Ok, so I am making a Texas Hold'em AI for my senior project. I've created the gui and betting/dealing procedures, but I have reached the part where I need to determine who won the hand, and I do not know the best way to approach this. I am using python btw. ATM i have 2 lists, one for the 7 player cards, one for the 7 computer cards. Currently all cards are stored as a struct in the list as {'Number': XX, 'Suit': x}, where number is 2-14, suit is 1-4. The way I was going to approach this, is make a function for each hand type, starting with the highest. Eg. self.CheckRoyal(playerCards), and manually go through the list and evaluate if a royal flush was achieved. There has to be a better, numerically way to do this.
http://www.codingthewheel.com/archives/poker-hand-evaluator-roundup
Best algorithm you will get is 7 looks in lookup table of size 100 MB (if I remember correctly)
import itertools
from collections import Counter
# gets the most common element from a list
def Most_Common(lst):
data = Counter(lst)
return data.most_common(1)[0]
# gets card value from a hand. converts A to 14, is_seq function will convert the 14 to a 1 when necessary to evaluate A 2 3 4 5 straights
def convert_tonums(h, nums = {'T':10, 'J':11, 'Q':12, 'K':13, "A": 14}):
for x in xrange(len(h)):
if (h[x][0]) in nums.keys():
h[x] = str(nums[h[x][0]]) + h[x][1]
return h
# is royal flush
# if a hand is a straight and a flush and the lowest value is a 10 then it is a royal flush
def is_royal(h):
nh = convert_tonums(h)
if is_seq(h):
if is_flush(h):
nn = [int(x[:-1]) for x in nh]
if min(nn) == 10:
return True
else:
return False
# converts hand to number valeus and then evaluates if they are sequential AKA a straight
def is_seq(h):
ace = False
r = h[:]
h = [x[:-1] for x in convert_tonums(h)]
h = [int(x) for x in h]
h = list(sorted(h))
ref = True
for x in xrange(0,len(h)-1):
if not h[x]+1 == h[x+1]:
ref = False
break
if ref:
return True, r
aces = [i for i in h if str(i) == "14"]
if len(aces) == 1:
for x in xrange(len(h)):
if str(h[x]) == "14":
h[x] = 1
h = list(sorted(h))
for x in xrange(0,len(h)-1):
if not h[x]+1 == h[x+1]:
return False
return True, r
# call set() on the suite values of the hand and if it is 1 then they are all the same suit
def is_flush(h):
suits = [x[-1] for x in h]
if len(set(suits)) == 1:
return True, h
else:
return False
# if the most common element occurs 4 times then it is a four of a kind
def is_fourofakind(h):
h = [a[:-1] for a in h]
i = Most_Common(h)
if i[1] == 4:
return True, i[0]
else:
return False
# if the most common element occurs 3 times then it is a three of a kind
def is_threeofakind(h):
h = [a[:-1] for a in h]
i = Most_Common(h)
if i[1] == 3:
return True, i[0]
else:
return False
# if the first 2 most common elements have counts of 3 and 2, then it is a full house
def is_fullhouse(h):
h = [a[:-1] for a in h]
data = Counter(h)
a, b = data.most_common(1)[0], data.most_common(2)[-1]
if str(a[1]) == '3' and str(b[1]) == '2':
return True, (a, b)
return False
# if the first 2 most common elements have counts of 2 and 2 then it is a two pair
def is_twopair(h):
h = [a[:-1] for a in h]
data = Counter(h)
a, b = data.most_common(1)[0], data.most_common(2)[-1]
if str(a[1]) == '2' and str(b[1]) == '2':
return True, (a[0], b[0])
return False
#if the first most common element is 2 then it is a pair
# DISCLAIMER: this will return true if the hand is a two pair, but this should not be a conflict because is_twopair is always evaluated and returned first
def is_pair(h):
h = [a[:-1] for a in h]
data = Counter(h)
a = data.most_common(1)[0]
if str(a[1]) == '2':
return True, (a[0])
else:
return False
#get the high card
def get_high(h):
return list(sorted([int(x[:-1]) for x in convert_tonums(h)], reverse =True))[0]
# FOR HIGH CARD or ties, this function compares two hands by ordering the hands from highest to lowest and comparing each card and returning when one is higher then the other
def compare(xs, ys):
xs, ys = list(sorted(xs, reverse =True)), list(sorted(ys, reverse = True))
for i, c in enumerate(xs):
if ys[i] > c:
return 'RIGHT'
elif ys[i] < c:
return 'LEFT'
return "TIE"
# categorized a hand based on previous functions
def evaluate_hand(h):
if is_royal(h):
return "ROYAL FLUSH", h, 10
elif is_seq(h) and is_flush(h) :
return "STRAIGHT FLUSH", h, 9
elif is_fourofakind(h):
_, fourofakind = is_fourofakind(h)
return "FOUR OF A KIND", fourofakind, 8
elif is_fullhouse(h):
return "FULL HOUSE", h, 7
elif is_flush(h):
_, flush = is_flush(h)
return "FLUSH", h, 6
elif is_seq(h):
_, seq = is_seq(h)
return "STRAIGHT", h, 5
elif is_threeofakind(h):
_, threeofakind = is_threeofakind(h)
return "THREE OF A KIND", threeofakind, 4
elif is_twopair(h):
_, two_pair = is_twopair(h)
return "TWO PAIR", two_pair, 3
elif is_pair(h):
_, pair = is_pair(h)
return "PAIR", pair, 2
else:
return "HIGH CARD", h, 1
#this monster function evaluates two hands and also deals with ties and edge cases
# this probably should be broken up into separate functions but aint no body got time for that
def compare_hands(h1,h2):
one, two = evaluate_hand(h1), evaluate_hand(h2)
if one[0] == two[0]:
if one[0] =="STRAIGHT FLUSH":
sett1, sett2 = convert_tonums(h1), convert_tonums(h2)
sett1, sett2 = [int(x[:-1]) for x in sett1], [int(x[:-1]) for x in sett2]
com = compare(sett1, sett2)
if com == "TIE":
return "none", one[1], two[1]
elif com == "RIGHT":
return "right", two[0], two[1]
else:
return "left", one[0], one[1]
elif one[0] == "TWO PAIR":
leftover1, leftover2 = is_twopair(h1), is_twopair(h2)
twm1, twm2 = max([int(x) for x in list(leftover1[1])]), max([int(x) for x in list(leftover2[1])])
if twm1 > twm2:
return "left", one[0], one[1]
elif twm1 < twm2:
return "right", two[0], two[1]
if compare(list(leftover1[1]), list(leftover2[1])) == "TIE":
l1 = [x[:-1] for x in h1 if x[:-1] not in leftover1[1]]
l2 = [x[:-1] for x in h2 if x[:-1] not in leftover2[1]]
if int(l1[0]) == int(l2[0]):
return "none", one[1], two[1]
elif int(l1[0]) > int(l2[0]):
return "left", one[0], one[1]
else:
return "right", two[0], two[1]
elif compare(list(leftover1[1]), list(leftover2[1])) == "RIGHT":
return "right", two[0], two[1]
elif compare(list(leftover1[1]), list(leftover2[1])) == "LEFT":
return "left", one[0], one[1]
elif one[0] == "PAIR":
sh1, sh2 = int(is_pair(h1)[1]), int(is_pair(h2)[1])
if sh1 == sh2:
c1 = [int(x[:-1]) for x in convert_tonums(h1) if not int(sh1) == int(x[:-1])]
c2 = [int(x[:-1]) for x in convert_tonums(h2) if not int(sh1) == int(x[:-1])]
if compare(c1, c2) == "TIE":
return "none", one[1], two[1]
elif compare(c1, c2) == "RIGHT":
return "right", two[0], two[1]
else:
return "left", one[0], one[1]
elif h1 > h2:
return "right", two[0], two[1]
else:
return "left", one[0], one[1]
elif one[0] == 'FULL HOUSE':
fh1, fh2 = int(is_fullhouse(h1)[1][0][0]), int(is_fullhouse(h2)[1][0][0])
if fh1 > fh2:
return "left", one[0], one[1]
else:
return "right", two[0], two[1]
elif one[0] == "HIGH CARD":
sett1, sett2 = convert_tonums(h1), convert_tonums(h2)
sett1, sett2 = [int(x[:-1]) for x in sett1], [int(x[:-1]) for x in sett2]
com = compare(sett1, sett2)
if com == "TIE":
return "none", one[1], two[1]
elif com == "RIGHT":
return "right", two[0], two[1]
else:
return "left", one[0], one[1]
elif len(one[1]) < 5:
if max(one[1]) == max(two[1]):
return "none", one[1], two[1]
elif max(one[1]) > max(two[1]):
return "left", one[0], one[1]
else:
return "right", two[0], two[1]
else:
n_one, n_two = convert_tonums(one[1]), convert_tonums(two[1])
n_one, n_two = [int(x[:-1]) for x in n_one], [int(x[:-1]) for x in n_two]
if max(n_one) == max(n_two):
return "none", one[1], two[1]
elif max(n_one) > max(n_two):
return "left", one[0], one[1]
else:
return "right", two[0], two[1]
elif one[2] > two[2]:
return "left", one[0], one[1]
else:
return "right", two[0], two[1]
'''
a = ['QD', 'KD', '9D', 'JD', 'TD']
b = ['JS', '8S', 'KS', 'AS', 'QS']
print compare_hands(a,b)
'''
The method used in ralu's post is by far the best alternative I've seen. I used this method in my own project, and its very fast.
Cliffs:
Do some preprocessing, to generate a table, containing one value for each distinct poker-hand. Make sure the table is sorted by hand-strength.
Each card-value has a corresponding prime-value. The table is indexed by the multiplication of each card-value in the hand. So to find the value of the hand AAAAK, you calculate the prime multiplication and use this as index for the table:
int prime = getPrime(hand); // Calculates A.getPrime()...*K.getPrime();
int value = table[prime];
(Sorry for the java syntax).
This way, AAAAK is the same hand as KAAAA, and you dont need a 5-dim table.
Note that you need to go through all combinations of the best 5 card hand, with the 7 cards you can choose from, to find the largest value, which is the real value of the hand.
You use a different table for flushes.
The table gets pretty beefy, as there are lots of wasted cells by this implementation. To counter this, you can create a map during preprocessing, which maps the large prime values to integer values, and use this as you source instead.
An example of a ready made Texas Hold'em 7- and 5-card evaluator can be found here and further explained here. This might help you with performance. All feedback welcome at the e-mail address found therein.
Monte Carlo? That's the first suggestion I see here. It's another senior project. Simple and slow, but otherwise you're probably looking at some complicated combinatorics that I won't pretend to know much about.
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class Hand:
def __init__(self, hand):
self.hand = hand
def rank_to_index_converter(rank):
if rank == 2:
return 0
elif rank == 3:
return 1
elif rank == 4:
return 2
elif rank == 5:
return 3
elif rank == 6:
return 4
elif rank == 7:
return 5
elif rank == 8:
return 6
elif rank == 9:
return 7
elif rank == 10:
return 8
elif rank == 'J':
return 9
elif rank == 'Q':
return 10
elif rank == 'K':
return 11
elif rank == 'A':
return 1
else:
raise ValueError
def suit_to_index_converter(suit):
if suit == 'C':
return 0
elif suit == 'D':
return 1
elif suit == 'H':
return 2
elif suit == 'S':
return 3
else:
raise ValueError
def is_consecutive(hand):
### BEGIN YOUR SOLUTION
first = 0
string = ""
count = 0
for x in hand:
#print(x[0])
if x[0] == ("J"):
if first != 10 and (count != 0):
return False
string = x[0]
elif x[0] == ("Q"):
if string != "J" and (count != 0):
return False
string = x[0]
elif x[0] == ("K"):
if string != "Q" and (count != 0):
return False
string = x[0]
elif x[0] == ("A"):
if string != "K" and (count != 0):
return False
string = x[0]
elif x[0] != ("J" or "Q" or "K" or "A"):
if (x[0] != (first + 1)) and (count != 0):
if (hand[0][0] != "A"):
return False
first = x[0]
count = count + 1
return True
def is_suit(hand):
suit = hand[0][1]
for x in hand:
if x[1] != suit:
return False
return True
def is_flush(hand):
return is_suit(hand) and not is_consecutive(hand)
def is_four_of_a_kind(hand):
count = 0
pair_num = 0
lst = [0 for i in range(13)]
for x in hand:
index = rank_to_index_converter(x[0])
lst[index] += 1
for x in lst:
if x == 4:
return True
return False
def is_full_house(hand):
count = 0
pair_num = 0
lst = [0 for i in range(13)]
for x in hand:
index = rank_to_index_converter(x[0])
lst[index] += 1
three_pair = False
pair = False
for x in lst:
if x == 3:
three_pair = True
if x == 2:
pair = True
if three_pair and pair:
return True
return False
def is_flush(hand):
count = 0
while count < (len(hand) - 2):
if hand[count][1] != hand[count + 1][1]:
return False
count += 1
return True
def is_straight(hand):
if is_consecutive(hand) and not is_suit(hand):
return True
return False
def is_three_of_a_kind(hand):
lst = [0 for i in range(13)]
for x in hand:
index = rank_to_index_converter(x[0])
lst[index] += 1
three_pair = False
for x in lst:
if x == 3:
three_pair = True
if three_pair and not is_full_house(hand) and not is_suit(hand):
return True
return False
def is_two_pair(hand):
lst = [0 for i in range(13)]
for x in hand:
index = rank_to_index_converter(x[0])
lst[index] += 1
two_pair = False
counter = 0
switch = 0
while counter != len(lst):
if lst[counter] == 2:
switch = 1
if lst[counter] == 2 & switch == 1:
two_pair = True
if two_pair and not is_full_house(hand) and not is_suit(hand) and not is_four_of_a_kind(hand) and not is_three_of_a_kind(hand):
return True
return False
def is_pair(hand):
lst = [0 for i in range(13)]
for x in hand:
index = rank_to_index_converter(x[0])
lst[index] += 1
pair = False
for x in lst:
if x == 2:
pair = True
if pair and not is_full_house(hand) and not is_suit(hand):
return True
return False
def maximum_value(hand):
sum = 0
for x in hand:
sum += rank_to_index_converter(x[0])
return sum
The is_full_house function uses the rank_to_index_converter function. The rank_to_index_converter function is defined above the is_full_house function. Why am I receiving an error that the rank_to_index_converter function is not defined?
I am lost on where to proceed; therefore, I haven't tried anything, besides copying and pasting the rank_to_index_converter function into the is_full_house function; however, it is more convenient if the rank_to_index_converter is a separate function. That is why I want to solve this issue.
This is the main question
Write a function named find_longest_string(legoString,n) that finds and returns the longest
diagonal string from the upper-right triangle of the matrix representation of the brick placement.
The longest diagonal string is defined as a string that contains the maximum occurrences of a
letter on the same diagonal. In case there are multiple solutions i.e. diagonal strings of the
same maximum lengths, you can return any of the valid solutions. Fig 5 shows a computation
of a valid solution. This function must have two parameters, legoString - a string returned from
the function named “place_random_bricks”, and n - the number of columns on the baseplate.
In this example the letter G would be occurring the most
def find_longest_string(legoString, n):
list2 = []
countr = ""
countb = ""
countg = ""
county = ""
countc = ""
for i in range(len(legoString)):
list = []
if i % n == 0: #guarantees that row will only have required amount of columns(no more no less)
sub = legoString[i: i + n] #i starts at 0 and so add number of columns for first row and continue
#list = [] #create empty list each time a row is created
for j in sub:
list.append(j)
list2.append(j)
answer = ''.join(''.join(tup) for tup in list)
answer2 = ''.join(''.join(tup) for tup in list)
print(answer) # prints list before it is reset
for index in range(len(answer)):
if answer2[index] == answer[index-1]:
if answer2[index] == "R":
countr = countr + "R"
elif answer2[index] == "B":
countb = countb + "B"
elif answer2[index] == "G":
countg = countg + "G"
elif answer2[index] == "Y":
county = county + "Y"
elif answer2[index] == "C":
countc = countc + "C"
print(countr, countc, county, countb, countg)
if len(countr) >= len(countb) and len(countg) and len(county) and len(countc):
return countr
elif len(countb) >= len(countr) and len(countg) and len(county) and len(countc):
return countb
elif len(countg) >= len(countr) and len(countb) and len(county) and len(countc):
return countg
elif len(countc) >= len(countr) and len(countg) and len(county) and len(countb):
return countc
elif len(county) >= len(countr) and len(countg) and len(countb) and len(countc):
return county
I am trying to create a tictactoe AI for the CS50AI's 1st assignment. I get the error which you will see below. This means action in the result function is None somehow. But the issue is it is a mouse click by me how could it be N one?
my function gives the following error:
Traceback (most recent call last):
File "c:\Users\ahmet\Desktop\tictactoe\runner.py", line 116, in <module>
board = ttt.result(board, move)
File "c:\Users\ahmet\Desktop\tictactoe\tictactoe.py", line 69, in result
raise Exception("Invalid action")
Exception: Invalid action
So action parameter of result becomes None at some point but I couldn't understand why any help ?
This is the tictactoe.py file until the result function. Thanks for all the help.
"""
Tic Tac Toe Player
"""
import math
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 initial_stateh():
return [[X, X, X],
[EMPTY, EMPTY, EMPTY],
[EMPTY, EMPTY, EMPTY]]
def initial_statetie():
return [[O, X, O],
[X, O, X],
[X, X, O]]
def initial_stateboş():
return [[EMPTY, O, O],
[X, O, EMPTY],
[X, X, EMPTY]]
def player(board):
numx = 0
numo = 0
for i in range(3):
for j in range(3):
if board[i][j] == X:
numx = numx + 1
if board[i][j] == O:
numo = numo + 1
if numx == numo:
return X
elif numx > numo:
return O
def actions(board):
possiblemoves = set()
for i in range(3):
for j in range(3):
if board[i][j] == EMPTY:
possiblemoves.add((i,j))
return possiblemoves
def result(board, action):
"""
Returns the board that results from making move (i, j) on the board.
"""
if action is None:
raise Exception("Invalid action")
copyboard = [row[:] for row in board]
if copyboard[ action[0] ][ action[1] ] is EMPTY:
#print(action[0],action[1])
copyboard[ action[0] ][ action[1] ] = player(board)
return copyboard
else:
raise Exception("Move is not possible")
def horizontal(board):
for x in range(3):
if (board[x][0] == board[x][1] and board[x][1] == board[x][2]) and board[x][0] != None:
pl = board[x][0]
return pl
return None
def vertical(board):
for y in range(3):
if (board[0][y] == board[1][y] and board[1][y] == board[2][y]) and board[1][y] != None:
pl = board[1][y]
return pl
return None
def diagonally(board):
if (board[0][0] == board[1][1] and board[1][1]==board[2][2]) and board[0][0] != None:
return board[0][0]
if (board[0][2] == board[1][1] and board[1][1]==board[2][0]) and board[0][2] != None:
return board[0][2]
else:
return None
def winner(board):
"""
Returns the winner of the game, if there is one.
"""
if vertical(board) != None :
return vertical(board)
if horizontal(board) != None :
return horizontal(board)
if diagonally(board) != None :
return diagonally(board)
else:
return None
def arethereanyspace(board):
space = 0
for row in board:
for item in row:
if item == None:
space +=1
else:
return space
def tie(board):
if winner(board) == None and arethereanyspace(board) == None:
return True
else:
return False
def terminal(board):
"""
Returns True if game is over, False otherwise.
"""
if tie(board) == True :
return True
if winner(board) != None:
return True
else:
return False
def utility(board):
"""
Returns 1 if X has won the game, -1 if O has won, 0 otherwise.
"""
if winner(board) == X:
return 1
if winner(board) == O:
return -1
if tie(board):
return 0
def minimax(board):
"""
Returns the optimal action for the current player on the board.
"""
if terminal(board) == True: #if the game has ended
return None
for move in actions(board):
if winner(result(board, move)) != None:#if the move is a winning move, do it!
return move
i = move[0]
j = move[1]
if j+1 <= 2 and board[i][j+1] == player(board): #check horizontal
return move
if j-1 >= 0 and board[i][j-1] == player(board): #check horizontal
return move
if i+1 <= 2 and board[i+1][j] == player(board): #check vertical
return move
if i-1 >= 0 and board[i-1][j] == player(board): #check vertical
return move
if (j+1<=2) and (i+1<= 2) and board[i+1][j+1] == player(board): #checking the diag
return move
if (i-1 >= 0) and (j-1 >= 0) and board[i-1][j-1] == player(board): #checking the diag
return move
if (i-1 >= 0) and (j+1 <= 2) and board[i-1][j+1] == player(board):
return move
if (i+1 <= 2) and (j-1 >= 0) and board[i+1][j-1] == player(board):
return move
I found the answer: It's because of my minimax function. Unless there is a winning move it returns none. I forgot to code the rest of it. Thanks for all the help though.
My tests of my implementations of Dijkstra and A-Star have revealed that my A-star implementation is approximately 2 times SLOWER. Usually equivalent implementations of Dijkstra and A-star should see A-star beating out Dijkstra. But that isn't the case here and so it has led me to question my implementation of A-star. So I want someone to tell me what I am doing wrong in my implementation of A-star.
Here is my code:
from copy import deepcopy
from math import inf, sqrt
import maze_builderV2 as mb
if __name__ == '__main__':
order = 10
space = ['X']+['_' for x in range(order)]+['X']
maze = [deepcopy(space) for x in range(order)]
maze.append(['X' for x in range(order+2)])
maze.insert(0, ['X' for x in range(order+2)])
finalpos = (order, order)
pos = (1, 1)
maze[pos[0]][pos[1]] = 'S' # Initializing a start position
maze[finalpos[0]][finalpos[1]] = 'O' # Initializing a end position
mb.mazebuilder(maze=maze)
def spit():
for x in maze:
print(x)
spit()
print()
mazemap = {}
def scan(): # Converts raw map/maze into a suitable datastructure.
for x in range(1, order+1):
for y in range(1, order+1):
mazemap[(x, y)] = {}
t = [(x-1, y), (x+1, y), (x, y-1), (x, y+1)]
for z in t:
if maze[z[0]][z[1]] == 'X':
pass
else:
mazemap[(x, y)][z] = [sqrt((pos[0]-z[0])**2+(pos[1]-z[1])**2),
sqrt((finalpos[0]-z[0])**2+(finalpos[1]-z[1])**2)] # Euclidean distance to destination (Heuristic)
scan()
unvisited = deepcopy(mazemap)
distances = {}
paths = {}
# Initialization of distances:
for node in unvisited:
if node == pos:
distances[node] = [0, sqrt((finalpos[0]-node[0])**2+(finalpos[1]-node[1])**2)]
else:
distances[node] = [inf, inf]
while unvisited != {}:
curnode = None
for node in unvisited:
if curnode == None:
curnode = node
elif (distances[node][0]+distances[node][1]) < (distances[curnode][0]+distances[curnode][1]):
curnode = node
else:
pass
for childnode, lengths in mazemap[curnode].items():
# Length to nearby childnode - G length, Euclidean (Heuristic) length from curnode to finalpos - H length
# G length + H length < Euclidean length to reach that childnode directly + Euclidean length to finalpos from that childnode = Better path found, update known distance and paths
if lengths[0] + lengths[1] < distances[childnode][0] + distances[childnode][1]:
distances[childnode] = [lengths[0], lengths[1]]
paths[childnode] = curnode
unvisited.pop(curnode)
def shortestroute(paths, start, end):
shortestpath = []
try:
def rec(start, end):
if end == start:
shortestpath.append(end)
return shortestpath[::-1]
else:
shortestpath.append(end)
return rec(start, paths[end])
return rec(start, end)
except KeyError:
return False
finalpath = shortestroute(paths, pos, finalpos)
if finalpath:
for x in finalpath:
if x == pos or x == finalpos:
pass
else:
maze[x[0]][x[1]] = 'W'
else:
print("This maze not solvable, Blyat!")
print()
spit()
For those who find my code too messy and can't bother to read the comments I added to help with the reading... Here is a gist of my code:
Creates a mazemap (all the coordinates and its connected neighbors along with their euclidean distances from that neighboring point to the start position (G Cost) as well as to the final position (H Cost)... in a dictionary)
start position is selected as the current node. All distances to other nodes is initialised as infinity.
For every node we compare the total path cost i.e is the G cost + H cost. The one with least total cost is selected as then next current node. Each time we select new current node, we add that node to a dictionary that keeps track of through which node it was reached, so that it is easier to backtrack and find our path.
Process continues until current node is the final position.
If anyone can help me out on this, that would be great!
EDIT: On account of people asking for the maze building algorithm, here it is:
# Maze generator - v2: Generates mazes that look like city streets (more or less...)
from copy import deepcopy
from random import randint, choice
if __name__ == "__main__":
order = 10
space = ['X']+['_' for x in range(order)]+['X']
maze = [deepcopy(space) for x in range(order)]
maze.append(['X' for x in range(order+2)])
maze.insert(0, ['X' for x in range(order+2)])
pos = (1, 1)
finalpos = (order, order)
maze[pos[0]][pos[1]] = 'S' # Initializing a start position
maze[finalpos[1]][finalpos[1]] = 'O' # Initializing a end position
def spit():
for x in maze:
print(x)
blocks = []
freespaces = [(x, y) for x in range(1, order+1) for y in range(1, order+1)]
def blockbuilder(kind):
param1 = param2 = 0
double = randint(0, 1)
if kind == 0:
param2 = randint(3, 5)
if double:
param1 = 2
else:
param1 = 1
else:
param1 = randint(3, 5)
if double:
param2 = 2
else:
param2 = 1
for a in range(blockstarter[0], blockstarter[0]+param2):
for b in range(blockstarter[1], blockstarter[1]+param1):
if (a+1, b) in blocks or (a-1, b) in blocks or (a, b+1) in blocks or (a, b-1) in blocks or (a, b) in blocks or (a+1, b+1) in blocks or (a-1, b+1) in blocks or (a+1, b-1) in blocks or (a-1, b-1) in blocks:
pass
else:
if a > order+1 or b > order+1:
pass
else:
if maze[a][b] == 'X':
blocks.append((a, b))
else:
spaces = [(a+1, b), (a-1, b), (a, b+1), (a, b-1)]
for c in spaces:
if maze[c[0]][c[1]] == 'X':
break
else:
maze[a][b] = 'X'
blocks.append((a, b))
for x in range(1, order+1):
for y in range(1, order+1):
if (x, y) in freespaces:
t = [(x+1, y), (x-1, y), (x, y+1), (x, y-1)]
i = 0
while i < len(t):
if maze[t[i][0]][t[i][1]] == 'X' or (t[i][0], t[i][1]) == pos or (t[i][0], t[i][1]) == finalpos:
del t[i]
else:
i += 1
if len(t) > 2:
blockstarter = t[randint(0, len(t)-1)]
kind = randint(0, 1) # 0 - vertical, 1 - horizontal
blockbuilder(kind)
else:
pass
# rch = choice(['d', 'u', 'r', 'l'])
b = 0
while b < len(blocks):
block = blocks[b]
t = {'d': (block[0]+2, block[1]), 'u': (block[0]-2, block[1]),
'r': (block[0], block[1]+2), 'l': (block[0], block[1]-2)}
rch = choice(['d', 'u', 'r', 'l'])
z = t[rch]
# if z[0] > order+1 or z[1] > order+1 or z[0] < 1 or z[1] < 1:
# Decreased chance of having non solvable maze being generated...
if z[0] > order-2 or z[1] > order-2 or z[0] < 2+2 or z[1] < 2+2:
pass
else:
if maze[z[0]][z[1]] == 'X':
if randint(0, 1):
set = None
if rch == 'u':
set = (z[0]+1, z[1])
elif rch == 'd':
set = (z[0]-1, z[1])
elif rch == 'r':
set = (z[0], z[1]-1)
elif rch == 'l':
set = (z[0], z[1]+1)
else:
pass
if maze[set[0]][set[1]] == '_':
# Checks so that no walls that block the entire way are formed
# Makes sure maze is solvable
sets, count = [
(set[0]+1, set[1]), (set[0]-1, set[1]), (set[0], set[1]+1), (set[0], set[1]-1)], 0
for blyat in sets:
while blyat[0] != 0 and blyat[1] != 0 and blyat[0] != order+1 and blyat[1] != order+1:
ch = [(blyat[0]+1, blyat[1]), (blyat[0]-1, blyat[1]),
(blyat[0], blyat[1]+1), (blyat[0], blyat[1]-1)]
suka = []
for i in ch:
if ch not in suka:
if maze[i[0]][i[1]] == 'X':
blyat = i
break
else:
pass
suka.append(ch)
else:
pass
else:
blyat = None
if blyat == None:
break
else:
pass
else:
count += 1
if count < 1:
maze[set[0]][set[1]] = 'X'
blocks.append(set)
else:
pass
else:
pass
else:
pass
b += 1
mazebuilder(maze, order)
spit()
Sorry for leaving this out!
Just at a quick glance, it looks like you don't have a closed set at all?? Your unvisited structure appears to contain every node in the map. This algorithm is not A* at all.
Once you fix that, make sure to change unvisited from a list to a priority queue also.
I have written a selection of functions to try and solve a N-puzzle / 8-puzzle.
I am quite content with my ability to manipulate the puzzle but am struggling with how to iterate and find the best path. My skills are not in OOP either and so the functions are simple.
The idea is obviously to reduce the heruistic distance and place all pieces in their desired locations.
I have read up a lot of other questions regarding this topic but they're often more advanced and OOP focused.
When I try and iterate through there are no good moves. I'm not sure how to perform the A* algorithm.
from math import sqrt, fabs
import copy as cp
# Trial puzzle
puzzle1 = [
[3,5,4],
[2,1,0],
[6,7,8]]
# This function is used minimise typing later
def starpiece(piece):
'''Checks the input of a *arg and returns either tuple'''
if piece == ():
return 0
elif isinstance(piece[0], (str, int)) == True:
return piece[0]
elif isinstance(piece[0], (tuple, list)) and len(piece[0]) == 2:
return piece[0]
# This function creates the goal puzzle layout
def goal(puzzle):
'''Input a nested list and output an goal list'''
n = len(puzzle) * len(puzzle)
goal = [x for x in range(1,n)]
goal.append(0)
nested_goal = [goal[i:i+len(puzzle)] for i in range(0, len(goal), len(puzzle))]
return nested_goal
# This fuction gives either the coordinates (as a tuple) of a piece in the puzzle
# or the piece in the puzzle at give coordinates
def search(puzzle, *piece):
'''Input a puzzle and piece value and output a tuple of coordinates.
If no piece is selected 0 is chosen by default. If coordinates are
entered the piece value at those coordinates are outputed'''
piece = starpiece(piece)
if isinstance(piece, (tuple, list)) == True:
return puzzle[piece[0]][piece[1]]
for slice1, sublist in enumerate(puzzle):
for slice2, item in enumerate(sublist):
if puzzle[slice1][slice2] == piece:
x, y = slice1, slice2
return (x, y)
# This function gives the neighbours of a piece at a given position as a list of coordinates
def neighbours(puzzle, *piece):
'''Input a position (as a tuple) or piece and output a list
of adjacent neighbours. Default are the neighbours to 0'''
length = len(puzzle) - 1
return_list = []
piece = starpiece(piece)
if isinstance(piece, tuple) != True:
piece = search(puzzle, piece)
if (piece[0] - 1) >= 0:
x_minus = (piece[0] - 1)
return_list.append((x_minus, piece[1]))
if (piece[0] + 1) <= length:
x_plus = (piece[0] + 1)
return_list.append((x_plus, piece[1]))
if (piece[1] - 1) >= 0:
y_minus = (piece[1] - 1)
return_list.append((piece[0], y_minus))
if (piece[1] + 1) <= length:
y_plus = (piece[1] + 1)
return_list.append((piece[0], y_plus))
return return_list
# This function swaps piece values of adjacent cells
def swap(puzzle, cell1, *cell2):
'''Moves two cells, if adjacent a swap occurs. Default value for cell2 is 0.
Input either a cell value or cell cooridinates'''
cell2 = starpiece(cell2)
if isinstance(cell1, (str, int)) == True:
cell1 = search(puzzle, cell1)
if isinstance(cell2, (str, int)) == True:
cell2 = search(puzzle, cell2)
puzzleSwap = cp.deepcopy(puzzle)
if cell1 == cell2:
print('Warning: no swap occured as both cell values were {}'.format(search(puzzle,cell1)))
return puzzleSwap
elif cell1 in neighbours(puzzleSwap, cell2):
puzzleSwap[cell1[0]][cell1[1]], puzzleSwap[cell2[0]][cell2[1]] = puzzleSwap[cell2[0]][cell2[1]], puzzleSwap[cell1[0]][cell1[1]]
return puzzleSwap
else:
print('''Warning: no swap occured as cells aren't adjacent''')
return puzzleSwap
# This function gives true if a piece is in it's correct position
def inplace(puzzle, p):
'''Ouputs bool on whether a piece is in it's correct position'''
if search(puzzle, p) == search(goal(puzzle), p):
return True
else:
return False
# These functions give heruistic measurements
def heruistic(puzzle):
'''All returns heruistic (misplaced, total distance) as a tuple. Other
choices are: heruistic misplaced, heruistic distance or heruistic list'''
heruistic_misplaced = 0
heruistic_distance = 0
heruistic_distance_total = 0
heruistic_list = []
for sublist in puzzle:
for item in sublist:
if inplace(puzzle, item) == False:
heruistic_misplaced += 1
for sublist in puzzle:
for item in sublist:
a = search(puzzle, item)
b = search(goal(puzzle), item)
heruistic_distance = int(fabs(a[0] - b[0]) + fabs(a[1] - b[1]))
heruistic_distance_total += heruistic_distance
heruistic_list.append(heruistic_distance)
return (heruistic_misplaced, heruistic_distance_total, heruistic_list)
def hm(puzzle):
'''Outputs heruistic misplaced'''
return heruistic(puzzle)[0]
def hd(puzzle):
'''Outputs total heruistic distance'''
return heruistic(puzzle)[1]
def hl(puzzle):
'''Outputs heruistic list'''
return heruistic(puzzle)[2]
def hp(puzzle, p):
'''Outputs heruistic distance at a given location'''
x, y = search(puzzle, p)[0], search(puzzle, p)[1]
return heruistic(puzzle)[2][(x * len(puzzle)) + y]
# This is supposted to iterate along a route according to heruistics but doesn't work
def iterMove(puzzle):
state = cp.deepcopy(puzzle)
while state != goal(puzzle):
state_hd = hd(state)
state_hm = hm(state)
moves = neighbours(state)
ok_moves = []
good_moves = []
for move in moves:
maybe_state = swap(state, move)
if hd(maybe_state) < state_hd and hm(maybe_state) < state_hm:
good_moves.append(move)
elif hd(maybe_state) < state_hd:
ok_moves.append(move)
elif hm(maybe_state) < state_hm:
ok_moves.append(move)
if good_moves != []:
print(state)
state = swap(state, good_moves[0])
elif ok_moves != []:
print(state)
state = swap(state, ok_moves[0])
>> iterMove(puzzle1)
'no good moves'
To implement A* in Python you can use https://docs.python.org/3/library/heapq.html for a priority queue. You put possible positions into the queue with a priority of "cost so far + heuristic for remaining cost". When you take them out of the queue you check a set of already seen positions. Skip this one if you've seen the position, else add it to the set and then process.
An untested version of the critical piece of code:
queue = [(heuristic(starting_position), 0, starting_position, None)]
while 0 < len(queue):
(est_moves, cur_moves, position, history) = heapq.heappop(queue)
if position in seen:
continue
elif position = solved:
return history
else:
seen.add(position)
for move in possible_moves(position):
next_position = position_after_move(position, move)
est_moves = cur_moves + 1 + heuristic(next_position)
heapq.heappush(queue,
(est_moves, cur_moves+1,
next_position, (move, history)))
return None