuristic_value(self.other == "o")
# recursive part initialization
if maximizingPlayer:
value = - math.inf
for pos in node.get_playable_coord():
# copy board as child
child = Board.copy(node)
child.play_at(pos, self.other)
value = max(value, self.alphabeta(child, depth-1, alpha, beta, False))
# update alpha
alpha = max(alpha, value)
if alpha >= beta:
break
return value
else:
value = math.inf
for pos in node.get_playable_coord():
# copy board as child
child = Board.copy(node)
child.play_at(pos, self.color)
value = min(value, self.alphabeta(child, depth-1, alpha, beta, True))
# update beta
beta = min(beta, value)
if beta <= alpha:
break
return value
My conclusion on the question:
Alpha-Beta Pruning is a depth-first search algorithm, not a breadth-first search algorithm, so I think it is natural for it to pick the first route it finds no matter its depth, and not search for the quickest one...
I know it's not the answer to the question, but I would like to suggest perhaps simplier approach for AI tac-tac-toe player, which involves calculating whether the position is winning or losing. This will require considering all valid positions that may happen at any time in the game, but since the field is 3x3, number of valid positions is less than 3^9 = 19683 (every position is either 'x', 'o' or ' '). This is not a hard bound, since lots of positions are invalid from the game rules perspective. I suggest you start from here, because the algorithm you are talking about are mainly used in harder games where full search is infeasible.
Hence, all you need to do is to calculate winning/losing metric for every position once after you start the program and then make a decision in O(1). This is acceptable for 3x3 field, but perhaps not much more.
The general approach is described here: https://cp-algorithms.com/game_theory/games_on_graphs.html. In a nutshell you build a tree of possible moves, mark the leaves as winning or losing and work your way up by considering all children transitions (for example, if every transition lead to a winning position for the opposite player, the position in losing).
In case you understand russian, here is a link to the original page: http://e-maxx.ru/algo/games_on_graphs
P.S. I was also playing with this game at some point in the past and implementing this approach. Here is my repo in case you want to investigate: https://github.com/yuuurchyk/cpp_tic_tac_toe. Fair warning: it's written in C++ and the code is a bit ugly

What's wrong with this tic tac toe python game

I have recently enrolled into cs50 Artificial Intelligence with python online course and the first project is to create a tic tac toe game using the minimax algorithm and I have attempted it. But when I run the runner.py file provided with the zip file from their website, it gives me some errors like for this statement:
i = action[0] ,
saying "'NoneType' object is not subscriptable"
can you please correct the code or at least tell me what the problem exactly is
Thanks
import math
import numpy as npy
import sys
import copy
X = "X"
O = "O"
EMPTY = None
def initial_state():
"""
Returns starting state of the board.
"""
return [[EMPTY, EMPTY, EMPTY],
[EMPTY, EMPTY, EMPTY],
[EMPTY, EMPTY, EMPTY]]
def player(board):
"""
Returns player who has the next turn on a board.
"""
if board == initial_state():
return X
numpy_board = npy.array(board)
Xno = npy.count_nonzero(numpy_board = X)
Ono = npy.count_nonzero(numpy_board = O)
if Xno > Ono:
return O
elif Ono > Xno:
return X
def actions(board):
"""
Returns set of all possible actions (i, j) available on the board.
"""
Result = set()
for k in range(3):
for l in range(3):
if board[k][l] == EMPTY:
Result.add(board[k][l])
return Result
def result(board, action):
"""
Returns the board that results from making move (i, j) on the board.
"""
i = action[0]
j = action[1]
if board[i][j] != EMPTY:
raise Exception("Invalid Action")
new_player = player(board)
new_board = copy.deepcopy(board)
new_board[i][j] = new_player
return new_board
def winner(board):
"""
Returns the winner of the game, if there is one.
"""
for i in range(3):
if (board[i][0] == board[i][1] == board[i][2] and board[i][0] != EMPTY):
return board[i][0]
if (board[0][0] == board[1][1] == board[2][2] or (board[0][2] == board[1][1] == board[2][0]) and board[1][1] != EMPTY):
return board[1][1]
if (board[0][i] == board[1][i] == board[2][i] and board[0][i] != EMPTY):
return board[1][i]
else:
return None
def terminal(board):
"""
Returns True if game is over, False otherwise.
"""
if winner(board) != None:
return True;
numpy_board = npy.array(board)
empty_no = npy.count_nonzero(numpy_board == EMPTY)
if (empty_no == 0):
return True
else:
return False
def utility(board):
"""
Returns 1 if X has won the game, -1 if O has won, 0 otherwise.
"""
win_player = winner(board)
if (win_player == X):
return 1
elif (win_player == O):
return -1
else:
return 0
def minimax(board):
"""
Returns the optimal action for the current player on the board.
"""
if terminal(board):
return None
currentPlayer = player(board)
if currentPlayer == X:
return max_value(board)[1]
else:
return min_value(board)[1]
def max_value(board):
if terminal(board):
return (utility(board), None)
value = -sys.maxsize-1
optimalAction = None
for action in actions(board):
possibleResult = min_value(result(board, action))
if possibleResult[0] > value:
value = possibleResult[0]
optimalAction = action
if value == 1:
break
return (value, optimalAction)
def min_value(board):
if terminal(board):
return (utility(board), None)
value = sys.maxsize
optimalAction = None
for action in actions(board):
possibleResult = max_value(result(board, action))
if possibleResult[0] < value:
value = possibleResult[0]
optimalAction = action
if value == -1:
break
return (value, optimalAction)
Several issues:
A syntax error in Xno = npy.count_nonzero(numpy_board = X). You missed an equal sign there. It should be ==. Same error in the next similar statement
The condition in elif Ono > Xno: will never be true (think about it). What's more, this condition leaves a possibility to fall through this if..elif without entering either block, giving a None return value. Either it is X's turn or it is not. In latter case it is always O's turn. You should not need a second test. So correct this line to just else:
Result.add(board[k][l]) does not add a coordinate pair, but the contents of the square. This is not what you want. You want to store the coordinates. So this should be Result.add((k, l)). NB: don't use Pascal case for such a name, but camel case.
In the function winner the for loop will aways exit on its first iteration. It never performs the other iterations. You cannot know enough in the first iteration to return None. So remove that else: return None: in that case the loop must just continue. NB: the test for diagonals should better be moved outside of the loop, as it makes no sense to repeat that test 3 times. It does not depend on the loop variable.
If you make those corrections it should work.
Some other remarks:
If you are going to create a numpy array out of the list, then why not create only the numpy array once from the start, and work with only that and not the list? Making the conversion each time in player and terminal has a performance impact.
Also, counting the number of X and then the number of O needs two iterations, while you could count the empty cells in one sweep, and deduct from that how many are not empty. Even faster would be to just maintain a counter, and increase it when playing a move, and decreasing it when backtracking.
The above mentioned counter can be used to quicly determine the current player. If the number of played moves is even, then it's X's turn, otherwise it's O's turn.
deepcopy has a performance cost. Consider using the same list/array without duplicating it. You just need to add an "undo" operation after the recursive call.
Instead of recreating the set of possible moves, also consider maintaining one set incrementatlly: remove an action from that set when you play the move, and put it back while backtracking. This will increase performance.
Don't use this pattern:
if (empty_no == 0):
return True
else:
return False
First of all, the parentheses are not necessary, but more importantly: when you already have a boolean expression (empty_no == 0), then just return it. Don't do this if..else stuff:
return empty_no == 0
The minimax algorithm only returns values -1, 0 or 1, meaning that it doesn't favour quick wins over slow wins. This may lead to surprising moves, where a direct win is not played. To improve on that, consider using a more dynamic value. One idea is to change the utility function so that for a win with X it returns the number of free cells, plus 1. For O it would be the negation of that value. That way quick wins are favoured.

Python minimax Game tree

I am having problems regarding a specific part of my code.
I am trying to create a game tree for a chess-like game, to use minimax algorithm.
The problem lies in the nested for loops, the game state does not seem to reset each time it exits the nested loop. This results to the game progressing rather than exploring the possible game options.
Things to know:
available_moves returns the possible moves given a game state(board) and a player
make_move returns a board (2D list) after a given move has been made
I track the number of leaf nodes by the leaf_cnt variable
The make_move arguments function properly (are tested)
def minimax_3 (board,myColor,depth=4):
board_s = board
player = myColor
leaf_cnt = 0
l=1
for m1 in available_moves(board_s,l%2):
board2 = make_move(int(m1[0]), int(m1[1]), int(m1[2]), int(m1[3]), 9, 9, board_s)
l=2
for m2 in available_moves(board2, l % 2):
board3 = make_move(int(m2[0]), int(m2[1]), int(m2[2]), int(m2[3]), 9, 9, board2)
l = 3
for m3 in available_moves(board3, l % 2):
board4 = make_move(int(m3[0]), int(m3[1]), int(m3[2]), int(m3[3]), 9, 9, board3)
leaf_cnt+=1
print leaf_cnt
EDIT: Wrong Way
def make_move(x1,y1,x2,y2,px,py,board_o):
board_l = board_o
board_l[x2][y2]=board_l[x1][y1]
board_l[x1][y1]= " "
if px!=9 and py!=9:
board_l[px][py] = "P"
for i in range(5):
if board_l[6][i]=="BP":
board_l[6][i]=" "
if board_l[0][i] == "WP":
board_l[0][i] = " "
return board_l
Solved
Correct Way
def make_move(x1,y1,x2,y2,px,py,board_o):
w, h = 5, 7;
board_l = [[board_o[y][x] for x in range(w)] for y in range(h)]
board_l[x2][y2]=board_l[x1][y1]
board_l[x1][y1]= " "
if px!=9 and py!=9:
board_l[px][py] = "P"
for i in range(5):
if board_l[6][i]=="BP":
board_l[6][i]=" "
if board_l[0][i] == "WP":
board_l[0][i] = " "
return board_l
Thanks so much #user2357112

Solving a maze using recursion in python

So, I have an assignment which asks me to solve a maze using recursion. I will post the assignment guidelines so you can see what I am talking about. The professor didn't explain recursion that much, he gave us examples of recursion, which I will post, but I was hoping someone might be able to give me a more in depth explanation of the recursion, and how I would apply this to solving a maze. I'm not asking for anyone to write the code, I'm just hoping some explanations would put me on the right path. Thank you to anyone who answers.
Here are the examples I have:
def foo():
print("Before")
bar()
print("After")
def bar():
print("During")
def factorial(n):
"""n!"""
product = 1
for i in range(n,0,-1):
product *= i
return product
def recFac(n):
"""n! = n * (n-1)!"""
if(n == 1):
return 1
return n * recFac(n-1)
def hello():
"""Stack overflow!"""
hello()
def fib(n):
"""f(n) = f(n-1) + f(n-2)
f(0) = 0
f(1) = 1"""
if n == 0 or n == 1: #base case
return n
return fib(n-1) + fib(n-2) #recursive case
def mult(a,b):
"""a*b = a + a + a + a ..."""
#base case
if (b == 1):
return a
#recursive case
prod = mult(a,b-1)
prod *= a
return prod
def exp(a,b):
"""a ** b = a* a * a * a * a *.... 'b times'"""
#base case
if (b==0):
return 1
if (b == 1):
return a
#recursive case
return exp(a,b-1)*a
def pallindrome(word):
"""Returns True if word is a pallindrome, False otherwise"""
#base case
if word == "" or len(word)==1:
return True
#recursive case
if word[0] == word[len(word)-1]:
word = word[1:len(word)-1]
return pallindrome(word)
else:
return False
Here are the guidelines:
You are going to create a maze crawler capable of solving any maze you give it with the power of recursion!
Question 1 - Loading the maze
Before you can solve a maze you will have to load it. For this assignment you will use a simple text format for the maze. You may use this sample maze or create your own.
Your objective for this question is to load any given maze file, and read it into a 2-dimensional list.
E.g.: loadMaze("somemaze.maze") should load the somemaze.maze file and create a list like the following...
[['#','#','#','#','#','#','#','#','#'],
['#','S','#',' ',' ',' ','#','E','#'],
['#',' ','#',' ','#',' ',' ',' ','#'],
['#',' ',' ',' ','#',' ','#',' ','#'],
['#', #','#','#','#','#','#','#','#']]
Note that the lists have been stripped of all '\r' and '\n' characters. In order to make the next question simpler you may make this list a global variable.
Next write a function that prints out the maze in a much nicer format:
E.g.,
####################################
#S# ## ######## # # # # #
# # # # # # #
# # ##### ## ###### # ####### # #
### # ## ## # # # #### #
# # # ####### # ### #E#
####################################
Test your code with different mazes before proceeding.
Question 2 - Preparing to solve the maze
Before you can solve the maze you need to find the starting point! Add a function to your code called findStart() that will search the maze (character-by-character) and return the x and y coordinate of the 'S' character. You may assume that at most one such character exists in the maze. If no 'S' is found in the maze return -1 as both the x and y coordinates.
Test your code with the 'S' in multiple locations (including no location) before proceeding.
Question 3 - Solving the maze!
Finally, you are ready to solve the maze recursively! Your solution should only require a single method: solve(y,x)
A single instance of the solve method should solve a single location in your maze. The parameters y and x are the current coordinates to be solved. There are a few things your solve method should accomplish. It should check if it is currently solving the location of the 'E'. In that case your solve method has completed successfully. Otherwise it should try to recursively solve the space to the right. Note, your method should only try to solve spaces, not walls ('#'). If that recursion doesn't lead to the end, then try down, then left, and up. If all that fails, your code should backtrack a step, and try another direction.
Lastly, while solving the maze, your code should leave indicators of its progress. If it is searching to the right, the current location should have a '>' in place of the empty space. If searching down put a 'v'. If searching left '<', and if searching up '^'. If your code has to backtrack remove the direction arrow, and set the location back to a ' '.
Once your maze is solved print out the maze again. You should a see step-by-step guide to walking the maze.
E.g.,
main("somemaze.maze")
#########
#S# #E#
# # # #
# # # #
#########
S is at (1,1)
#########
#S#>>v#E#
#v#^#>>^#
#>>^# # #
#########
Test your code with different different start and end locations, and optionally over a variety of mazes.
Here is the code I have so far:
But the code is not actually printing the track in the maze, and I'm not sure why.
def loadMaze():
readIt = open('Maze.txt', 'r')
readLines = readIt.readlines()
global mazeList
mazeList = [list(i.strip()) for i in readLines]
def showMaze():
for i in mazeList:
mazeprint = ''
for j in i:
mazeprint = mazeprint + j
print(mazeprint)
print('\n')
def solve(x,y, mazeList):
mazeList[x][y] = "o"
#Base case
if y > len(mazeList) or x > len(mazeList[y]):
return False
if mazeList[y][x] == "E":
return True
if mazeList[y][x] != " ":
return False
#marking
if solve(x+1,y) == True: #right
mazeList[x][y]= '>'
elif solve(x,y+1) == True: #down
mazeList[x][y]= 'v'
elif solve(x-1,y) == True: #left
mazeList[x][y]= '<'
elif solve(x,y-1) == True: #up
mazeList[x][y]= '^'
else:
mazeList[x][y]= ' '
return (mazeList[x][y]!= ' ')
(Dating myself, I actually did this problem in COBOL, in high-school.)
You can think of solving the maze as taking steps.
When you take a step, the same rules apply every time. Because the same rules apply every time, you can use the exact same set of instructions for each step. When you take a step, you just call the same routine again, changing the parameters to indicate the new step. That's recursion. You break the problem down by taking it one step at a time.
Note: Some recursion solutions break the problem in half, solving each half independent of the other, that works when the two solutions are actually independent. It doesn't work here because each step (solution) depends on the previous steps.
If you hit a dead end, you back out of the dead end, until you find a step where there are still viable squares to check.
Helpful Hint: You don't mark the correct path on the way to the exit, because you don't know that the step you're taking right now is part of the path to the exit. You mark the path on the way back, when you know that each step is indeed part of the path. You can do this because each step remembers which square it was in before it took the next step.
Instead, you put a mark in each square you've tried that only says: I've been here, no need to check this one again. Clean those up before you print the solution.
Here is my solution of CodeEval's The Labirynth challenge:
import sys
sys.setrecursionlimit(5000)
class Maze(object):
FLOOR = ' '
WALLS = '*'
PATH = '+'
def __init__(self):
self.cols = 0
self.rows = 0
self.maze = []
def walk_forward(self, current_k, r, c):
self.maze[r][c] = current_k
next_k = current_k + 1
# up
if r > 1:
up = self.maze[r - 1][c]
if up != self.WALLS:
if up == self.FLOOR or int(up) > current_k:
self.walk_forward(next_k, r - 1, c)
# down
if r < self.rows - 1:
down = self.maze[r + 1][c]
if down != self.WALLS:
if down == self.FLOOR or int(down) > current_k:
self.walk_forward(next_k, r + 1, c)
# left
if c > 1:
left = self.maze[r][c - 1]
if left != self.WALLS:
if left == self.FLOOR or int(left) > current_k:
self.walk_forward(next_k, r, c - 1)
# right
if c < self.cols - 1:
right = self.maze[r][c + 1]
if right != self.WALLS:
if right == self.FLOOR or int(right) > current_k:
self.walk_forward(next_k, r, c + 1)
def walk_backward(self, r, c):
current_k = self.maze[r][c]
if not isinstance(current_k, int):
return False
self.maze[r][c] = self.PATH
up = self.maze[r - 1][c] if r > 0 else None
down = self.maze[r + 1][c] if r < self.rows - 1 else None
left = self.maze[r][c - 1] if c > 1 else None
right = self.maze[r][c + 1] if c < self.cols else None
passed = False
if up and isinstance(up, int) and up == current_k - 1:
self.walk_backward(r - 1, c)
passed = True
if down and isinstance(down, int) and down == current_k - 1:
self.walk_backward(r + 1, c)
passed = True
if left and isinstance(left, int) and left == current_k - 1:
self.walk_backward(r, c - 1)
passed = True
if right and isinstance(right, int) and right == current_k - 1:
self.walk_backward(r, c + 1)
def cleanup(self, cleanup_path=False):
for r in range(0, self.rows):
for c in range(0, self.cols):
if isinstance(self.maze[r][c], int):
self.maze[r][c] = self.FLOOR
if cleanup_path and self.maze[r][c] == self.PATH:
self.maze[r][c] = self.FLOOR
def solve(self, start='up', show_path=True):
# finding start and finish points
upper = lower = None
for c in range(0, self.cols):
if self.maze[0][c] == self.FLOOR:
upper = (0, c)
break
for c in range(0, self.cols):
if self.maze[self.rows - 1][c] == self.FLOOR:
lower = (self.rows - 1, c)
break
if start == 'up':
start = upper
finish = lower
else:
start = lower
finish = upper
self.cleanup(cleanup_path=True)
self.walk_forward(1, start[0], start[1])
length = self.maze[finish[0]][finish[1]]
if not isinstance(length, int):
length = 0
if show_path:
self.walk_backward(finish[0], finish[1])
self.cleanup(cleanup_path=False)
else:
self.cleanup(cleanup_path=True)
return length
def save_to_file(self, filename):
with open(filename, 'w') as f:
f.writelines(str(self))
def load_from_file(self, filename):
self.maze = []
with open(filename, 'r') as f:
lines = f.readlines()
for line in lines:
row = []
for c in line.strip():
row.append(c)
self.maze.append(row)
self.rows = len(self.maze)
self.cols = len(self.maze[0]) if self.rows > 0 else 0
def get_maze(self):
return copy.copy(self.maze)
def __str__(self):
as_string = u''
for row in self.maze:
as_string += u''.join([str(s)[-1] for s in row]) + "\n"
return as_string
maze = Maze()
maze.load_from_file(sys.argv[1])
maze.solve(show_path=True)
print str(maze)
import os
class Maze_Crawler:
def __init__(self):
self.maze = []
def load_maze(self, path):
rows = []
with open(path, 'r') as f:
rows = f.readlines()
for i in range(len(rows)):
self.maze.append([])
for j in range(len(rows[i])-1):
self.maze[i].append(rows[i][j])
return self.maze
def get_start_coor(self):
for i in range(len(self.maze)):
for j in range(len(self.maze[i])):
if self.maze[i][j] == 'S':
return i, j
return -1, -1
def solve_maze(self, coor):
x, y = coor
if self.maze[x][y] == '#' or self.maze[x][y] == 'X':
return False
if self.maze[x][y] == 'E':
return True
if self.maze[x][y] != 'S':
self.maze[x][y] = 'X'
if self.solve_maze((x+1, y)):
if self.maze[x][y] != 'S':
self.maze[x][y] = 'v'
elif self.solve_maze((x-1, y)):
if self.maze[x][y] != 'S':
self.maze[x][y] = '^'
elif self.solve_maze((x, y+1)):
if self.maze[x][y] != 'S':
self.maze[x][y] = '>'
elif self.solve_maze((x, y-1)):
if self.maze[x][y] != 'S':
self.maze[x][y] = '<'
else:
return False
return True
def show_solution(self):
for i in range(len(self.maze)):
r = ''
for j in range(len(self.maze[i])):
if self.maze[i][j] == 'X':
r += ' '
else:
r += self.maze[i][j]
print(r)
Maze solving with python shows my answer. However, if you want to do the code yourself the steps are.
1. Start at the entrance.
2. Call the function solve(x,y) with the entrance co-ordinates
3. in solve, return false if the input point has already been handled or is a wall.
4. Mark the current point as handled (tag = 'o')
5. go to the right and call solve on that point. If it returns true, set tag to '>'
6 elif do the same for left and '<'
7 elif do the same for up and '^'
8 elif do the same for down and 'v'
9 else this is a false path, set tag = ' '
10 set the current maze point to tag
11 return (tag != ' ')
Alternatively leave step 9 out and make step 11
return(tag != 'o')
Then search through the maze and replace every 'o' with ' '
You can display the maze both ways so that it will show how you tried to solve it as well as the final answer. This has been used as a Solaris screensaver with the potential paths showing in one color and the actual path in a different color so that you can see it trying and then succeeding.
Recursion is actually a simple idea: to solve a problem, you shrink the problem by one step, then solve the reduced problem. This continues until you reach a "base problem" that you know how to solve completely. You return the base solution, then add to the solution returned at each step until you have the full solution.
So to solve n!, we remember n and solve for (n-1)!. The base case is 1!, for which we return 1; then at each return step we multiply by the remembered number (2 * 1! is 2, 3 * 2! is 6, 4 * 3! is 24, 5 * 4! is 120) until we multiply by n and have the full solution. This is actually a pretty pale and anemic sort of recursion; there is only one possible decision at each step. Known as "tail recursion", this is very easy to turn inside-out and convert to an iterative solution (start at 1 and multiply by each number up to n).
A more interesting sort of recursion is where you split the problem in half, solve each half, then combine the two half-solutions; for example quicksort sorts a list by picking one item, dividing the list into "everything smaller than item" and "everything bigger than item", quicksorting each half, then returning quicksorted(smaller) + item + quicksorted(larger). The base case is "when my list is only one item, it is sorted".
For the maze, we are going to split the problem four ways - all solutions possible if I go right, left, up, and down from my current location - with the special feature that only one of the recursive searches will actually find a solution. The base case is "I am standing on E", and a failure is "I am in a wall" or "I am on a space I have already visited".
Edit: for interest's sake, here is an OO solution (compatible with both Python 2.x and 3.x):
from collections import namedtuple
Dir = namedtuple("Dir", ["char", "dy", "dx"])
class Maze:
START = "S"
END = "E"
WALL = "#"
PATH = " "
OPEN = {PATH, END} # map locations you can move to (not WALL or already explored)
RIGHT = Dir(">", 0, 1)
DOWN = Dir("v", 1, 0)
LEFT = Dir("<", 0, -1)
UP = Dir("^", -1, 0)
DIRS = [RIGHT, DOWN, LEFT, UP]
#classmethod
def load_maze(cls, fname):
with open(fname) as inf:
lines = (line.rstrip("\r\n") for line in inf)
maze = [list(line) for line in lines]
return cls(maze)
def __init__(self, maze):
self.maze = maze
def __str__(self):
return "\n".join(''.join(line) for line in self.maze)
def find_start(self):
for y,line in enumerate(self.maze):
try:
x = line.index("S")
return y, x
except ValueError:
pass
# not found!
raise ValueError("Start location not found")
def solve(self, y, x):
if self.maze[y][x] == Maze.END:
# base case - endpoint has been found
return True
else:
# search recursively in each direction from here
for dir in Maze.DIRS:
ny, nx = y + dir.dy, x + dir.dx
if self.maze[ny][nx] in Maze.OPEN: # can I go this way?
if self.maze[y][x] != Maze.START: # don't overwrite Maze.START
self.maze[y][x] = dir.char # mark direction chosen
if self.solve(ny, nx): # recurse...
return True # solution found!
# no solution found from this location
if self.maze[y][x] != Maze.START: # don't overwrite Maze.START
self.maze[y][x] = Maze.PATH # clear failed search from map
return False
def main():
maze = Maze.load_maze("somemaze.txt")
print("Maze loaded:")
print(maze)
try:
sy, sx = maze.find_start()
print("solving...")
if maze.solve(sy, sx):
print(maze)
else:
print(" no solution found")
except ValueError:
print("No start point found.")
if __name__=="__main__":
main()
and when run produces:
Maze loaded:
####################################
#S# ## ######## # # # # #
# # # # # # #
# # ##### ## ###### # ####### # #
### # ## ## # # # #### #
# # # ####### # ### #E#
####################################
solving...
####################################
#S# ## ######## # #>>>>>v# >>v# #
#v#>>v# >>>v #^# >>>>^#>>v#
#>>^#v#####^##v######^# ####### #v#
### #v##>>>^##>>>>>v#^# # ####v#
# #>>>^# #######>>^# ### #E#
####################################
Note that the assignment as given has a few unPythonic elements:
it asks for camelCase function names rather than underscore_separated
it suggests using a global variable rather than passing data explicitly
it asks for find_start to return flag values on failure rather than raising an exception

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