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ChessMain.py
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ChessMain.py
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# -*- coding: utf-8 -*-
"""
Created on Mon Apr 19 08:41:16 2021
@author: Alexander Leszczynski
This file is responsible for handling user input and displaying the current GameState object
"""
import json
import multiprocessing
import pathlib
import sys
import time
import argparse
import os
import os.path as osp
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
import pygame as py
import ChessEngine
# from agents.expert import MrExpert
from agents.random import MrRandom
from student_agents.template import Agent as Agent1
from student_agents.template2 import Agent as Agent2
from sys import exit
from multiprocessing import Process, Queue, freeze_support
import importlib.util
import statistics as np
# Opening JSON file
with open('Settings.json') as f:
# returns JSON object as
# a dictionary
data = json.load(f)
BOARD_COLOR = data["Board color"]
# 1 for Chess.com
# 2 for lichess.org
# DIFFICULTY_WHITE = data["Difficulty White"]
# DIFFICULTY_BLACK = data["Difficulty Black"]
# 0 if human player
# 1 nega max with alpha-beta, move ordering, no threefold , piecepositions
# 2 nega max with alpha-beta no position score <-- is bad
# 3 nega max with alpha-beta threefold
# 4 nega max with alpha-beta no move order
# 5 nega max with alpha-beta, move ordering, no threefold , piecepositions * 0.1
# 17 random
# global colors
# if BOARD_COLOR == 1:
# colors = [py.Color((235, 235, 208)), py.Color((119, 148, 85))] # these are the chess.com standard colors
# elif BOARD_COLOR == 2:
# colors = [py.Color((240, 217, 181)), py.Color((181, 136, 99))] # these are the lichess.org standard colors
# py.init() # initializing pygame
BOARD_WIDTH = BOARD_HEIGHT = 400 # size of the board in pixels, the larger the number the worse the resolution
DIMENSION = 6 # dimensions of a chess board in Diana Chess are 6x6
MOVE_LOG_PANEL_WIDTH = 250
MOVE_LOG_PANEL_HEIGHT = BOARD_HEIGHT
CLOCK_PANEL_WIDTH = BOARD_WIDTH + MOVE_LOG_PANEL_WIDTH
CLOCK_PANEL_HEIGHT = 150
SQ_SIZE = BOARD_HEIGHT // DIMENSION
MAX_FPS = 15 # for animations later on
IMAGES = {}
def loadImages():
"""
Initialize a global dictionary of images. This will be called exactly once in the main.
Returns
-------
None.
"""
pieces = ["wp", "wR", "wN", "wB", "wK", "wQ", "bp", "bR", "bN", "bB", "bK", "bQ"]
for piece in pieces:
IMAGES[piece] = py.transform.scale(py.image.load("images/" + piece + ".png"), (SQ_SIZE, SQ_SIZE))
# Note: we can acess an image by saying 'IMAGES["wp"]'
def main(args):
"""
The main driver for our code. This will handle user or AI input and updating the graphics
Returns
-------
None.
:param args:
:param agent_file_path2:
:param agent_file_path1:
"""
num_games = args.num_games - 1
KingImg = py.image.load("images/bK.png")
py.display.set_icon(KingImg)
py.display.set_caption("Chess")
if args.output_file:
if osp.isfile(args.output_file):
os.remove(args.output_file)
pathlib.Path(os.path.dirname(args.output_file)).mkdir(parents=True, exist_ok=True)
with open(args.output_file, 'w+') as f:
pass
def return_agent(path_or_name: str):
if path_or_name == 'MrRandom':
agent = MrRandom
elif path_or_name == 'MrNovice':
agent = None
elif path_or_name == 'MrExpert':
agent = MrExpert
elif path_or_name == 'Human':
agent = None
elif path_or_name == 'Agent1':
agent = Agent1
elif path_or_name == 'Agent2':
agent = Agent2
else:
spec = importlib.util.spec_from_file_location("Agent", path_or_name)
foo = importlib.util.module_from_spec(spec)
spec.loader.exec_module(foo)
agent = foo.Agent
return agent
agent1 = return_agent(args.agent1)
agent2 = return_agent(args.agent2)
py.init()
if args.use_gui:
screen = py.display.set_mode((BOARD_WIDTH + MOVE_LOG_PANEL_WIDTH, BOARD_HEIGHT + CLOCK_PANEL_HEIGHT))
clock = py.time.Clock()
# screen.fill(py.Color("white"))
game_state = ChessEngine.GameState()
valid_moves = game_state.getValidMoves()
move_made = False # flag variable for when a move is made
animate = False # flag variable for when we should animate a move
loadImages() # only do this once, before the while loop
running = True
sqSelected = () # no square is selected, keep track of the last click of the user (tuple: (row,col))
playerClicks = [] # keep track of player clicks (two tuples: [(6,4),(4,4)])
game_over = False
ai_thinking = False
move_undone = False
move_finder_process = None # neu
moveLogFont = py.font.SysFont("Arial", 14, False, False)
halfmoveClock = 0 # global halfmoveClock
GameTable = {"Draw by 50 move rule": 0, "Draw by threefold position repetition": 0, "Black wins by checkmate": 0,
"White wins by checkmate": 0, "Black wins on time": 0, "White wins on time": 0,
"Draw by insufficient material": 0, "White wins by illegal move": 0,
"Black wins by illegal move": 0}
start_time = -1
# playerOne = DIFFICULTY_WHITE == 0 # If a Human is playing white, else false
# playerTwo = DIFFICULTY_BLACK == 0 # If a Human is playing white, else false
playerOne = agent1 is None
playerTwo = agent2 is None
average_depth_per_move = []
average_depth_per_game = []
# clock logic
clock_counter, clock_text = args.time_control, str(args.time_control).rjust(3)
py.time.set_timer(py.USEREVENT, 1000)
clock_font = py.font.SysFont('Consolas', 40)
if agent1:
chessai_white = agent1()
if agent2:
chessai_black = agent2()
while running:
human_turn = (game_state.whiteToMove and playerOne) or (not game_state.whiteToMove and playerTwo)
for e in py.event.get():
# remaining clocktime logic
if e.type == py.USEREVENT:
clock_counter -= 1
clock_text = str(clock_counter).rjust(3) if clock_counter >= 0 else 'GAME OVER'
# quitting the application
if e.type == py.QUIT:
running = False
py.quit()
exit()
# mouse operations
elif e.type == py.MOUSEBUTTONDOWN:
if not game_over:
location = py.mouse.get_pos() # (x,y) location of mouse
col = location[0] // SQ_SIZE
row = location[1] // SQ_SIZE
# bugfix where col or row can be 6 when the outer rim is clicked
if row >= 5:
row = 5
if sqSelected == (row, col) or col >= 6: # the user clicked the same square twice
sqSelected = () # deselect
playerClicks = [] # clear player clicks
else:
sqSelected = (row, col)
playerClicks.append(sqSelected) # append for both 1st and 2nd clicks
if len(playerClicks) == 2 and human_turn: # after 2nd click
move = ChessEngine.Move(playerClicks[0], playerClicks[1], game_state.board)
# checks wether move is a valid move
for i in range(len(valid_moves)):
if move == valid_moves[i]:
game_state.makeMove(move)
if move.pieceCaptured == "--" and move.pieceMoved[1] != "p":
halfmoveClock += 1
else:
halfmoveClock = 0
move_made = True
animate = True
sqSelected = () # resets slected Squares
playerClicks = [] # resets player clicks
# if two clicks on the same square were made
if not move_made:
if sqSelected != () and sqSelected[0] < DIMENSION:
playerClicks = [sqSelected]
# key operations
elif e.type == py.KEYDOWN:
if e.key == py.K_u: # undo when "u" is pressed
game_state.undoMove()
if halfmoveClock != 0:
halfmoveClock -= 1
move_made = True
animate = False
game_over = False
if ai_thinking:
move_finder_process.terminate()
ai_thinking = False
move_undone = False
if e.key == py.K_r: # reset the board when "r" is pressed
game_state = ChessEngine.GameState()
valid_moves = game_state.getValidMoves()
sqSelected = ()
playerClicks = []
halfmoveClock = 0
move_made = False
animate = False
game_over = False
clock_counter = args.time_control
if ai_thinking:
move_finder_process.terminate()
ai_thinking = False
move_undone = False
# AI Move finder with multiprocessing
# print([game_over, human_turn, move_undone])
if not game_over and not human_turn and not move_undone:
if not ai_thinking:
ai_thinking = True
# print('white' if game_state.whiteToMove else 'black')
chessai = chessai_white if game_state.whiteToMove else chessai_black
return_queue = Queue() # used to pass data between threads
chessai.clear_queue(return_queue)
move_finder_process = Process(target=chessai.findBestMove, args=(game_state, ))
move_finder_process.start()
start_time = time.time()
# print("AI is thinking ... ")
if time.time() - start_time > args.time_control or not move_finder_process.is_alive():
move_finder_process.kill()
move_finder_process.join()
# if not move_finder_process.is_alive():
ai_move, nextMoveScore, currentDepth = chessai.get_move()
ai_move = ChessEngine.Move((ai_move.startRow, ai_move.startCol), (ai_move.endRow, ai_move.endCol), game_state.board)
if not ai_move in game_state.getValidMoves():
game_state.illegal_move_done = True
if game_state.whiteToMove:
average_depth_per_game.append(currentDepth)
average_depth_per_move.append(currentDepth)
if args.verbose:
s = f"{'White' if game_state.whiteToMove else 'Black'}'s move: {str(ai_move)}\n" + \
f"Current Depth is: {currentDepth}\n" + \
f"The Score this move has is: {nextMoveScore}\n"
print(s)
if args.output_file:
if not osp.isfile(args.output_file):
raise SystemExit(str(args.output_file) + ' does no longer exist!')
with open(args.output_file, 'a') as f:
f.write(s)
# if ai_move is None:
# print("sth wrong then??")
# ai_move = ChessAI.findRandomMove(valid_moves)
game_state.makeMove(ai_move)
move_made = True
if ai_move.pieceCaptured == "--" and ai_move.pieceMoved[1] != "p":
halfmoveClock += 1
else:
halfmoveClock = 0
animate = True
ai_thinking = False
# move animation and resetting clock
if move_made:
if args.use_gui:
if animate:
animateMove(game_state.moveLog[-1], screen, game_state.board, clock)
valid_moves = game_state.getValidMoves()
move_made = False
animate = False
clock_counter = args.time_control + 1
if args.use_gui:
drawGameState(screen, game_state, valid_moves, sqSelected, moveLogFont)
# draw EndGameText
if game_state.checkMate or game_state.staleMate or halfmoveClock == 100 or clock_counter < 0 - 0.3 or game_state.threefold or game_state.draw or game_state.illegal_move_done:
game_over = True
if game_state.threefold:
text = "Draw by threefold position repetition"
elif halfmoveClock == 100:
text = "Draw by 50 move rule"
elif game_state.checkMate and game_state.whiteToMove:
text = "Black wins by checkmate"
elif game_state.checkMate:
text = "White wins by checkmate"
elif clock_counter < 0 and game_state.whiteToMove:
text = "Black wins on time"
elif game_state.draw:
text = "Draw by insufficient material"
elif game_state.illegal_move_done:
text = f"{'White' if game_state.whiteToMove else 'Black'} wins by illegal move"
else:
text = "White wins on time"
if args.use_gui:
drawEndGameText(screen, text)
# restart the game if repetitions are on
if game_over == True:
# if args.use_gui:
# time.sleep(5)
if num_games > 0:
GameTable[text] += 1
if args.verbose:
print('Intermediate Results:')
print(GameTable)
if average_depth_per_move:
print('avg depth: ', np.mean(average_depth_per_move))
if args.output_file:
with open(args.output_file, 'a') as f:
f.write(str(GameTable) + "\n")
if average_depth_per_move:
f.write(str(np.mean(average_depth_per_move)) + '\n')
average_depth_per_move = []
# same as py.event K_r
game_state = ChessEngine.GameState()
valid_moves = game_state.getValidMoves()
sqSelected = ()
playerClicks = []
halfmoveClock = 0
move_made = False
animate = False
game_over = False
clock_counter = args.time_control + 1
if ai_thinking:
move_finder_process.terminate()
ai_thinking = False
move_undone = False
num_games -= 1
# print out the gametable if no more repetitions are in line
if num_games == 0 and game_over:
GameTable[text] += 1
print('Final Results:')
print(GameTable)
if average_depth_per_move:
print('avg depth:', np.mean(average_depth_per_move))
if average_depth_per_game:
print('avg depth overall:', np.mean(average_depth_per_game))
if args.output_file:
with open(args.output_file, 'a') as f:
f.write('Final Results:\n')
f.write(str(GameTable))
if average_depth_per_move:
f.write('avg depth:' + str(np.mean(average_depth_per_move)) + '\n')
if average_depth_per_game:
f.write('avg depth overall:' + str(np.mean(average_depth_per_game)))
num_games -= 1
if not args.use_gui:
raise SystemExit()
if args.use_gui:
screen.blit(clock_font.render(clock_text, True, (255, 255, 255)),
(CLOCK_PANEL_WIDTH / 3, BOARD_HEIGHT + CLOCK_PANEL_HEIGHT / 2))
py.display.flip()
clock.tick(MAX_FPS)
def drawGameState(screen, gs, validMoves, sqSelected, moveLogFont):
"""
Responsible for all the graphics within a current game state.
Parameters
----------
screen : TYPE
DESCRIPTION.
gs : TYPE
DESCRIPTION.
Returns
-------
None.
"""
drawBoard(screen) # draw squares on the board
highlightSquares(screen, gs, validMoves, sqSelected)
drawPieces(screen, gs.board) # draw pieces on top of those sqaures
drawMoveLog(screen, gs, moveLogFont)
drawClock(screen)
def drawBoard(screen):
"""
Draws the squares on the board. The top left square is always light.
Parameters
----------
screen : pygame screen
Initally the screen is blank with the Size of the constants "WIDTH" and "HEIGHT"
Returns
-------
None.
"""
global colors
if BOARD_COLOR == 1:
colors = [py.Color((235, 235, 208)), py.Color((119, 148, 85))] # these are the chess.com standard colors
elif BOARD_COLOR == 2:
colors = [py.Color((240, 217, 181)), py.Color((181, 136, 99))] # these are the lichess.org standard colors
for r in range(DIMENSION):
for c in range(DIMENSION):
color = colors[(r + c) % 2] # a chessboard square row + column is always white when its an even number
py.draw.rect(screen, color, py.Rect(c * SQ_SIZE, r * SQ_SIZE, SQ_SIZE, SQ_SIZE))
def highlightSquares(screen, gs, validMoves, sqSelected):
"""
Highlights the selected square and the possible moves for the selected piece
Parameters
----------
screen : pygame screen
The board with the pieces and stuff
gs : ChessEngine GameState
gamestate of the game
validMoves : list
list of valid moves
sqSelected : tuple
(row, col) of the Square that gets highlighted by this function
Returns
-------
None.
"""
# highlight last move
if (len(gs.moveLog)) > 0:
lastMove = gs.moveLog[-1]
s = py.Surface((SQ_SIZE, SQ_SIZE))
s.set_alpha(100)
s.fill(py.Color('green'))
screen.blit(s, (lastMove.endCol * SQ_SIZE, lastMove.endRow * SQ_SIZE))
if sqSelected != ():
r, c = sqSelected
rc = r * 6 + c
if gs.board[rc][0] == ("w" if gs.whiteToMove else "b"): # sqSelected is a piece that can be moved
# highlight selected square
s = py.Surface((SQ_SIZE, SQ_SIZE))
s.set_alpha(100) # transparancy value -> 0 transparent; 255 opaque
s.fill(py.Color("blue"))
screen.blit(s, (c * SQ_SIZE, r * SQ_SIZE))
# highlight moves from that square
s.fill(py.Color("yellow"))
for move in validMoves:
if move.startRow == r and move.startCol == c:
screen.blit(s, (move.endCol * SQ_SIZE, move.endRow * SQ_SIZE))
def drawPieces(screen, board):
"""
Draws the pieces on the board using current GameState.board
Parameters
----------
screen : pygame screen
Initally the screen is blank with the Size of the constants "WIDTH" and "HEIGHT"
board : list of lists
a list of lists with the current pieces on the board
Returns
-------
None.
"""
rc = 0
for r in range(DIMENSION):
for c in range(DIMENSION):
rc = r * 6 + c
piece = board[rc]
if piece != "--": # not empty square
screen.blit(IMAGES[piece], py.Rect(c * SQ_SIZE, r * SQ_SIZE, SQ_SIZE, SQ_SIZE))
def animateMove(move, screen, board, clock):
"""
Animates the move
Parameters
----------
move : ChessEngine Move
the move that is to be animated
screen : pygame Screen
Screen of the board with pieces and stuff
board : list of list
list of list
clock : TYPE
DESCRIPTION.
Returns
-------
None.
"""
global colors
dR = move.endRow - move.startRow
dC = move.endCol - move.startCol
framesPerSquare = 10 # frames to move one square
frameCount = (abs(dR) + abs(dC)) * framesPerSquare
for frame in range(frameCount + 1):
r, c = (move.startRow + dR * frame / frameCount, move.startCol + dC * frame / frameCount)
drawBoard(screen)
drawPieces(screen, board)
# erase the piece moved from its ending square
color = colors[(move.endRow + move.endCol) % 2]
endSquare = py.Rect(move.endCol * SQ_SIZE, move.endRow * SQ_SIZE, SQ_SIZE, SQ_SIZE)
py.draw.rect(screen, color, endSquare)
# drawing moving piece
screen.blit(IMAGES[move.pieceMoved], py.Rect(c * SQ_SIZE, r * SQ_SIZE, SQ_SIZE, SQ_SIZE))
py.display.flip()
clock.tick(144) # fps
def drawMoveLog(screen, gs, font):
"""
Draws the move log
Parameters
----------
screen : pygame screen
screen of the game
gs : ChessEngine GameState
gamestate of the game
moveLogFont : string
the font we want our moveLog to be in
Returns
-------
None.
"""
moveLogRect = py.Rect(BOARD_WIDTH, 0, MOVE_LOG_PANEL_WIDTH, MOVE_LOG_PANEL_HEIGHT)
py.draw.rect(screen, py.Color((39, 37, 34)), moveLogRect)
moveLog = gs.moveLog
moveTexts = []
for i in range(0, len(moveLog), 2):
moveString = str(i // 2 + 1) + ". " + str(moveLog[i]) + " "
if i + 1 < len(moveLog): # make sure black made a move
moveString += str(moveLog[i + 1]) + " "
moveTexts.append(moveString)
movesPerRow = 3
padding = 5
lineSpacing = 2
textY = padding
for i in range(0, len(moveTexts), movesPerRow):
text = ""
for j in range(movesPerRow):
if i + j < len(moveTexts):
text += moveTexts[i + j]
textObject = font.render(text, True, py.Color("white"))
textLocation = moveLogRect.move(padding, textY)
screen.blit(textObject, textLocation)
textY += textObject.get_height() + lineSpacing
def drawClock(screen):
"""
The clock is underneath the board and the moveLog panel
Parameters
----------
screen : TYPE
DESCRIPTION.
gs : TYPE
DESCRIPTION.
font : TYPE
DESCRIPTION.
Returns
-------
None.
"""
clockRect = py.Rect(0, BOARD_HEIGHT, CLOCK_PANEL_WIDTH, CLOCK_PANEL_HEIGHT)
py.draw.rect(screen, py.Color((39, 37, 34)), clockRect)
def drawEndGameText(screen, text):
"""
Parameters
----------
screen : pygame screen
Its a pygame screen the message is supposed to be drawn onto
text : string
The message that we want to display
Returns
-------
None.
"""
font = py.font.SysFont("Helvetica", 32, True, False)
textObject = font.render(text, 0, py.Color("Gray"))
textLocation = py.Rect(0, 0, BOARD_WIDTH, BOARD_HEIGHT).move(BOARD_WIDTH / 2 - textObject.get_width() / 2,
BOARD_HEIGHT / 2 - textObject.get_height() / 2)
screen.blit(textObject, textLocation)
textObject = font.render(text, 0, py.Color("Black"))
screen.blit(textObject, textLocation.move(2, 2))
if __name__ == "__main__":
parser = argparse.ArgumentParser()
parser.add_argument('--agent1', type=str, required=True,
help='Either path to the .py file containing your agent or "MrRandom".')
parser.add_argument('--agent2', type=str, required=True,
help='See --agent_one.')
parser.add_argument('--output_file', type=str, default=None,
help='File to save results to. If not given, all output will be printed to terminal only.'
'This file will be overwritten, if it exists.')
parser.add_argument('--verbose', default=False, action='store_true',
help='Whether the output file only contains the final result or all moves.')
parser.add_argument('--use_gui', default=False, action='store_true',
help='Whether the output file only contains the final result or all moves.')
parser.add_argument('--num_games', type=int, default=1,
help='How many games you want to play with this settings and agents.'
'Agents do NOT switch sides after each game.')
parser.add_argument('--time_control', type=int, default=20,
help='How many seconds per move each player has.')
parser.add_argument('--evaluation', default=False, action='store_true',
help="Sets graphics driver to 'dummy', so that this runs on a server without optical output.")
args = parser.parse_args()
# activate, if on server without video driver:
# if multiprocessing.cpu_count() > 17:
if args.evaluation:
os.environ["SDL_VIDEODRIVER"] = "dummy"
args.use_gui = False
# freeze_support()
main(args)