Connect Four: Game Search and Evaluation, Exercises of Artificial Intelligence

Information on implementing game search and evaluation functions for the connect four game using python. It includes details on the game rules, board representation, and methods for making moves and checking game status. The document also explains how to write minimax and alpha-beta search algorithms and provides hints for implementing static evaluation functions.

Typology: Exercises

2011/2012

Uploaded on 07/31/2012

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Problem Set 3
To work on this problem set, you will need to get the code, much like you did for earlier problem
sets.
Your answers for the problem set belong in the main file lab3.py.
Game search
This problem set is about game search, and it will focus on the game "Connect Four". This game
has been around for a very long time, though it has been known by different names; it was most
recently released commercially by Milton Bradley.
A board is a 7x6 grid of possible positions. The board is arranged vertically: 7 columns, 6 cells
per column, as follows:
0 1 2 3 4 5 6
0 * * * * * * *
1 * * * * * * *
2 * * * * * * *
3 * * * * * * *
4 * * * * * * *
5 * * * * * * *
Two players take turns alternately adding tokens to the board. Tokens can be added to any
column that is not full (ie., does not already contain 6 tokens). When a token is added, it
immediately falls to the lowest unoccupied cell in the column.
The game is won by the first player to have four tokens lined up in a row, either vertically:
0 1 2 3 4 5 6
0
1
2 O
3 O *
4 O *
5 O *
horizontally:
0 1 2 3 4 5 6
0
1
2
3
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Problem Set 3

To work on this problem set, you will need to get the code, much like you did for earlier problem sets.

Your answers for the problem set belong in the main file lab3.py.

Game search

This problem set is about game search, and it will focus on the game "Connect Four". This game has been around for a very long time, though it has been known by different names; it was most recently released commercially by Milton Bradley.

A board is a 7x6 grid of possible positions. The board is arranged vertically: 7 columns, 6 cells per column, as follows:

0 1 2 3 4 5 6 0 * * * * * * * 1 * * * * * * * 2 * * * * * * * 3 * * * * * * * 4 * * * * * * * 5 * * * * * * *

Two players take turns alternately adding tokens to the board. Tokens can be added to any column that is not full (ie., does not already contain 6 tokens). When a token is added, it immediately falls to the lowest unoccupied cell in the column.

The game is won by the first player to have four tokens lined up in a row, either vertically:

0 1 2 3 4 5 6 0 1 2 O 3 O * 4 O * 5 O *

horizontally:

0 1 2 3 4 5 6 0 1 2 3

1 2 3 4 5

4 5 * * * O O O O

or along a diagonal:

0 1 2 3 4 5 6 0 1 2 O 3 O O * 4 O O * * 5 O O * * *

0 1 2 3 4 5 6 0 1 2 * 3 O * O O 4 O O * * 5 * O O * *

Playing the game

You can get a feel for how the game works by playing it against the computer. For example, by uncommenting this line in lab3.py, you can play white, while a computer player that does minimax search to depth 4 plays black.

run_game(basic_player, human_player)

For each move, the program will prompt you to make a choice, by choosing what column to add a token to.

The prompt may look like this:

Player 1 (☺) puts a token in column 0

0 1 2 3 4 5 6 0

Pick a column #: -->

4 5 O

>>> myBoard # Just to show that the original board hasn't changed

0 1 2 3 4 5 6 0 1 2 3 4 5

>>>

There are quite a few methods on the ConnectFourBoard object. You are welcome to call any of them. However, many of them are helpers or are used by our tester or support code; we only expect you to need some of the following methods:

  • ConnectFourBoard() (the constructor) -- Creates a new ConnectFourBoard instance. You can call it without any arguments, and it will create a new blank board for you.
  • get_current_player_id() -- Returns the player ID number of the player whose turn it currently is.
  • get_other_player_id() -- Returns the player ID number of the player whose turn it currently isn't.
  • get_cell(row, col) -- Returns the player ID number of the player who has a token in the specified cell, or 0 if the cell is currently empty.
  • get_top_elt_in_column(column) -- Gets the player ID of the player whose token is the topmost token in the specified column. Returns 0 if the column is empty.
  • get_height_of_column(column) -- Returns the row number for the highest-numbered unoccupied row in the specified column. Returns -1 if the column is full, returns 6 if the column is empty. NOTE: this is the row index number not the actual "height" of the column, and that row indices count from 0 at the top-most row down to 5 at the bottom- most row.
  • do_move(column) -- Returns a new board with the current player's token added to column. The new board will indicate that it's now the other player's turn.
  • longest_chain(playerid) -- Returns the length of the longest contiguous chain of tokens held by the player with the specified player ID. A 'chain' is as defined by the Connect Four rules, meaning that the first player to build a chain of length 4 wins the game.
  • chain_cells(playerid) -- Returns a Python set containing tuples for each distinct chain (of length 1 or greater) of tokens controlled by the current player on the board.
  • num_tokens_on_board() -- Returns the total number of tokens on the board (for either player). This can be used as a game progress meter of sorts, since the number increases by exactly one each turn.
  • is_win() -- Returns the player ID number of the player who has won, or 0.
  • is_game_over() -- Returns true if the game has come to a conclusion. Use is_win to determine the winner.

Note also that, because ConnectFourBoards are immutable, they can be used as dictionary keys and they can be inserted into Python set() objects.

Other Useful Functions

There are a number of other useful functions in this lab, that are not members of a class. They include the following:

  • get_all_next_moves(board) (basicplayer.py) -- Returns a generator of all moves that could be made on the current board
  • is_terminal(depth, board) (basicplayer.py) -- Returns true if either a depth of 0 is reached or the board is in the game over state.
  • run_search_function(board, search_fn, eval_fn, timeout) -- (util.py) -- Runs the specified search function with iterative deepening, for the specified amount of time. Described in more detail below.
  • human_player (connectfour.py) -- A special player, that prompts the user for where to place its token. See below for documentation on "players".
  • count_runs() (util.py) -- This is a Python Decorator callable that counts how many times the function that it decorates, has been called. See the decorator's definition for usage instructions. Can be useful for confirming that you have implemented alpha-beta pruning properly: you can decorate your evaluator function and verify that it's being called the correct number of times.
  • run_game(player1, player2, board = ConnectFourBoard()) (connectfour.py) -- Runs a game of Connect Four using the two specified players. 'board' can be specified if you want to start off on a board with some initial state.

Writing your Search Algorithm

"evaluate" Functions

In this lab, you will implement two evaluation functions for the minimax and alpha-beta searches: focused_evaluate, and better_evaluate. Evaluate functions take one argument, an instance of ConnectFourBoard. They return an integer that indicates how favorable the board is to the current player.

The intent of focus_evaluate is to simply get your feet wet in the wild-and-crazy world of evaluation functions. So the function is really meant to be very simple. You just want to make your player win more quickly, or lose more slowly.

The intent of better_evaluate is to go beyond simple static evaluation functions, and getting your function to beat the default evaluation function: basic_evaluate. There are multiple ways to do this but the most-common solutions involve knowing how far you are into the game at any given time. Also note that, each turn, one token is added to the board. There are a few functions

def my_player(board): return minimax(board, depth=3, eval_fn=focused_evaluate, timeout=5)

or, more succinctly (but equivalently):

my_player = lambda board: minimax(board, depth=3, eval_fn=focused_evaluate)

However, this assumes you want to evaluate only to a specific depth. In class, we discussed the concept of iterative deepening. We have provided the run_search_function helper function to create a player that does iterative deepening, based on a generic search function. You can create an iterative-deepening player as follows:

my_player = lambda board: run_search_function(board, search_fn=minimax, eval_fn=focused_evaluate)

Just win already!

You may notice, when playing against the computer, that it seems to make plainly "stupid" moves. If you gain an advantage against the computer so that you are certain to win if you make the right moves, the computer may just roll over and let you win. Or, if the computer is certain to win, it may seem to "toy" with you by making irrelevant moves that don't change the outcome.

This isn't "stupid" from the point of view of a minimax search. If all moves lead to the same outcome, why does it matter which move the computer makes?

This isn't how people generally play games, though. People want to win as quickly as possible when they can win, and lose slowly so that their opponent has several opportunities to mess up. A small change to the basic player's static evaluation function will make the computer play this way too.

  • In lab3.py, write a new evaluation function, focused_evaluate, which prefers winning positions when they happen sooner and losing positions when they happen later.

It will help to follow these guidelines:

  • Leave the "normal" values (the ones that are like 1 or -2, not 1000 or -1000) alone. You don't need to change how the procedure evaluates positions that aren't guaranteed wins or losses.
  • Indicate a certain win with a value that is greater than or equal to 1000, and a certain loss with a value that is less than or equal to -1000.
  • Remember, focus_evaluate should be very simple. So don't introduce any fancy heuristics in here, save your ideas for when you implement better_evaluate later on.

Alpha-beta search

The computerized players you've used so far would fit in well in the British Museum - they're evaluating all the positions down to a certain depth, even the useless ones. You can make them search much more efficiently by using alpha-beta search.

It may help to read Chapter 6 of the text if you're unclear on the details of alpha-beta search.

  • Write a procedure alpha_beta_search, which works like minimax, except it does alpha- beta pruning to reduce the search space.
  • You should always return a result for a particular level as soon as alpha is greater than or equal to beta.
  • lab3.py defines two values INFINITY and NEG_INFINITY, equal to positive and negative infinity; you should use these for the initial values of alpha and beta, as discussed in class.

This procedure is called by the player alphabeta_player, defined in lab3.py.

Hints

In class, we describe alpha-beta in terms of one player maximizing a value and the other person minimizing it. However, it will probably be easiest to write your code so that each player is trying to maximize the value from their own point of view. Whenever they look forward a step to the other player's move, they negate the resulting value to get a value for their own point of view. This is how the minimax function we provide works.

You will need to keep track of your range for alpha-beta search carefully, because you need to negate this range as well when you propagate it down the tree. If you have determined that valid scores for a move must be in the range [3, 5] -- in other words, alpha=3 and beta=5 -- then valid scores for the other player will be in the range [-5, -3]. So if you use this negation trick, you'll need to propagate alpha and beta like this in your recursive step:

newalpha = -beta newbeta = -alpha

This is more compact than the representation we were using on the board in lecture, and it captures the insight that the player evaluates its opponent's choices just as if the player was making those choices itself.

Ask a TA if you are confused by this.

A common pitfall is to allow the search to go beyond the end of the game. So be sure you check whether someone has won!

A better evaluation function

This problem is going to be a bit different. There's no single right way to do it - it will take a bit of creativity and thought about the game.

TIP: To save time, change the if True to if False on line 308 of tests.py. Disabling this test will skip the game test that usually takes a few minutes to finish. But be sure to remember to turn it back on when you have passed all your other offline tests!

Set this if-guard to False temporarily disable this test.

if True: make_test(type = 'MULTIFUNCTION', getargs = run_test_game_1_getargs, testanswer = run_test_game_1_testanswer, expected_val = "You must win at least 2 more games than you lose to pass this test", name = 'run_test_game' )

Survey

Please answer these questions at the bottom of your lab3.py file:

  • How many hours did this problem set take?
  • Which parts of this problem set, if any, did you find interesting?
  • Which parts of this problem set, if any, did you find boring or tedious?

(We'd ask which parts you find confusing, but if you're confused you should really ask a TA.)

When you're done, run the tester as usual to submit your code.