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04_Awari/python/README.md
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04_Awari/python/README.md
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Original source downloaded [from Vintage Basic](http://www.vintage-basic.net/games.html)
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Conversion to [Python](https://www.python.org/about/)
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04_Awari/python/awari.py
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04_Awari/python/awari.py
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"""
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AWARI
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An ancient African game (see also Kalah, Mancala).
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Ported by Dave LeCompte
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"""
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"""
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PORTING NOTES
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This game started out as 70 lines of BASIC, and I have ported it
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before. I find it somewhat amazing how efficient (densely packed) the
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original code is. Of course, the original code has fairly cryptic
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variable names (as was forced by BASIC's limitation on long (2+
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character) variable names). I have done my best here to interpret what
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each variable is doing in context, and rename them appropriately.
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I have endeavored to leave the logic of the code in place, as it's
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interesting to see a 2-ply game tree evaluation written in BASIC,
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along with what a reader in 2021 would call "machine learning".
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As each game is played, the move history is stored as base-6
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digits stored losing_book[game_number]. If the human player wins or
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draws, the computer increments game_number, effectively "recording"
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that loss to be referred to later. As the computer evaluates moves, it
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checks the potential game state against these losing game records, and
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if the potential move matches with the losing game (up to the current
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number of moves), that move is evaluated at a two point penalty.
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Compare this, for example with MENACE, a mechanical device for
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"learning" tic-tac-toe:
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https://en.wikipedia.org/wiki/Matchbox_Educable_Noughts_and_Crosses_Engine
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The base-6 representation allows game history to be VERY efficiently
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represented. I considered whether to rewrite this representation to be
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easier to read, but I elected to TRY to document it, instead.
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Another place where I have made a difficult decision between accuracy
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and correctness is inside the "wrapping" code where it considers
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"while human_move_end > 13". The original BASIC code reads:
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830 IF L>13 THEN L=L-14:R=1:GOTO 830
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I suspect that the intention is not to assign 1 to R, but to increment
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R. I discuss this more in a porting note comment next to the
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translated code. If you wish to play a more accurate version of the
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game as written in the book, you can convert the increment back to an
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assignment.
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I continue to be impressed with this jewel of a game; as soon as I had
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the AI playing against me, it was beating me. I've been able to score
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a few wins against the computer, but even at its 2-ply lookahead, it
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beats me nearly always. I would like to become better at this game to
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explore the effectiveness of the "losing book" machine learning.
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EXERCISES FOR THE READER
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One could go many directions with this game:
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- change the initial number of stones in each pit
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- change the number of pits
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- only allow capturing if you end on your side of the board
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- don't allow capturing at all
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- don't drop a stone into the enemy "home"
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- go clockwise, instead
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- allow the player to choose to go clockwise or counterclockwise
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- instead of a maximum of two moves, allow each move that ends on the
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"home" to be followed by a free move.
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- increase the AI lookahead
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- make the scoring heuristic a little more nuanced
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- store history to a file on disk (or in the cloud!) to allow the AI
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to learn over more than a single session
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"""
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game_number = 0
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move_count = 0
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losing_book = []
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n = 0
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MAX_HISTORY = 9
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LOSING_BOOK_SIZE = 50
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def print_with_tab(space_count, msg):
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if space_count > 0:
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spaces = " " * space_count
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else:
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spaces = ""
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print(spaces + msg)
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def draw_pit(line, board, pit_index):
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val = board[pit_index]
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line = line + " "
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if val < 10:
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line = line + " "
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line = line + str(val) + " "
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return line
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def draw_board(board):
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print()
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# Draw the top (computer) pits
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line = " "
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for i in range(12, 6, -1):
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line = draw_pit(line, board, i)
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print(line)
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# Draw the side (home) pits
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line = draw_pit("", board, 13)
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line += " " * 24
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line = draw_pit(line, board, 6)
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print(line)
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# Draw the bottom (player) pits
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line = " "
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for i in range(0, 6):
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line = draw_pit(line, board, i)
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print(line)
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print()
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print()
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def play_game(board):
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# Place the beginning stones
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for i in range(0, 13):
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board[i] = 3
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# Empty the home pits
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board[6] = 0
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board[13] = 0
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global move_count
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move_count = 0
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# clear the history record for this game
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losing_book[game_number] = 0
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while True:
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draw_board(board)
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print("YOUR MOVE")
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landing_spot, is_still_going, home = player_move(board)
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if not is_still_going:
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break
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if landing_spot == home:
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landing_spot, is_still_going, home = player_move_again(board)
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if not is_still_going:
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break
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print("MY MOVE")
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landing_spot, is_still_going, home, msg = computer_move("", board)
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if not is_still_going:
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print(msg)
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break
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if landing_spot == home:
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landing_spot, is_still_going, home, msg = computer_move(msg + " , ", board)
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if not is_still_going:
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print(msg)
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break
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print(msg)
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game_over(board)
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def computer_move(msg, board):
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# This function does a two-ply lookahead evaluation; one computer
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# move plus one human move.
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#
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# To do this, it makes a copy (temp_board) of the board, plays
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# each possible computer move and then uses math to work out what
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# the scoring heuristic is for each possible human move.
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#
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# Additionally, if it detects that a potential move puts it on a
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# series of moves that it has recorded in its "losing book", it
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# penalizes that move by two stones.
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best_quality = -99
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# Make a copy of the board, so that we can experiment. We'll put
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# everything back, later.
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temp_board = board[:]
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# For each legal computer move 7-12
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for computer_move in range(7, 13):
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if board[computer_move] == 0:
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continue
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do_move(computer_move, 13, board) # try the move (1 move lookahead)
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best_player_move_quality = 0
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# for all legal human moves 0-5 (responses to computer move computer_move)
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for human_move_start in range(0, 6):
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if board[human_move_start] == 0:
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continue
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human_move_end = board[human_move_start] + human_move_start
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this_player_move_quality = 0
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# If this move goes around the board, wrap backwards.
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#
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# PORTING NOTE: The careful reader will note that I am
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# incrementing this_player_move_quality for each wrap,
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# while the original code only set it equal to 1.
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#
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# I expect this was a typo or oversight, but I also
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# recognize that you'd have to go around the board more
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# than once for this to be a difference, and even so, it
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# would be a very small difference; there are only 36
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# stones in the game, and going around the board twice
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# requires 24 stones.
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while human_move_end > 13:
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human_move_end = human_move_end - 14
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this_player_move_quality += 1
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if (
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(board[human_move_end] == 0)
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and (human_move_end != 6)
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and (human_move_end != 13)
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):
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# score the capture
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this_player_move_quality += board[12 - human_move_end]
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if this_player_move_quality > best_player_move_quality:
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best_player_move_quality = this_player_move_quality
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# This is a zero sum game, so the better the human player's
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# move is, the worse it is for the computer player.
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computer_move_quality = board[13] - board[6] - best_player_move_quality
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if move_count < MAX_HISTORY:
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move_digit = computer_move
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if move_digit > 6:
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move_digit = move_digit - 7
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# Calculate the base-6 history representation of the game
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# with this move. If that history is in our "losing book",
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# penalize that move.
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for prev_game_number in range(game_number):
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if losing_book[game_number] * 6 + move_digit == int(
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losing_book[prev_game_number] / 6 ^ (7 - move_count) + 0.1
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):
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computer_move_quality -= 2
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# Copy back from temporary board
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for i in range(14):
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board[i] = temp_board[i]
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if computer_move_quality >= best_quality:
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best_move = computer_move
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best_quality = computer_move_quality
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selected_move = best_move
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move_str = chr(42 + selected_move)
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if msg:
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msg += ", " + move_str
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else:
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msg = move_str
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move_number, is_still_going, home = execute_move(selected_move, 13, board)
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return move_number, is_still_going, home, msg
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def game_over(board):
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print()
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print("GAME OVER")
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pit_difference = board[6] - board[13]
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if pit_difference < 0:
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print(f"I WIN BY {-pit_difference} POINTS")
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else:
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global n
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n = n + 1
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if pit_difference == 0:
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print("DRAWN GAME")
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else:
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print(f"YOU WIN BY {pit_difference} POINTS")
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def do_capture(m, home, board):
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board[home] += board[12 - m] + 1
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board[m] = 0
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board[12 - m] = 0
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def do_move(m, home, board):
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move_stones = board[m]
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board[m] = 0
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for stones in range(move_stones, 0, -1):
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m = m + 1
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if m > 13:
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m = m - 14
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board[m] += 1
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if board[m] == 1:
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# capture
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if (m != 6) and (m != 13) and (board[12 - m] != 0):
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do_capture(m, home, board)
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return m
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def player_has_stones(board):
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for i in range(6):
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if board[i] > 0:
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return True
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return False
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def computer_has_stones(board):
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for i in range(7, 13):
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if board[i] > 0:
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return True
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return False
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def execute_move(move, home, board):
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move_digit = move
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last_location = do_move(move, home, board)
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if move_digit > 6:
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move_digit = move_digit - 7
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global move_count
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move_count += 1
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if move_count < MAX_HISTORY:
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# The computer keeps a chain of moves in losing_book by
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# storing a sequence of moves as digits in a base-6 number.
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#
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# game_number represents the current game,
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# losing_book[game_number] records the history of the ongoing
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# game. When the computer evaluates moves, it tries to avoid
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# moves that will lead it into paths that have led to previous
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# losses.
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losing_book[game_number] = losing_book[game_number] * 6 + move_digit
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if player_has_stones(board) and computer_has_stones(board):
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is_still_going = True
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else:
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is_still_going = False
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return last_location, is_still_going, home
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def player_move_again(board):
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print("AGAIN")
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return player_move(board)
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def player_move(board):
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while True:
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print("SELECT MOVE 1-6")
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m = int(input()) - 1
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if m > 5 or m < 0 or board[m] == 0:
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print("ILLEGAL MOVE")
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continue
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break
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ending_spot, is_still_going, home = execute_move(m, 6, board)
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draw_board(board)
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return ending_spot, is_still_going, home
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def main():
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print_with_tab(34, "AWARI")
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print_with_tab(15, "CREATIVE COMPUTING MORRISTOWN, NEW JERSEY")
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print()
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print()
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board = [0] * 14 # clear the board representation
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global losing_book
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losing_book = [0] * LOSING_BOOK_SIZE # clear the "machine learning" state
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while True:
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play_game(board)
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if __name__ == "__main__":
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main()
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Block a user