From af6d07d3a83e101d1df41b6ad310033cb32c994a Mon Sep 17 00:00:00 2001 From: CGearhart Date: Tue, 7 Feb 2017 12:44:02 -0500 Subject: [PATCH 01/44] Refactor Board class with simpler state representation to expedite copy operations --- agent_test.py | 31 +++--- isolation/isolation.py | 210 +++++++++++++++++++---------------------- tournament.py | 134 ++++++++++++-------------- 3 files changed, 174 insertions(+), 201 deletions(-) diff --git a/agent_test.py b/agent_test.py index e0bf43f9..fb74fb91 100644 --- a/agent_test.py +++ b/agent_test.py @@ -185,14 +185,12 @@ def __init__(self, *args, **kwargs): self.root = None def copy(self): - new_board = CounterBoard(self.__player_1__, self.__player_2__, + new_board = CounterBoard(self._player_1, self._player_2, width=self.width, height=self.height) new_board.move_count = self.move_count - new_board.__active_player__ = self.__active_player__ - new_board.__inactive_player__ = self.__inactive_player__ - new_board.__last_player_move__ = copy(self.__last_player_move__) - new_board.__player_symbols__ = copy(self.__player_symbols__) - new_board.__board_state__ = deepcopy(self.__board_state__) + new_board._active_player = self._active_player + new_board._inactive_player = self._inactive_player + new_board._board_state = copy(self._board_state) new_board.counter = self.counter new_board.visited = self.visited new_board.root = self.root @@ -230,7 +228,7 @@ def initAUT(self, depth, eval_fn, iterative=False, @timeout(5) # @unittest.skip("Skip eval function test.") # Uncomment this line to skip test def test_heuristic(self): - """ Test output interface of heuristic score function interface.""" + """Test output interface of evaluation heuristic """ player1 = "Player1" player2 = "Player2" @@ -246,7 +244,7 @@ def test_heuristic(self): timeout(5) # @unittest.skip("Skip simple minimax test.") # Uncomment this line to skip test def test_minimax_interface(self): - """ Test CustomPlayer.minimax interface with simple input """ + """Test CustomPlayer.minimax interface """ h, w = 7, 7 # board size test_depth = 1 starting_location = (5, 3) @@ -277,7 +275,7 @@ def test_minimax_interface(self): timeout(5) # @unittest.skip("Skip alphabeta test.") # Uncomment this line to skip test def test_alphabeta_interface(self): - """ Test CustomPlayer.alphabeta interface with simple input """ + """Test CustomPlayer.alphabeta interface """ h, w = 9, 9 # board size test_depth = 1 starting_location = (2, 7) @@ -308,7 +306,7 @@ def test_alphabeta_interface(self): @timeout(5) # @unittest.skip("Skip get_move test.") # Uncomment this line to skip test def test_get_move_interface(self): - """ Test CustomPlayer.get_move interface with simple input """ + """Test CustomPlayer.get_move interface """ h, w = 9, 9 # board size test_depth = 1 starting_location = (2, 7) @@ -360,7 +358,7 @@ def test_get_move_interface(self): @timeout(5) # @unittest.skip("Skip minimax test.") # Uncomment this line to skip test def test_minimax(self): - """ Test CustomPlayer.minimax + """Test CustomPlayer.minimax This test uses a scoring function that returns a constant value based on the location of the search agent on the board to force minimax to @@ -425,7 +423,7 @@ def test_minimax(self): @timeout(20) # @unittest.skip("Skip alpha-beta test.") # Uncomment this line to skip test def test_alphabeta(self): - """ Test CustomPlayer.alphabeta + """Test CustomPlayer.alphabeta This test uses a scoring function that returns a constant value based on the branch being searched by alphabeta in the user agent, and forces @@ -480,10 +478,11 @@ def test_alphabeta(self): @timeout(20) # @unittest.skip("Skip iterative deepening test.") # Uncomment this line to skip test def test_get_move(self): - """ Test iterative deepening in CustomPlayer.get_move by placing an - agent on the game board and performing ID minimax search, which - should visit a specific number of unique nodes while expanding. By - forcing the search to timeout when a predetermined number of nodes + """Test iterative deepening in CustomPlayer.get_move() + + Place an agent on the game board and performing ID minimax search, + which should visit a specific number of unique nodes while expanding. + By forcing the search to timeout when a predetermined number of nodes have been expanded, we can then verify that the expected number of unique nodes have been visited. """ diff --git a/isolation/isolation.py b/isolation/isolation.py index 4dacdc4c..3f6fe2c9 100644 --- a/isolation/isolation.py +++ b/isolation/isolation.py @@ -7,19 +7,14 @@ remain compatible with the defaults provided, and none of your changes will be available to project reviewers. """ - import timeit - -from copy import deepcopy from copy import copy - -TIME_LIMIT_MILLIS = 200 +TIME_LIMIT_MILLIS = 150 class Board(object): - """ - Implement a model for the game Isolation assuming each player moves like + """Implement a model for the game Isolation assuming each player moves like a knight in chess. Parameters @@ -45,33 +40,36 @@ def __init__(self, player_1, player_2, width=7, height=7): self.width = width self.height = height self.move_count = 0 - self.__player_1__ = player_1 - self.__player_2__ = player_2 - self.__active_player__ = player_1 - self.__inactive_player__ = player_2 - self.__board_state__ = [[Board.BLANK for i in range(width)] for j in range(height)] - self.__last_player_move__ = {player_1: Board.NOT_MOVED, player_2: Board.NOT_MOVED} - self.__player_symbols__ = {Board.BLANK: Board.BLANK, player_1: 1, player_2: 2} + self._player_1 = player_1 + self._player_2 = player_2 + self._active_player = player_1 + self._inactive_player = player_2 + + # The last 3 entries of the board state includes initiative (0 for + # player 1, 1 for player 2) player 2 last move, and player 1 last move + self._board_state = [Board.BLANK] * (width * height + 3) + self._board_state[0] = Board.NOT_MOVED + self._board_state[-1] = Board.NOT_MOVED + + def hash(self): + return str(self._board_state).__hash__() @property def active_player(self): - """ - The object registered as the player holding initiative in the + """The object registered as the player holding initiative in the current game state. """ - return self.__active_player__ + return self._active_player @property def inactive_player(self): - """ - The object registered as the player in waiting for the current + """The object registered as the player in waiting for the current game state. """ - return self.__inactive_player__ + return self._inactive_player def get_opponent(self, player): - """ - Return the opponent of the supplied player. + """Return the opponent of the supplied player. Parameters ---------- @@ -81,30 +79,27 @@ def get_opponent(self, player): this game. Returns - ---------- + ------- object The opponent of the input player object. """ - if player == self.__active_player__: - return self.__inactive_player__ - elif player == self.__inactive_player__: - return self.__active_player__ + if player == self._active_player: + return self._inactive_player + elif player == self._inactive_player: + return self._active_player raise RuntimeError("`player` must be an object registered as a player in the current game.") def copy(self): """ Return a deep copy of the current board. """ - new_board = Board(self.__player_1__, self.__player_2__, width=self.width, height=self.height) + new_board = Board(self._player_1, self._player_2, width=self.width, height=self.height) new_board.move_count = self.move_count - new_board.__active_player__ = self.__active_player__ - new_board.__inactive_player__ = self.__inactive_player__ - new_board.__last_player_move__ = copy(self.__last_player_move__) - new_board.__player_symbols__ = copy(self.__player_symbols__) - new_board.__board_state__ = deepcopy(self.__board_state__) + new_board._active_player = self._active_player + new_board._inactive_player = self._inactive_player + new_board._board_state = copy(self._board_state) return new_board def forecast_move(self, move): - """ - Return a deep copy of the current game with an input move applied to + """Return a deep copy of the current game with an input move applied to advance the game one ply. Parameters @@ -114,8 +109,8 @@ def forecast_move(self, move): the active player on the board. Returns - ---------- - `isolation.Board` + ------- + isolation.Board A deep copy of the board with the input move applied. """ new_board = self.copy() @@ -123,8 +118,7 @@ def forecast_move(self, move): return new_board def move_is_legal(self, move): - """ - Test whether a move is legal in the current game state. + """Test whether a move is legal in the current game state. Parameters ---------- @@ -133,25 +127,22 @@ def move_is_legal(self, move): the active player on the board. Returns - ---------- + ------- bool Returns True if the move is legal, False otherwise """ - row, col = move - return 0 <= row < self.height and \ - 0 <= col < self.width and \ - self.__board_state__[row][col] == Board.BLANK + idx = move[0] + move[1] * self.height + return (0 <= move[0] < self.height and 0 <= move[1] < self.width and + self._board_state[idx] == Board.BLANK) def get_blank_spaces(self): - """ - Return a list of the locations that are still available on the board. + """Return a list of the locations that are still available on the board. """ return [(i, j) for j in range(self.width) for i in range(self.height) - if self.__board_state__[i][j] == Board.BLANK] + if self._board_state[i + j * self.height] == Board.BLANK] def get_player_location(self, player): - """ - Find the current location of the specified player on the board. + """Find the current location of the specified player on the board. Parameters ---------- @@ -159,15 +150,28 @@ def get_player_location(self, player): An object registered as a player in the current game. Returns - ---------- - (int, int) - The coordinate pair (row, column) of the input player. + ------- + (int, int) or None + The coordinate pair (row, column) of the input player, or None + if the player has not moved. """ - return self.__last_player_move__[player] + if player == self._player_1: + if self._board_state[-1] == Board.NOT_MOVED: + return Board.NOT_MOVED + idx = self._board_state[-1] + elif player == self._player_2: + if self._board_state[-2] == Board.NOT_MOVED: + return Board.NOT_MOVED + idx = self._board_state[-2] + else: + raise RuntimeError( + "Invalid player in get_player_location: {}".format(player)) + w = idx // self.height + h = idx % self.height + return (h, w) def get_legal_moves(self, player=None): - """ - Return the list of all legal moves for the specified player. + """Return the list of all legal moves for the specified player. Parameters ---------- @@ -176,46 +180,42 @@ def get_legal_moves(self, player=None): return the legal moves for the active player on the board. Returns - ---------- + ------- list<(int, int)> The list of coordinate pairs (row, column) of all legal moves for the player constrained by the current game state. """ if player is None: player = self.active_player - return self.__get_moves__(self.__last_player_move__[player]) + return self.__get_moves__(self.get_player_location(player)) def apply_move(self, move): - """ - Move the active player to a specified location. + """Move the active player to a specified location. Parameters ---------- move : (int, int) A coordinate pair (row, column) indicating the next position for the active player on the board. - - Returns - ---------- - None """ - row, col = move - self.__last_player_move__[self.active_player] = move - self.__board_state__[row][col] = self.__player_symbols__[self.active_player] - self.__active_player__, self.__inactive_player__ = self.__inactive_player__, self.__active_player__ + idx = move[0] + move[1] * self.height + last_move_idx = int(self.active_player == self._player_2) + 1 + self._board_state[-last_move_idx] = idx + self._board_state[idx] = 1 + self._board_state[-2] ^= 1 + self._active_player, self._inactive_player = self._inactive_player, self._active_player self.move_count += 1 def is_winner(self, player): """ Test whether the specified player has won the game. """ - return player == self.inactive_player and not self.get_legal_moves(self.active_player) + return player == self._inactive_player and not self.get_legal_moves(self._active_player) def is_loser(self, player): """ Test whether the specified player has lost the game. """ - return player == self.active_player and not self.get_legal_moves(self.active_player) + return player == self._active_player and not self.get_legal_moves(self._active_player) def utility(self, player): - """ - Returns the utility of the current game state from the perspective + """Returns the utility of the current game state from the perspective of the specified player. / +infinity, "player" wins @@ -236,72 +236,62 @@ def utility(self, player): a value of -inf if the player has lost, and a value of 0 otherwise. """ + if not self.get_legal_moves(self._active_player): - if not self.get_legal_moves(self.active_player): - - if player == self.inactive_player: + if player == self._inactive_player: return float("inf") - if player == self.active_player: + if player == self._active_player: return float("-inf") return 0. - def __get_moves__(self, move): - """ - Generate the list of possible moves for an L-shaped motion (like a + def __get_moves__(self, loc): + """Generate the list of possible moves for an L-shaped motion (like a knight in chess). """ - - if move == Board.NOT_MOVED: + if loc == Board.NOT_MOVED: return self.get_blank_spaces() - r, c = move - + r, c = loc directions = [(-2, -1), (-2, 1), (-1, -2), (-1, 2), - (1, -2), (1, 2), (2, -1), (2, 1)] - - valid_moves = [(r+dr,c+dc) for dr, dc in directions if self.move_is_legal((r+dr, c+dc))] - + (1, -2), (1, 2), (2, -1), (2, 1)] + valid_moves = [(r + dr, c + dc) for dr, dc in directions + if self.move_is_legal((r + dr, c + dc))] return valid_moves def print_board(self): """DEPRECATED - use Board.to_string()""" return self.to_string() - def to_string(self): + def to_string(self, symbols=['1', '2']): """Generate a string representation of the current game state, marking the location of each player and indicating which cells have been blocked, and which remain open. """ - - p1_loc = self.__last_player_move__[self.__player_1__] - p2_loc = self.__last_player_move__[self.__player_2__] + p1_loc = self._board_state[-1] + p2_loc = self._board_state[-2] out = '' - for i in range(self.height): out += ' | ' - for j in range(self.width): - - if not self.__board_state__[i][j]: + idx = i + j * self.height + if not self._board_state[idx]: out += ' ' - elif p1_loc and i == p1_loc[0] and j == p1_loc[1]: - out += '1' - elif p2_loc and i == p2_loc[0] and j == p2_loc[1]: - out += '2' + elif p1_loc == idx: + out += symbols[0] + elif p2_loc == idx: + out += symbols[1] else: out += '-' - out += ' | ' out += '\n\r' return out def play(self, time_limit=TIME_LIMIT_MILLIS): - """ - Execute a match between the players by alternately soliciting them + """Execute a match between the players by alternately soliciting them to select a move and applying it in the game. Parameters @@ -319,33 +309,31 @@ def play(self, time_limit=TIME_LIMIT_MILLIS): """ move_history = [] - curr_time_millis = lambda: 1000 * timeit.default_timer() + time_millis = lambda: 1000 * timeit.default_timer() while True: legal_player_moves = self.get_legal_moves() - game_copy = self.copy() - move_start = curr_time_millis() - time_left = lambda : time_limit - (curr_time_millis() - move_start) - curr_move = self.active_player.get_move(game_copy, legal_player_moves, time_left) + move_start = time_millis() + time_left = lambda : time_limit - (time_millis() - move_start) + curr_move = self._active_player.get_move( + game_copy, legal_player_moves, time_left) move_end = time_left() - # print move_end - if curr_move is None: curr_move = Board.NOT_MOVED - if self.active_player == self.__player_1__: + if self.active_player == self._player_1: move_history.append([curr_move]) else: move_history[-1].append(curr_move) if move_end < 0: - return self.__inactive_player__, move_history, "timeout" + return self._inactive_player, move_history, "timeout" if curr_move not in legal_player_moves: - return self.__inactive_player__, move_history, "illegal move" + return self._inactive_player, move_history, "illegal move" self.apply_move(curr_move) diff --git a/tournament.py b/tournament.py index 27362c5a..cc78860a 100644 --- a/tournament.py +++ b/tournament.py @@ -33,8 +33,8 @@ from game_agent import CustomPlayer from game_agent import custom_score -NUM_MATCHES = 5 # number of matches against each opponent -TIME_LIMIT = 150 # number of milliseconds before timeout +NUM_MATCHES = 20 # number of matches against each opponent +TIME_LIMIT = 100 # number of milliseconds before timeout TIMEOUT_WARNING = "One or more agents lost a match this round due to " + \ "timeout. The get_move() function must return before " + \ @@ -57,87 +57,80 @@ Agent = namedtuple("Agent", ["player", "name"]) -def play_match(player1, player2): - """ - Play a "fair" set of matches between two agents by playing two games +def play_match(agent1, test_agents, win_counts, num_matches): + """Play a "fair" set of matches between two agents by playing two games between the players, forcing each agent to play from randomly selected positions. This should control for differences in outcome resulting from advantage due to starting position on the board. """ - num_wins = {player1: 0, player2: 0} - num_timeouts = {player1: 0, player2: 0} - num_invalid_moves = {player1: 0, player2: 0} - games = [Board(player1, player2), Board(player2, player1)] - - # initialize both games with a random move and response - for _ in range(2): - move = random.choice(games[0].get_legal_moves()) - games[0].apply_move(move) - games[1].apply_move(move) - - # play both games and tally the results - for game in games: - winner, _, termination = game.play(time_limit=TIME_LIMIT) + timeout_count = 0 - if player1 == winner: - num_wins[player1] += 1 + for _ in range(num_matches): - if termination == "timeout": - num_timeouts[player2] += 1 - else: - num_invalid_moves[player2] += 1 + games = [Board(agent1.player, test_agents[0].player), + Board(test_agents[0].player, agent1.player), + Board(agent1.player, test_agents[1].player), + Board(test_agents[1].player, agent1.player)] - elif player2 == winner: + # initialize both games with a random move and response + for _ in range(2): + move = random.choice(games[0].get_legal_moves()) + for game in games: + game.apply_move(move) - num_wins[player2] += 1 + # play both games and tally the results + for game in games: + winner, _, termination = game.play(time_limit=TIME_LIMIT) + win_counts[winner] += 1 - if termination == "timeout": - num_timeouts[player1] += 1 - else: - num_invalid_moves[player1] += 1 + if termination == "timeout": + timeout_count += 1 - if sum(num_timeouts.values()) != 0: - warnings.warn(TIMEOUT_WARNING) + return timeout_count - return num_wins[player1], num_wins[player2] +def play_round(agents, test_agents, num_matches): + """Play one round (i.e., a single match between each pair of opponents)""" + total_wins = [0, 0] + total_timeouts = 0. + total_matches = 2 * num_matches * len(agents) -def play_round(agents, num_matches): - """ - Play one round (i.e., a single match between each pair of opponents) - """ - agent_1 = agents[-1] - wins = 0. - total = 0. + print("\n{:^11}{:^13}{:^25}{:^25}".format( + "Match #", "Opponent", test_agents[0].name, test_agents[1].name)) + print("{:^11}{:^13} {:^11}|{:^11} {:^11}|{:^11}".format( + "", "", "Won", "Lost", "Won", "Lost")) - print("\nPlaying Matches:") - print("----------") + for idx, agent_2 in enumerate(agents): + wins = {test_agents[0].player: 0, + test_agents[1].player: 0, + agent_2.player: 0} - for idx, agent_2 in enumerate(agents[:-1]): + print("{!s:^11}{:^13}".format(idx + 1, agent_2.name), + end=" ", flush=True) - counts = {agent_1.player: 0., agent_2.player: 0.} - names = [agent_1.name, agent_2.name] - print(" Match {}: {!s:^11} vs {!s:^11}".format(idx + 1, *names), end=' ') + total_timeouts += play_match(agent_2, test_agents, wins, num_matches) + ta1_wins = wins[test_agents[0].player] + ta2_wins = wins[test_agents[1].player] + total_wins[0] += ta1_wins + total_wins[1] += ta2_wins + print("{:^11}|{:^11} {:^11}|{:^11}".format( + ta1_wins, 2 * num_matches - ta1_wins, + ta2_wins, 2 * num_matches - ta2_wins)) - # Each player takes a turn going first - for p1, p2 in itertools.permutations((agent_1.player, agent_2.player)): - for _ in range(num_matches): - score_1, score_2 = play_match(p1, p2) - counts[p1] += score_1 - counts[p2] += score_2 - total += score_1 + score_2 + print("-" * 74) + print("{:^11}{:^13}{:^25}{:^25}\n".format( + "", "Win Rate:", "{:.1f}%".format(100 * total_wins[0] / total_matches), + "{:.1f}%".format(100 * total_wins[1] / total_matches))) - wins += counts[agent_1.player] - - print("\tResult: {} to {}".format(int(counts[agent_1.player]), - int(counts[agent_2.player]))) - - return 100. * wins / total + if total_timeouts: + print("\nThere were {} timeouts during play -- make sure your agent " + + "handles search timeout correctly, and consider increasing " + + "the timeout margin for your agent.\n") def main(): - HEURISTICS = [("Null", null_score), + HEURISTICS = [#("Null", null_score), ("Open", open_move_score), ("Improved", improved_score)] AB_ARGS = {"search_depth": 5, "method": 'alphabeta', "iterative": False} @@ -161,22 +154,15 @@ def main(): # relative to the performance of the ID_Improved agent to account for # faster or slower computers. test_agents = [Agent(CustomPlayer(score_fn=improved_score, **CUSTOM_ARGS), "ID_Improved"), - Agent(CustomPlayer(score_fn=custom_score, **CUSTOM_ARGS), "Student")] + Agent(CustomPlayer(score_fn=custom_score, **CUSTOM_ARGS), "ID_Custom")] print(DESCRIPTION) - for agentUT in test_agents: - print("") - print("*************************") - print("{:^25}".format("Evaluating: " + agentUT.name)) - print("*************************") - - agents = random_agents + mm_agents + ab_agents + [agentUT] - win_ratio = play_round(agents, NUM_MATCHES) - - print("\n\nResults:") - print("----------") - print("{!s:<15}{:>10.2f}%".format(agentUT.name, win_ratio)) + print("{:^74}".format("*************************")) + print("{:^74}".format("Playing Matches")) + print("{:^74}".format("*************************")) + agents = random_agents + mm_agents + ab_agents + play_round(agents, test_agents, NUM_MATCHES) if __name__ == "__main__": main() From b9bd87525dc75bec100f01addeb88884c401068e Mon Sep 17 00:00:00 2001 From: CGearhart Date: Tue, 7 Feb 2017 18:08:14 -0500 Subject: [PATCH 02/44] mend --- isolation/isolation.py | 9 ++++++--- sample_players.py | 37 +++++++++++++++++++++++++++++++++++++ 2 files changed, 43 insertions(+), 3 deletions(-) diff --git a/isolation/isolation.py b/isolation/isolation.py index 3f6fe2c9..ee51ba7a 100644 --- a/isolation/isolation.py +++ b/isolation/isolation.py @@ -202,7 +202,7 @@ def apply_move(self, move): last_move_idx = int(self.active_player == self._player_2) + 1 self._board_state[-last_move_idx] = idx self._board_state[idx] = 1 - self._board_state[-2] ^= 1 + self._board_state[-3] ^= 1 self._active_player, self._inactive_player = self._inactive_player, self._active_player self.move_count += 1 @@ -272,9 +272,12 @@ def to_string(self, symbols=['1', '2']): p1_loc = self._board_state[-1] p2_loc = self._board_state[-2] - out = '' + col_margin = len(str(self.height - 1)) + 1 + prefix = "{:<" + "{}".format(col_margin) + "}" + offset = " " * (col_margin + 3) + out = offset + ' '.join(map(str, range(self.width))) + '\n\r' for i in range(self.height): - out += ' | ' + out += prefix.format(i) + ' | ' for j in range(self.width): idx = i + j * self.height if not self._board_state[idx]: diff --git a/sample_players.py b/sample_players.py index 46fe1276..5803a624 100644 --- a/sample_players.py +++ b/sample_players.py @@ -223,3 +223,40 @@ def get_move(self, game, legal_moves, time_left): print('Invalid index! Try again.') return legal_moves[index] + + +if __name__ == "__main__": + from isolation import Board + + # create an isolation board (by default 7x7) + player1 = RandomPlayer() + player2 = GreedyPlayer() + game = Board(player1, player2) + + # place player 1 on the board at row 2, column 3, then place player 2 on + # the board at row 0, column 5; display the resulting board state. Note + # that .apply_move() changes the calling object + game.apply_move((2, 3)) + game.apply_move((0, 5)) + print(game.to_string()) + + # players take turns moving on the board, so player1 should be next to move + assert(player1 == game.active_player) + + # get a list of the legal moves available to the active player + print(game.get_legal_moves()) + + # get a successor of the current state by making a copy of the board and + # applying a move. Notice that this does NOT change the calling object + # (unlike .apply_move()). + new_game = game.forecast_move((1, 1)) + assert(new_game.to_string() != game.to_string()) + print("\nOld state:\n{}".format(game.to_string())) + print("\nNew state:\n{}".format(new_game.to_string())) + + # play the remainder of the game automatically -- outcome can be "illegal + # move" or "timeout"; it should _always_ be "illegal move" in this example + winner, history, outcome = game.play() + print("\nWinner: {}\nOutcome: {}".format(winner, outcome)) + print(game.to_string()) + print("Move history:\n{!s}".format(history)) From 5d912877d42f704cc27011d29f20cb9a0ff9d36d Mon Sep 17 00:00:00 2001 From: "luzi.leung" Date: Fri, 10 Feb 2017 08:41:00 +0800 Subject: [PATCH 03/44] State the relationship between CustomPlayer parameters: search_depth and iterative. --- game_agent.py | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/game_agent.py b/game_agent.py index 4f426a84..ec1b23e7 100644 --- a/game_agent.py +++ b/game_agent.py @@ -53,14 +53,15 @@ class CustomPlayer: A strictly positive integer (i.e., 1, 2, 3,...) for the number of layers in the game tree to explore for fixed-depth search. (i.e., a depth of one (1) would only explore the immediate sucessors of the - current state.) + current state.) This parameter should be ignored when iterative = True. score_fn : callable (optional) A function to use for heuristic evaluation of game states. iterative : boolean (optional) Flag indicating whether to perform fixed-depth search (False) or - iterative deepening search (True). + iterative deepening search (True). When True, search_depth should + be ignored and no limit to search depth. method : {'minimax', 'alphabeta'} (optional) The name of the search method to use in get_move(). From 2ec9a8d8f5fc1a32433d06ba9c5ac39e8451fc69 Mon Sep 17 00:00:00 2001 From: CGearhart Date: Sun, 19 Feb 2017 09:46:42 -0500 Subject: [PATCH 04/44] Test for calling wrong heuristic in get_move() --- agent_test.py | 13 +++++++++++-- 1 file changed, 11 insertions(+), 2 deletions(-) diff --git a/agent_test.py b/agent_test.py index e0bf43f9..48dcd66d 100644 --- a/agent_test.py +++ b/agent_test.py @@ -59,6 +59,12 @@ Your choice: {} """ +WRONG_HEURISTIC = """ +Your agent did not use the heuristic provided to the agent constructor +(accessed with self.score()). Make sure that you're not directly calling +your custom_score() heuristic function in alpha-beta or minimax search. +""" + TIMER_MARGIN = 15 # time (in ms) to leave on the timer to avoid timeout @@ -129,7 +135,7 @@ def score(game, player): return score -def makeEvalStop(limit, timer, value=None): +def makeEvalStop(limit, timer): """Use a closure to create a heuristic function that forces the search timer to expire when a fixed number of node expansions have been perfomred during the search. This ensures that the search algorithm should always be @@ -140,6 +146,7 @@ def makeEvalStop(limit, timer, value=None): """ def score(game, player): + timer.invoked = True if timer.time_left() < 0: raise TimeoutError("Timer expired during search. You must " + "return an answer before the timer reaches 0.") @@ -497,6 +504,7 @@ class DynamicTimer(): """ def __init__(self, time_limit): self.time_limit = time_limit + self.invoked = False self.start_time = curr_time_millis() def time_left(self): @@ -520,7 +528,7 @@ def time_left(self): # the expected number of nodes time_limit = 1e4 timer = DynamicTimer(time_limit) - eval_fn = makeEvalStop(exact_counts[idx][0], timer, time_limit) + eval_fn = makeEvalStop(exact_counts[idx][0], timer) agentUT, board = self.initAUT(-1, eval_fn, True, method, origins[idx], adversary_location, w, h) @@ -530,6 +538,7 @@ def time_left(self): diff_total = abs(board.counts[0] - exact_counts[idx][0]) diff_unique = abs(board.counts[1] - exact_counts[idx][1]) + self.assertTrue(timer.invoked, WRONG_HEURISTIC) self.assertTrue(diff_total <= 1 and diff_unique == 0, ID_FAIL) self.assertTrue(chosen_move in legal_moves, INVALID_MOVE.format( From 65b521cf2f547f3f13e9a6c53292a5bf0e0bf551 Mon Sep 17 00:00:00 2001 From: CGearhart Date: Sun, 19 Feb 2017 09:47:02 -0500 Subject: [PATCH 05/44] Clean up unit tests --- agent_test.py | 32 +++++++++++++++++--------------- 1 file changed, 17 insertions(+), 15 deletions(-) diff --git a/agent_test.py b/agent_test.py index 48dcd66d..053a834d 100644 --- a/agent_test.py +++ b/agent_test.py @@ -7,7 +7,6 @@ STUDENTS SHOULD NOT NEED TO MODIFY THIS CODE. IT WOULD BE BEST TO TREAT THIS FILE AS A BLACK BOX FOR TESTING. """ -import random import unittest import timeit import sys @@ -26,7 +25,8 @@ from importlib import reload WRONG_MOVE = """ -The {} function failed because it returned a non-optimal move at search depth {}. +The {} function failed because it returned a non-optimal move at search +depth {}. Valid choices: {} Your selection: {} """ @@ -111,8 +111,10 @@ def testWrapper(self): raise err[0](err[1]).with_traceback(err[2]) return res except QueueEmptyError: - raise TimeoutError("Test aborted due to timeout. Test was " + - "expected to finish in less than {} second(s).".format(time_limit)) + raise TimeoutError( + ("Test aborted due to timeout. Test was " + + "expected to finish in less than {} second(s).").format( + time_limit)) return testWrapper @@ -237,7 +239,7 @@ def initAUT(self, depth, eval_fn, iterative=False, @timeout(5) # @unittest.skip("Skip eval function test.") # Uncomment this line to skip test def test_heuristic(self): - """ Test output interface of heuristic score function interface.""" + """Test output interface of heuristic score function interface.""" player1 = "Player1" player2 = "Player2" @@ -253,7 +255,7 @@ def test_heuristic(self): timeout(5) # @unittest.skip("Skip simple minimax test.") # Uncomment this line to skip test def test_minimax_interface(self): - """ Test CustomPlayer.minimax interface with simple input """ + """Test CustomPlayer.minimax interface with simple input """ h, w = 7, 7 # board size test_depth = 1 starting_location = (5, 3) @@ -284,7 +286,7 @@ def test_minimax_interface(self): timeout(5) # @unittest.skip("Skip alphabeta test.") # Uncomment this line to skip test def test_alphabeta_interface(self): - """ Test CustomPlayer.alphabeta interface with simple input """ + """Test CustomPlayer.alphabeta interface with simple input """ h, w = 9, 9 # board size test_depth = 1 starting_location = (2, 7) @@ -315,7 +317,7 @@ def test_alphabeta_interface(self): @timeout(5) # @unittest.skip("Skip get_move test.") # Uncomment this line to skip test def test_get_move_interface(self): - """ Test CustomPlayer.get_move interface with simple input """ + """Test CustomPlayer.get_move interface with simple input """ h, w = 9, 9 # board size test_depth = 1 starting_location = (2, 7) @@ -367,7 +369,7 @@ def test_get_move_interface(self): @timeout(5) # @unittest.skip("Skip minimax test.") # Uncomment this line to skip test def test_minimax(self): - """ Test CustomPlayer.minimax + """Test CustomPlayer.minimax This test uses a scoring function that returns a constant value based on the location of the search agent on the board to force minimax to @@ -432,7 +434,7 @@ def test_minimax(self): @timeout(20) # @unittest.skip("Skip alpha-beta test.") # Uncomment this line to skip test def test_alphabeta(self): - """ Test CustomPlayer.alphabeta + """Test CustomPlayer.alphabeta This test uses a scoring function that returns a constant value based on the branch being searched by alphabeta in the user agent, and forces @@ -483,14 +485,14 @@ def test_alphabeta(self): self.assertIn(move, first_branch, WRONG_MOVE.format( method, test_depth, first_branch, move)) - @timeout(20) # @unittest.skip("Skip iterative deepening test.") # Uncomment this line to skip test def test_get_move(self): - """ Test iterative deepening in CustomPlayer.get_move by placing an - agent on the game board and performing ID minimax search, which - should visit a specific number of unique nodes while expanding. By - forcing the search to timeout when a predetermined number of nodes + """Test iterative deepening in CustomPlayer.get_move + + Placing an agent on the game board and performing ID minimax search, + which should visit a specific number of unique nodes while expanding. + By forcing the search to timeout when a predetermined number of nodes have been expanded, we can then verify that the expected number of unique nodes have been visited. """ From 2d1afa001fb9d012146b6c4466f29771a1384b8b Mon Sep 17 00:00:00 2001 From: CGearhart Date: Sun, 19 Feb 2017 10:01:35 -0500 Subject: [PATCH 06/44] Fix potential bug in search move ordering. Randomize the order of legal moves list to prevent accidental advantage against low-fidelity heuristics. --- isolation/isolation.py | 2 ++ 1 file changed, 2 insertions(+) diff --git a/isolation/isolation.py b/isolation/isolation.py index ee51ba7a..15b12e24 100644 --- a/isolation/isolation.py +++ b/isolation/isolation.py @@ -7,6 +7,7 @@ remain compatible with the defaults provided, and none of your changes will be available to project reviewers. """ +import random import timeit from copy import copy @@ -258,6 +259,7 @@ def __get_moves__(self, loc): (1, -2), (1, 2), (2, -1), (2, 1)] valid_moves = [(r + dr, c + dc) for dr, dc in directions if self.move_is_legal((r + dr, c + dc))] + random.shuffle(valid_moves) return valid_moves def print_board(self): From e57f8b6690792ea53d8f7b09b0d49ccab5f13e0f Mon Sep 17 00:00:00 2001 From: Luis Cosio Date: Fri, 3 Mar 2017 16:33:13 -0600 Subject: [PATCH 07/44] Create .gitignore Added standard template for .gitignore --- .gitignore | 97 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 97 insertions(+) create mode 100644 .gitignore diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..c4f3830d --- /dev/null +++ b/.gitignore @@ -0,0 +1,97 @@ + +# Created by https://www.gitignore.io/api/python + +### Python ### +# Byte-compiled / optimized / DLL files +__pycache__/ +*.py[cod] +*$py.class + +# C extensions +*.so + +# Distribution / packaging +.Python +env/ +build/ +develop-eggs/ +dist/ +downloads/ +eggs/ +.eggs/ +lib/ +lib64/ +parts/ +sdist/ +var/ +wheels/ +*.egg-info/ +.installed.cfg +*.egg + +# PyInstaller +# Usually these files are written by a python script from a template +# before PyInstaller builds the exe, so as to inject date/other infos into it. +*.manifest +*.spec + +# Installer logs +pip-log.txt +pip-delete-this-directory.txt + +# Unit test / coverage reports +htmlcov/ +.tox/ +.coverage +.coverage.* +.cache +nosetests.xml +coverage.xml +*,cover +.hypothesis/ + +# Translations +*.mo +*.pot + +# Django stuff: +*.log +local_settings.py + +# Flask stuff: +instance/ +.webassets-cache + +# Scrapy stuff: +.scrapy + +# Sphinx documentation +docs/_build/ + +# PyBuilder +target/ + +# Jupyter Notebook +.ipynb_checkpoints + +# pyenv +.python-version + +# celery beat schedule file +celerybeat-schedule + +# dotenv +.env + +# virtualenv +.venv/ +venv/ +ENV/ + +# Spyder project settings +.spyderproject + +# Rope project settings +.ropeproject + +# End of https://www.gitignore.io/api/python From 437124b2a746294730851f364466142936c04cbd Mon Sep 17 00:00:00 2001 From: CGearhart Date: Fri, 24 Mar 2017 09:34:28 -0400 Subject: [PATCH 08/44] Mark legal_moves parameter in CustomPlayer.get_move as deprecated --- game_agent.py | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/game_agent.py b/game_agent.py index 4f426a84..783b061c 100644 --- a/game_agent.py +++ b/game_agent.py @@ -101,8 +101,7 @@ def get_move(self, game, legal_moves, time_left): game (e.g., player locations and blocked cells). legal_moves : list<(int, int)> - A list containing legal moves. Moves are encoded as tuples of pairs - of ints defining the next (row, col) for the agent to occupy. + DEPRECATED -- This argument will be removed in the next release time_left : callable A function that returns the number of milliseconds left in the From 091485c67a1948b635de87b6370eff125ce8912c Mon Sep 17 00:00:00 2001 From: CGearhart Date: Fri, 24 Mar 2017 09:50:13 -0400 Subject: [PATCH 09/44] Avoid magic method syntax for private method call in isolation.Board class --- isolation/isolation.py | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/isolation/isolation.py b/isolation/isolation.py index 15b12e24..7dc6125d 100644 --- a/isolation/isolation.py +++ b/isolation/isolation.py @@ -188,7 +188,7 @@ def get_legal_moves(self, player=None): """ if player is None: player = self.active_player - return self.__get_moves__(self.get_player_location(player)) + return self.__get_moves(self.get_player_location(player)) def apply_move(self, move): """Move the active player to a specified location. @@ -247,7 +247,7 @@ def utility(self, player): return 0. - def __get_moves__(self, loc): + def __get_moves(self, loc): """Generate the list of possible moves for an L-shaped motion (like a knight in chess). """ From f15f1c51ca6770148ab0ef10419289a49c178633 Mon Sep 17 00:00:00 2001 From: CGearhart Date: Fri, 24 Mar 2017 09:55:24 -0400 Subject: [PATCH 10/44] Fix unit tests - eliminate unused import - extend timeout for all tests to 60s --- agent_test.py | 17 +++++++++-------- 1 file changed, 9 insertions(+), 8 deletions(-) diff --git a/agent_test.py b/agent_test.py index b7045b44..dfbfbc37 100644 --- a/agent_test.py +++ b/agent_test.py @@ -15,7 +15,6 @@ import game_agent from collections import Counter -from copy import deepcopy from copy import copy from functools import wraps from queue import Queue @@ -24,6 +23,8 @@ from queue import Empty as QueueEmptyError from importlib import reload +TIMEOUT = 60 + WRONG_MOVE = """ The {} function failed because it returned a non-optimal move at search depth {}. @@ -234,7 +235,7 @@ def initAUT(self, depth, eval_fn, iterative=False, board.apply_move(loc2) return agentUT, board - @timeout(5) + @timeout(TIMEOUT) # @unittest.skip("Skip eval function test.") # Uncomment this line to skip test def test_heuristic(self): """Test output interface of heuristic score function interface.""" @@ -249,7 +250,7 @@ def test_heuristic(self): self.assertIsInstance(game_agent.custom_score(game, player1), float, "The heuristic function should return a floating point") - timeout(5) + @timeout(TIMEOUT) # @unittest.skip("Skip simple minimax test.") # Uncomment this line to skip test def test_minimax_interface(self): """Test CustomPlayer.minimax interface with simple input """ @@ -280,7 +281,7 @@ def test_minimax_interface(self): "point value approximating the score for the " + "branch being searched.")) - timeout(5) + @timeout(TIMEOUT) # @unittest.skip("Skip alphabeta test.") # Uncomment this line to skip test def test_alphabeta_interface(self): """Test CustomPlayer.alphabeta interface with simple input """ @@ -311,7 +312,7 @@ def test_alphabeta_interface(self): "point value approximating the score for the " + "branch being searched.")) - @timeout(5) + @timeout(TIMEOUT) # @unittest.skip("Skip get_move test.") # Uncomment this line to skip test def test_get_move_interface(self): """Test CustomPlayer.get_move interface with simple input """ @@ -363,7 +364,7 @@ def test_get_move_interface(self): "next move. The move must be one of the legal moves " + "on the current game board.")) - @timeout(5) + @timeout(TIMEOUT) # @unittest.skip("Skip minimax test.") # Uncomment this line to skip test def test_minimax(self): """Test CustomPlayer.minimax @@ -428,7 +429,7 @@ def test_minimax(self): self.assertIn(move, expected_moves[idx // 2], WRONG_MOVE.format( method, test_depth, expected_moves[idx // 2], move)) - @timeout(20) + @timeout(TIMEOUT) # @unittest.skip("Skip alpha-beta test.") # Uncomment this line to skip test def test_alphabeta(self): """Test CustomPlayer.alphabeta @@ -482,7 +483,7 @@ def test_alphabeta(self): self.assertIn(move, first_branch, WRONG_MOVE.format( method, test_depth, first_branch, move)) - @timeout(20) + @timeout(TIMEOUT) # @unittest.skip("Skip iterative deepening test.") # Uncomment this line to skip test def test_get_move(self): """Test iterative deepening in CustomPlayer.get_move From 262764b2ac00eb41b641a8462012c29ed07c315a Mon Sep 17 00:00:00 2001 From: CGearhart Date: Fri, 24 Mar 2017 13:31:29 -0400 Subject: [PATCH 11/44] Add vizualization tool for isolation --- README.md | 8 + isolation/__init__.py | 57 -- isolation/isolation.py | 9 +- isoviz/LICENSE.txt | 21 + isoviz/css/chessboard.css | 91 ++ isoviz/display.html | 138 +++ isoviz/img/chesspieces/wikipedia/bN.png | Bin 0 -> 1875 bytes isoviz/img/chesspieces/wikipedia/wN.png | Bin 0 -> 2388 bytes isoviz/js/chessboard.js | 1183 +++++++++++++++++++++++ isoviz/js/jquery-1.10.1.min.js | 4 + isoviz/js/json3.min.js | 17 + viz.gif | Bin 0 -> 159419 bytes 12 files changed, 1466 insertions(+), 62 deletions(-) create mode 100644 isoviz/LICENSE.txt create mode 100644 isoviz/css/chessboard.css create mode 100644 isoviz/display.html create mode 100644 isoviz/img/chesspieces/wikipedia/bN.png create mode 100644 isoviz/img/chesspieces/wikipedia/wN.png create mode 100644 isoviz/js/chessboard.js create mode 100644 isoviz/js/jquery-1.10.1.min.js create mode 100644 isoviz/js/json3.min.js create mode 100644 viz.gif diff --git a/README.md b/README.md index c7027532..ef76e013 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,8 @@ # Build a Game-playing Agent +![viz.gif](Example game of isolation) + ## Synopsis In this project, students will develop an adversarial search agent to play the game "Isolation". Students only need to modify code in the `game_agent.py`, however, code is included for example player and evaluation functions for you to review and test against in the other files. @@ -103,3 +105,9 @@ The tournament opponents are listed below. (See also: sample heuristics and play ## Submitting Your project is ready for submission when it meets all requirements of the project rubric. Your code is finished when it passes all unit tests, and you have successfully implemented a suitable heuristic function. + + +## Using the Board Visualization + +The `isoviz` folder contains a modified version of chessboard.js that can animate games played on a 7x7 board. In order to use the board, you must run a local webserver by running `python -m SimpleHTTPServer 8000` from your project directory (you can replace 8000 with another port number if that one is unavailable), then open your browser to `http://localhost:8000` and navigate to the `/isoviz/display.html` page. Enter the move history of an isolation match (i.e., the array returned by the Board.play() method) into the text area and run the match. Refresh the page to run a different game. + diff --git a/isolation/__init__.py b/isolation/__init__.py index 55f44f52..ae53922d 100644 --- a/isolation/__init__.py +++ b/isolation/__init__.py @@ -7,62 +7,5 @@ legal moves loses, and the opponent is declared the winner. """ -import io - # Make the Board class available at the root of the module for imports from .isolation import Board - - -def game_as_text(winner, move_history, termination="", board=Board(1, 2)): - """ - Generate a printable representation for a game of isolation. - - Parameters - ---------- - winner : hashable - One of the objects registered by the board object as a valid player. - (i.e., `player` should be either board.__player_1__ or - board.__player_2__). - - move_history : list<[(int, int), (int, int)]> - A list containing an element for each turn in the game encoding the - move applied by each player during their initiative on that turn. - E.g., [(3,3), (1,1)] means that player_1 moved to position (3,3) and - player_2 responded by moving to position (1,1) - - termination : str - String indicating the reason (if any) that the game was terminated. - Valid reasons for termination include "" (none), "timeout", and - "illegal move". - - board : isolation.Board - An instance of `isolation.Board` encoding the game state (e.g., player - locations and blocked cells) for a game of isolation. - - Returns - ---------- - str - A string representation of a game of isolation. - """ - - ans = io.StringIO() - - for i, move in enumerate(move_history): - p1_move = move[0] - ans.write("%d." % i + " (%d,%d)\r\n" % p1_move) - if p1_move != Board.NOT_MOVED: - board.apply_move(p1_move) - ans.write(board.print_board()) - - if len(move) > 1: - p2_move = move[1] - ans.write("%d. ..." % i + " (%d, %d)\r\n" % p2_move) - if p2_move != Board.NOT_MOVED: - board.apply_move(p2_move) - ans.write(board.print_board()) - - ans.write(termination + "\r\n") - - ans.write("Winner: " + str(winner) + "\r\n") - - return ans.getvalue() diff --git a/isolation/isolation.py b/isolation/isolation.py index 7dc6125d..39bcd2eb 100644 --- a/isolation/isolation.py +++ b/isolation/isolation.py @@ -330,15 +330,14 @@ def play(self, time_limit=TIME_LIMIT_MILLIS): if curr_move is None: curr_move = Board.NOT_MOVED - if self.active_player == self._player_1: - move_history.append([curr_move]) - else: - move_history[-1].append(curr_move) - if move_end < 0: return self._inactive_player, move_history, "timeout" if curr_move not in legal_player_moves: + if len(legal_player_moves) > 0: + return self._inactive_player, move_history, "forfeit" return self._inactive_player, move_history, "illegal move" + move_history.append(list(curr_move)) + self.apply_move(curr_move) diff --git a/isoviz/LICENSE.txt b/isoviz/LICENSE.txt new file mode 100644 index 00000000..4d3575ea --- /dev/null +++ b/isoviz/LICENSE.txt @@ -0,0 +1,21 @@ +Copyright 2013 Chris Oakman +http://chessboardjs.com/ + +Permission is hereby granted, free of charge, to any person obtaining +a copy of this software and associated documentation files (the +"Software"), to deal in the Software without restriction, including +without limitation the rights to use, copy, modify, merge, publish, +distribute, sublicense, and/or sell copies of the Software, and to +permit persons to whom the Software is furnished to do so, subject to +the following conditions: + +The above copyright notice and this permission notice shall be +included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND +NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE +LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION +OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. \ No newline at end of file diff --git a/isoviz/css/chessboard.css b/isoviz/css/chessboard.css new file mode 100644 index 00000000..a6686258 --- /dev/null +++ b/isoviz/css/chessboard.css @@ -0,0 +1,91 @@ +/*! + * chessboard.js v0.3.0 + * + * Copyright 2013 Chris Oakman + * Released under the MIT license + * https://github.com/oakmac/chessboardjs/blob/master/LICENSE + * + * Date: 10 Aug 2013 + */ + +td { + font-size: 1.5em; +} + +/* clearfix */ +.clearfix-7da63 { + clear: both; +} + +/* board */ +.board-b72b1 { + border: 2px solid #404040; + -moz-box-sizing: content-box; + box-sizing: content-box; +} + +/* square */ +.square-55d63 { + float: left; + position: relative; + + /* disable any native browser highlighting */ + -webkit-touch-callout: none; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; +} + +/* white square */ +.white-1e1d7.blocked { + background-color: #999999; + color: #333333; +} + +/* black square */ +.black-3c85d.blocked { + background-color: #333333; + color: #999999; +} + +/* white square */ +.white-1e1d7 { + background-color: #f0d9b5; + color: #b58863; +} + +/* black square */ +.black-3c85d { + background-color: #b58863; + color: #f0d9b5; +} + +/* white square */ +.square-55d63.win { + background-color: #339900; + color: #999999; +} + +/* black square */ +.square-55d63.lose { + background-color: #990000; + color: #333333; +} + +/* notation */ +.notation-322f9 { + cursor: default; + font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; + font-size: 14px; + position: absolute; +} +.alpha-d2270 { + bottom: 1px; + right: 3px; +} +.numeric-fc462 { + top: 2px; + left: 2px; +} \ No newline at end of file diff --git a/isoviz/display.html b/isoviz/display.html new file mode 100644 index 00000000..948f56b7 --- /dev/null +++ b/isoviz/display.html @@ -0,0 +1,138 @@ + + + + + + Empty Board Example + + + + + + +
+
+ Player1:
+ +
+ Player2:
+ +
+ Move History:
+ +
+ +
+
+ +
+
+
+
+
+
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+ } + } + + return true; +} + +function validPositionObject(pos) { + if (typeof pos !== 'object') return false; + + for (var i in pos) { + if (pos.hasOwnProperty(i) !== true) continue; + + if (validSquare(i) !== true || validPieceCode(pos[i]) !== true) { + return false; + } + } + + return true; +} + +// convert FEN piece code to bP, wK, etc +function fenToPieceCode(piece) { + // black piece + if (piece.toLowerCase() === piece) { + return 'b' + piece.toUpperCase(); + } + + // white piece + return 'w' + piece.toUpperCase(); +} + +// convert bP, wK, etc code to FEN structure +function pieceCodeToFen(piece) { + var tmp = piece.split(''); + + // white piece + if (tmp[0] === 'w') { + return tmp[1].toUpperCase(); + } + + // black piece + return tmp[1].toLowerCase(); +} + +// convert FEN string to position object +// returns false if the FEN string is invalid +function fenToObj(fen) { + if (validFen(fen) !== true) { + return false; + } + + // cut off any move, castling, etc info from the end + // we're only interested in position information + fen = fen.replace(/ .+$/, ''); + + var rows = fen.split('/'); + var position = {}; + + var currentRow = 7; + for (var i = 0; i < 7; i++) { + var row = rows[i].split(''); + var colIndex = 0; + + // loop through each character in the FEN section + for (var j = 0; j < row.length; j++) { + // number / empty squares + if (row[j].search(/[1-7]/) !== -1) { + var emptySquares = parseInt(row[j], 10); + colIndex += emptySquares; + } + // piece + else { + var square = COLUMNS[colIndex] + currentRow; + position[square] = fenToPieceCode(row[j]); + colIndex++; + } + } + + currentRow--; + } + + return position; +} + +// position object to FEN string +// returns false if the obj is not a valid position object +function objToFen(obj) { + if (validPositionObject(obj) !== true) { + return false; + } + + var fen = ''; + + var currentRow = 7; + for (var i = 0; i < 7; i++) { + for (var j = 0; j < 7; j++) { + var square = COLUMNS[j] + currentRow; + + // piece exists + if (obj.hasOwnProperty(square) === true) { + fen += pieceCodeToFen(obj[square]); + } + + // empty space + else { + fen += '1'; + } + } + + if (i !== 6) { + fen += '/'; + } + + currentRow--; + } + + // squeeze the numbers together + // haha, I love this solution... + fen = fen.replace(/1111111/g, '7'); + fen = fen.replace(/111111/g, '6'); + fen = fen.replace(/11111/g, '5'); + fen = fen.replace(/1111/g, '4'); + fen = fen.replace(/111/g, '3'); + fen = fen.replace(/11/g, '2'); + + return fen; +} + +window['ChessBoard'] = window['ChessBoard'] || function(containerElOrId, cfg) { +'use strict'; + +cfg = cfg || {}; + +//------------------------------------------------------------------------------ +// Constants +//------------------------------------------------------------------------------ + +var MINIMUM_JQUERY_VERSION = '1.7.0', + START_FEN = '7/7/7/7/7/7/7/7', + START_POSITION = fenToObj(START_FEN); + +// use unique class names to prevent clashing with anything else on the page +// and simplify selectors +var CSS = { + alpha: 'alpha-d2270', + black: 'black-3c85d', + board: 'board-b72b1', + chessboard: 'chessboard-63f37', + clearfix: 'clearfix-7da63', + highlight1: 'highlight1-32417', + highlight2: 'highlight2-9c5d2', + notation: 'notation-322f9', + numeric: 'numeric-fc462', + piece: 'piece-417db', + row: 'row-5277c', + sparePieces: 'spare-pieces-7492f', + sparePiecesBottom: 'spare-pieces-bottom-ae20f', + sparePiecesTop: 'spare-pieces-top-4028b', + square: 'square-55d63', + white: 'white-1e1d7' +}; + +//------------------------------------------------------------------------------ +// Module Scope Variables +//------------------------------------------------------------------------------ + +// DOM elements +var containerEl, + boardEl, + draggedPieceEl, + sparePiecesTopEl, + sparePiecesBottomEl; + +// constructor return object +var widget = {}; + +//------------------------------------------------------------------------------ +// Stateful +//------------------------------------------------------------------------------ + +var ANIMATION_HAPPENING = false, + BOARD_BORDER_SIZE = 2, + CURRENT_ORIENTATION = 'white', + CURRENT_POSITION = {}, + SQUARE_SIZE, + DRAGGED_PIECE, + DRAGGED_PIECE_LOCATION, + DRAGGED_PIECE_SOURCE, + DRAGGING_A_PIECE = false, + SPARE_PIECE_ELS_IDS = {}, + SQUARE_ELS_IDS = {}, + SQUARE_ELS_OFFSETS; + +//------------------------------------------------------------------------------ +// JS Util Functions +//------------------------------------------------------------------------------ + +// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript +function createId() { + return 'xxxx-xxxx-xxxx-xxxx-xxxx-xxxx-xxxx-xxxx'.replace(/x/g, function(c) { + var r = Math.random() * 16 | 0; + return r.toString(16); + }); +} + +function deepCopy(thing) { + return JSON.parse(JSON.stringify(thing)); +} + +function parseSemVer(version) { + var tmp = version.split('.'); + return { + major: parseInt(tmp[0], 10), + minor: parseInt(tmp[1], 10), + patch: parseInt(tmp[2], 10) + }; +} + +// returns true if version is >= minimum +function compareSemVer(version, minimum) { + version = parseSemVer(version); + minimum = parseSemVer(minimum); + + var versionNum = (version.major * 10000 * 10000) + + (version.minor * 10000) + version.patch; + var minimumNum = (minimum.major * 10000 * 10000) + + (minimum.minor * 10000) + minimum.patch; + + return (versionNum >= minimumNum); +} + +//------------------------------------------------------------------------------ +// Validation / Errors +//------------------------------------------------------------------------------ + +function error(code, msg, obj) { + // do nothing if showErrors is not set + if (cfg.hasOwnProperty('showErrors') !== true || + cfg.showErrors === false) { + return; + } + + var errorText = 'ChessBoard Error ' + code + ': ' + msg; + + // print to console + if (cfg.showErrors === 'console' && + typeof console === 'object' && + typeof console.log === 'function') { + console.log(errorText); + if (arguments.length >= 2) { + console.log(obj); + } + return; + } + + // alert errors + if (cfg.showErrors === 'alert') { + if (obj) { + errorText += '\n\n' + JSON.stringify(obj); + } + window.alert(errorText); + return; + } + + // custom function + if (typeof cfg.showErrors === 'function') { + cfg.showErrors(code, msg, obj); + } +} + +// check dependencies +function checkDeps() { + // if containerId is a string, it must be the ID of a DOM node + if (typeof containerElOrId === 'string') { + // cannot be empty + if (containerElOrId === '') { + window.alert('ChessBoard Error 1001: ' + + 'The first argument to ChessBoard() cannot be an empty string.' + + '\n\nExiting...'); + return false; + } + + // make sure the container element exists in the DOM + var el = document.getElementById(containerElOrId); + if (! el) { + window.alert('ChessBoard Error 1002: Element with id "' + + containerElOrId + '" does not exist in the DOM.' + + '\n\nExiting...'); + return false; + } + + // set the containerEl + containerEl = $(el); + } + + // else it must be something that becomes a jQuery collection + // with size 1 + // ie: a single DOM node or jQuery object + else { + containerEl = $(containerElOrId); + + if (containerEl.length !== 1) { + window.alert('ChessBoard Error 1003: The first argument to ' + + 'ChessBoard() must be an ID or a single DOM node.' + + '\n\nExiting...'); + return false; + } + } + + // JSON must exist + if (! window.JSON || + typeof JSON.stringify !== 'function' || + typeof JSON.parse !== 'function') { + window.alert('ChessBoard Error 1004: JSON does not exist. ' + + 'Please include a JSON polyfill.\n\nExiting...'); + return false; + } + + // check for a compatible version of jQuery + if (! (typeof window.$ && $.fn && $.fn.jquery && + compareSemVer($.fn.jquery, MINIMUM_JQUERY_VERSION) === true)) { + window.alert('ChessBoard Error 1005: Unable to find a valid version ' + + 'of jQuery. Please include jQuery ' + MINIMUM_JQUERY_VERSION + ' or ' + + 'higher on the page.\n\nExiting...'); + return false; + } + + return true; +} + +function validAnimationSpeed(speed) { + if (speed === 'fast' || speed === 'slow') { + return true; + } + + if ((parseInt(speed, 10) + '') !== (speed + '')) { + return false; + } + + return (speed >= 0); +} + +// validate config / set default options +function expandConfig() { + if (typeof cfg === 'string' || validPositionObject(cfg) === true) { + cfg = { + position: cfg + }; + } + + // default for orientation is white + if (cfg.orientation !== 'black') { + cfg.orientation = 'white'; + } + CURRENT_ORIENTATION = cfg.orientation; + + // default for showNotation is true + if (cfg.showNotation !== false) { + cfg.showNotation = true; + } + + // default for draggable is false + if (cfg.draggable !== true) { + cfg.draggable = false; + } + + // default for dropOffBoard is 'snapback' + if (cfg.dropOffBoard !== 'trash') { + cfg.dropOffBoard = 'snapback'; + } + + // default for sparePieces is false + if (cfg.sparePieces !== true) { + cfg.sparePieces = false; + } + + // draggable must be true if sparePieces is enabled + if (cfg.sparePieces === true) { + cfg.draggable = true; + } + + // default piece theme is wikipedia + if (cfg.hasOwnProperty('pieceTheme') !== true || + (typeof cfg.pieceTheme !== 'string' && + typeof cfg.pieceTheme !== 'function')) { + cfg.pieceTheme = 'img/chesspieces/wikipedia/{piece}.png'; + } + + // animation speeds + if (cfg.hasOwnProperty('appearSpeed') !== true || + validAnimationSpeed(cfg.appearSpeed) !== true) { + cfg.appearSpeed = 200; + } + if (cfg.hasOwnProperty('moveSpeed') !== true || + validAnimationSpeed(cfg.moveSpeed) !== true) { + cfg.moveSpeed = 200; + } + if (cfg.hasOwnProperty('snapbackSpeed') !== true || + validAnimationSpeed(cfg.snapbackSpeed) !== true) { + cfg.snapbackSpeed = 50; + } + if (cfg.hasOwnProperty('snapSpeed') !== true || + validAnimationSpeed(cfg.snapSpeed) !== true) { + cfg.snapSpeed = 25; + } + if (cfg.hasOwnProperty('trashSpeed') !== true || + validAnimationSpeed(cfg.trashSpeed) !== true) { + cfg.trashSpeed = 100; + } + + // make sure position is valid + if (cfg.hasOwnProperty('position') === true) { + if (cfg.position === 'start') { + CURRENT_POSITION = deepCopy(START_POSITION); + } + + else if (validFen(cfg.position) === true) { + CURRENT_POSITION = fenToObj(cfg.position); + } + + else if (validPositionObject(cfg.position) === true) { + CURRENT_POSITION = deepCopy(cfg.position); + } + + else { + error(7263, 'Invalid value passed to config.position.', cfg.position); + } + } + + return true; +} + +//------------------------------------------------------------------------------ +// DOM Misc +//------------------------------------------------------------------------------ + +// calculates square size based on the width of the container +// got a little CSS black magic here, so let me explain: +// get the width of the container element (could be anything), reduce by 1 for +// fudge factor, and then keep reducing until we find an exact mod 8 for +// our square size +function calculateSquareSize() { + var containerWidth = parseInt(containerEl.css('width'), 10); + + // defensive, prevent infinite loop + if (! containerWidth || containerWidth <= 0) { + return 0; + } + + // pad one pixel + var boardWidth = containerWidth - 1; + + while (boardWidth % 7 !== 0 && boardWidth > 0) { + boardWidth--; + } + + return (boardWidth / 7); +} + +// create random IDs for elements +function createElIds() { + // squares on the board + for (var i = 0; i < COLUMNS.length; i++) { + for (var j = 1; j <= 7; j++) { + var square = COLUMNS[i] + j; + SQUARE_ELS_IDS[square] = square + '-' + createId(); + } + } +} + +//------------------------------------------------------------------------------ +// Markup Building +//------------------------------------------------------------------------------ + +function buildBoardContainer() { + var html = '
'; + + html += '
'; + + html += '
'; + + return html; +} + +/* +var buildSquare = function(color, size, id) { + var html = '
'; + + if (cfg.showNotation === true) { + + } + + html += '
'; + + return html; +}; +*/ + +function buildBoard(orientation) { + if (orientation !== 'black') { + orientation = 'white'; + } + + var html = ''; + + // algebraic notation / orientation + var alpha = deepCopy(COLUMNS); + var row = 7; + if (orientation === 'black') { + alpha.reverse(); + row = 1; + } + + var squareColor = 'white'; + for (var i = 0; i < 7; i++) { + html += '
'; + for (var j = 0; j < 7; j++) { + var square = alpha[j] + row; + + html += '
'; + + if (cfg.showNotation === true) { + // alpha notation + if ((orientation === 'white' && row === 1) || + (orientation === 'black' && row === 7)) { + html += '
' + + '
'; + } + + // numeric notation + if (j === 0) { + html += '
' + + '
'; + } + } + + html += '
'; // end .square + + squareColor = (squareColor === 'white' ? 'black' : 'white'); + } + html += '
'; + + squareColor = (squareColor === 'white' ? 'white' : 'black'); + + if (orientation === 'white') { + row--; + } + else { + row++; + } + } + + return html; +} + +function buildPieceImgSrc(piece) { + if (typeof cfg.pieceTheme === 'function') { + return cfg.pieceTheme(piece); + } + + if (typeof cfg.pieceTheme === 'string') { + return cfg.pieceTheme.replace(/{piece}/g, piece); + } + + // NOTE: this should never happen + error(8272, 'Unable to build image source for cfg.pieceTheme.'); + return ''; +} + +function buildPiece(piece, hidden, id) { + var html = ''; + + return html; +} + +//------------------------------------------------------------------------------ +// Animations +//------------------------------------------------------------------------------ + +function animateSquareToSquare(src, dest, piece, completeFn) { + // get information about the source and destination squares + var srcSquareEl = $('#' + SQUARE_ELS_IDS[src]); + var srcSquarePosition = srcSquareEl.offset(); + var destSquareEl = $('#' + SQUARE_ELS_IDS[dest]); + var destSquarePosition = destSquareEl.offset(); + + // create the animated piece and absolutely position it + // over the source square + var animatedPieceId = createId(); + $('body').append(buildPiece(piece, true, animatedPieceId)); + var animatedPieceEl = $('#' + animatedPieceId); + animatedPieceEl.css({ + display: '', + position: 'absolute', + top: srcSquarePosition.top, + left: srcSquarePosition.left + }); + + // remove original piece from source square + srcSquareEl.find('.' + CSS.piece).remove(); + + // on complete + var complete = function() { + // add the "real" piece to the destination square + destSquareEl.append(buildPiece(piece)); + + // remove the animated piece + animatedPieceEl.remove(); + + // run complete function + if (typeof completeFn === 'function') { + completeFn(); + } + }; + + // animate the piece to the destination square + var opts = { + duration: cfg.moveSpeed, + complete: complete + }; + animatedPieceEl.animate(destSquarePosition, opts); +} + +// execute an array of animations +function doAnimations(a, oldPos, newPos) { + ANIMATION_HAPPENING = true; + + var numFinished = 0; + function onFinish() { + numFinished++; + + // exit if all the animations aren't finished + if (numFinished !== a.length) return; + + drawPositionInstant(); + ANIMATION_HAPPENING = false; + + // run their onMoveEnd function + if (cfg.hasOwnProperty('onMoveEnd') === true && + typeof cfg.onMoveEnd === 'function') { + cfg.onMoveEnd(deepCopy(oldPos), deepCopy(newPos)); + } + } + + for (var i = 0; i < a.length; i++) { + // clear a piece + if (a[i].type === 'clear') { + $('#' + SQUARE_ELS_IDS[a[i].square] + ' .' + CSS.piece) + .fadeOut(cfg.trashSpeed, onFinish); + } + + // add a piece (no spare pieces) + if (a[i].type === 'add' && cfg.sparePieces !== true) { + $('#' + SQUARE_ELS_IDS[a[i].square]) + .append(buildPiece(a[i].piece, true)) + .find('.' + CSS.piece) + .fadeIn(cfg.appearSpeed, onFinish); + } + + // add a piece from a spare piece + if (a[i].type === 'add' && cfg.sparePieces === true) { + animateSparePieceToSquare(a[i].piece, a[i].square, onFinish); + } + + // move a piece + if (a[i].type === 'move') { + animateSquareToSquare(a[i].source, a[i].destination, a[i].piece, + onFinish); + } + } +} + +// returns the distance between two squares +function squareDistance(s1, s2) { + s1 = s1.split(''); + var s1x = COLUMNS.indexOf(s1[0]) + 1; + var s1y = parseInt(s1[1], 10); + + s2 = s2.split(''); + var s2x = COLUMNS.indexOf(s2[0]) + 1; + var s2y = parseInt(s2[1], 10); + + var xDelta = Math.abs(s1x - s2x); + var yDelta = Math.abs(s1y - s2y); + + if (xDelta >= yDelta) return xDelta; + return yDelta; +} + +// returns an array of closest squares from square +function createRadius(square) { + var squares = []; + + // calculate distance of all squares + for (var i = 0; i < 7; i++) { + for (var j = 0; j < 7; j++) { + var s = COLUMNS[i] + (j + 1); + + // skip the square we're starting from + if (square === s) continue; + + squares.push({ + square: s, + distance: squareDistance(square, s) + }); + } + } + + // sort by distance + squares.sort(function(a, b) { + return a.distance - b.distance; + }); + + // just return the square code + var squares2 = []; + for (var i = 0; i < squares.length; i++) { + squares2.push(squares[i].square); + } + + return squares2; +} + +// returns the square of the closest instance of piece +// returns false if no instance of piece is found in position +function findClosestPiece(position, piece, square) { + // create array of closest squares from square + var closestSquares = createRadius(square); + + // search through the position in order of distance for the piece + for (var i = 0; i < closestSquares.length; i++) { + var s = closestSquares[i]; + + if (position.hasOwnProperty(s) === true && position[s] === piece) { + return s; + } + } + + return false; +} + +// calculate an array of animations that need to happen in order to get +// from pos1 to pos2 +function calculateAnimations(pos1, pos2) { + // make copies of both + pos1 = deepCopy(pos1); + pos2 = deepCopy(pos2); + + var animations = []; + var squaresMovedTo = {}; + + // remove pieces that are the same in both positions + for (var i in pos2) { + if (pos2.hasOwnProperty(i) !== true) continue; + + if (pos1.hasOwnProperty(i) === true && pos1[i] === pos2[i]) { + delete pos1[i]; + delete pos2[i]; + } + } + + // find all the "move" animations + for (var i in pos2) { + if (pos2.hasOwnProperty(i) !== true) continue; + + var closestPiece = findClosestPiece(pos1, pos2[i], i); + if (closestPiece !== false) { + animations.push({ + type: 'move', + source: closestPiece, + destination: i, + piece: pos2[i] + }); + + delete pos1[closestPiece]; + delete pos2[i]; + squaresMovedTo[i] = true; + } + } + + // add pieces to pos2 + for (var i in pos2) { + if (pos2.hasOwnProperty(i) !== true) continue; + + animations.push({ + type: 'add', + square: i, + piece: pos2[i] + }) + + delete pos2[i]; + } + + // clear pieces from pos1 + for (var i in pos1) { + if (pos1.hasOwnProperty(i) !== true) continue; + + // do not clear a piece if it is on a square that is the result + // of a "move", ie: a piece capture + if (squaresMovedTo.hasOwnProperty(i) === true) continue; + + animations.push({ + type: 'clear', + square: i, + piece: pos1[i] + }); + + delete pos1[i]; + } + + return animations; +} + +//------------------------------------------------------------------------------ +// Control Flow +//------------------------------------------------------------------------------ + +function drawPositionInstant() { + // clear the board + boardEl.find('.' + CSS.piece).remove(); + + // add the pieces + for (var i in CURRENT_POSITION) { + if (CURRENT_POSITION.hasOwnProperty(i) !== true) continue; + + $('#' + SQUARE_ELS_IDS[i]).append(buildPiece(CURRENT_POSITION[i])); + } +} + +function drawBoard() { + boardEl.html(buildBoard(CURRENT_ORIENTATION)); + drawPositionInstant(); +} + +// given a position and a set of moves, return a new position +// with the moves executed +function calculatePositionFromMoves(position, moves) { + position = deepCopy(position); + + for (var i in moves) { + if (moves.hasOwnProperty(i) !== true) continue; + + // skip the move if the position doesn't have a piece on the source square + if (position.hasOwnProperty(i) !== true) continue; + + var piece = position[i]; + delete position[i]; + position[moves[i]] = piece; + } + + return position; +} + +function setCurrentPosition(position) { + var oldPos = deepCopy(CURRENT_POSITION); + var newPos = deepCopy(position); + var oldFen = objToFen(oldPos); + var newFen = objToFen(newPos); + + // do nothing if no change in position + if (oldFen === newFen) return; + + // run their onChange function + if (cfg.hasOwnProperty('onChange') === true && + typeof cfg.onChange === 'function') { + cfg.onChange(oldPos, newPos); + } + + // update state + CURRENT_POSITION = position; +} + +function isXYOnSquare(x, y) { + for (var i in SQUARE_ELS_OFFSETS) { + if (SQUARE_ELS_OFFSETS.hasOwnProperty(i) !== true) continue; + + var s = SQUARE_ELS_OFFSETS[i]; + if (x >= s.left && x < s.left + SQUARE_SIZE && + y >= s.top && y < s.top + SQUARE_SIZE) { + return i; + } + } + + return 'offboard'; +} + +// records the XY coords of every square into memory +function captureSquareOffsets() { + SQUARE_ELS_OFFSETS = {}; + + for (var i in SQUARE_ELS_IDS) { + if (SQUARE_ELS_IDS.hasOwnProperty(i) !== true) continue; + + SQUARE_ELS_OFFSETS[i] = $('#' + SQUARE_ELS_IDS[i]).offset(); + } +} + +function removeSquareHighlights() { + boardEl.find('.' + CSS.square) + .removeClass(CSS.highlight1 + ' ' + CSS.highlight2); +} + +//------------------------------------------------------------------------------ +// Public Methods +//------------------------------------------------------------------------------ + +// clear the board +widget.clear = function(useAnimation) { + widget.position({}, useAnimation); +}; + +/* +// get or set config properties +// TODO: write this, GitHub Issue #1 +widget.config = function(arg1, arg2) { + // get the current config + if (arguments.length === 0) { + return deepCopy(cfg); + } +}; +*/ + +// remove the widget from the page +widget.destroy = function() { + // remove markup + containerEl.html(''); + draggedPieceEl.remove(); + + // remove event handlers + containerEl.unbind(); +}; + +// flip orientation +widget.flip = function() { + widget.orientation('flip'); +}; + +/* +// TODO: write this, GitHub Issue #5 +widget.highlight = function() { + +}; +*/ + +// move pieces +widget.move = function() { + // no need to throw an error here; just do nothing + if (arguments.length === 0) return; + + var useAnimation = true; + + // collect the moves into an object + var moves = {}; + for (var i = 0; i < arguments.length; i++) { + // any "false" to this function means no animations + if (arguments[i] === false) { + useAnimation = false; + continue; + } + + // skip invalid arguments + if (validMove(arguments[i]) !== true) { + error(2826, 'Invalid move passed to the move method.', arguments[i]); + continue; + } + + var tmp = arguments[i].split('-'); + moves[tmp[0]] = tmp[1]; + } + + // calculate position from moves + var newPos = calculatePositionFromMoves(CURRENT_POSITION, moves); + + // update the board + widget.position(newPos, useAnimation); + + // block the square + for (var m in moves) { + var el = document.getElementById(SQUARE_ELS_IDS[m]); + el.classList.add("blocked"); + } + + // return the new position object + return newPos; +}; + +widget.position = function(position, useAnimation) { + // no arguments, return the current position + if (arguments.length === 0) { + return deepCopy(CURRENT_POSITION); + } + + // get position as FEN + if (typeof position === 'string' && position.toLowerCase() === 'fen') { + return objToFen(CURRENT_POSITION); + } + + // default for useAnimations is true + if (useAnimation !== false) { + useAnimation = true; + } + + // start position + if (typeof position === 'string' && position.toLowerCase() === 'start') { + position = deepCopy(START_POSITION); + } + + // convert FEN to position object + if (validFen(position) === true) { + position = fenToObj(position); + } + + // validate position object + if (validPositionObject(position) !== true) { + error(6482, 'Invalid value passed to the position method.', position); + return; + } + + if (useAnimation === true) { + // start the animations + doAnimations(calculateAnimations(CURRENT_POSITION, position), + CURRENT_POSITION, position); + + // set the new position + setCurrentPosition(position); + } + // instant update + else { + setCurrentPosition(position); + drawPositionInstant(); + } +}; + +widget.resize = function() { + // calulate the new square size + SQUARE_SIZE = calculateSquareSize(); + + // set board width + boardEl.css('width', (SQUARE_SIZE * 7) + 'px'); + + // redraw the board + drawBoard(); +}; + +widget.finalize = function(winCell, lossCell) { + + var el; + + el = 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