id int64 0 190k | prompt stringlengths 21 13.4M | docstring stringlengths 1 12k ⌀ |
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22,825 | from rlcard.games.uno.card import UnoCard
def _print_action(action):
''' Print out an action in a nice form
Args:
action (str): A string a action
'''
UnoCard.print_cards(action, wild_color=True)
class UnoCard:
info = {'type': ['number', 'action', 'wild'],
'color': ['r', 'g', 'b', 'y'],
'trait': ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
'skip', 'reverse', 'draw_2', 'wild', 'wild_draw_4']
}
def __init__(self, card_type, color, trait):
''' Initialize the class of UnoCard
Args:
card_type (str): The type of card
color (str): The color of card
trait (str): The trait of card
'''
self.type = card_type
self.color = color
self.trait = trait
self.str = self.get_str()
def get_str(self):
''' Get the string representation of card
Return:
(str): The string of card's color and trait
'''
return self.color + '-' + self.trait
def print_cards(cards, wild_color=False):
''' Print out card in a nice form
Args:
card (str or list): The string form or a list of a UNO card
wild_color (boolean): True if assign collor to wild cards
'''
if isinstance(cards, str):
cards = [cards]
for i, card in enumerate(cards):
if card == 'draw':
trait = 'Draw'
else:
color, trait = card.split('-')
if trait == 'skip':
trait = 'Skip'
elif trait == 'reverse':
trait = 'Reverse'
elif trait == 'draw_2':
trait = 'Draw-2'
elif trait == 'wild':
trait = 'Wild'
elif trait == 'wild_draw_4':
trait = 'Wild-Draw-4'
if trait == 'Draw' or (trait[:4] == 'Wild' and not wild_color):
print(trait, end='')
elif color == 'r':
print(colored(trait, 'red'), end='')
elif color == 'g':
print(colored(trait, 'green'), end='')
elif color == 'b':
print(colored(trait, 'blue'), end='')
elif color == 'y':
print(colored(trait, 'yellow'), end='')
if i < len(cards) - 1:
print(', ', end='')
The provided code snippet includes necessary dependencies for implementing the `_print_state` function. Write a Python function `def _print_state(state, action_record)` to solve the following problem:
Print out the state of a given player Args: player (int): Player id
Here is the function:
def _print_state(state, action_record):
''' Print out the state of a given player
Args:
player (int): Player id
'''
_action_list = []
for i in range(1, len(action_record)+1):
if action_record[-i][0] == state['current_player']:
break
_action_list.insert(0, action_record[-i])
for pair in _action_list:
print('>> Player', pair[0], 'chooses ', end='')
_print_action(pair[1])
print('')
print('\n=============== Your Hand ===============')
UnoCard.print_cards(state['hand'])
print('')
print('=============== Last Card ===============')
UnoCard.print_cards(state['target'], wild_color=True)
print('')
print('========== Players Card Number ===========')
for i in range(state['num_players']):
if i != state['current_player']:
print('Player {} has {} cards.'.format(i, state['num_cards'][i]))
print('======== Actions You Can Choose =========')
for i, action in enumerate(state['legal_actions']):
print(str(i)+': ', end='')
UnoCard.print_cards(action, wild_color=True)
if i < len(state['legal_actions']) - 1:
print(', ', end='')
print('\n') | Print out the state of a given player Args: player (int): Player id |
22,826 | import os
from PIL import Image, ImageTk, ImageDraw
def reporthook(count, block_size, total_size):
global start_time
if count == 0:
start_time = time.time()
return
duration = time.time() - start_time
progress_size = int(count * block_size)
speed = int(progress_size / (1024 * duration))
percent = int(count * block_size * 100 / total_size)
sys.stdout.write("\r...%d%%, %d KB, %d KB/s, %d seconds passed" %
(percent, progress_size / (1024), speed, duration))
sys.stdout.flush() | null |
22,827 | import os
from PIL import Image, ImageTk, ImageDraw
image_dir = os.path.abspath(os.path.dirname(__file__))
def long_rank_name_for(rank: str) -> str:
rank_exceptions = {'A': 'ace', 'T': '10', 'J': 'jack', 'Q': 'queen', 'K': 'king'}
result = rank if rank not in rank_exceptions.keys() else rank_exceptions[rank]
return result
def long_suit_name_for(suit: str) -> str:
known_suit_name_by_suit = {'C': 'clubs', 'D': 'diamonds', 'H': 'hearts', 'S': 'spades'}
result = suit if suit not in known_suit_name_by_suit else known_suit_name_by_suit[suit]
return result
def get_card_filename(rank: str, suit: str) -> str:
long_rank_name = long_rank_name_for(rank)
long_suit_name = long_suit_name_for(suit)
card_file_name = "{}/cards_png/{}_of_{}@2x.png".format(image_dir, long_rank_name, long_suit_name)
return card_file_name | null |
22,828 | import os
from PIL import Image, ImageTk, ImageDraw
image_dir = os.path.abspath(os.path.dirname(__file__))
def get_card_back_image(scale_factor: float):
card_filename = "{}/cards_png/back.jpg".format(image_dir)
image = Image.open(card_filename)
image_width, image_height = image.size
card_scale_factor = 0.25 * scale_factor * 0.666
card_image_width = int(image_width * card_scale_factor)
card_image_height = int(image_height * card_scale_factor)
image = image.resize((card_image_width, card_image_height), Image.ANTIALIAS)
return image | null |
22,829 | from typing import TYPE_CHECKING
from typing import List
import tkinter as tk
import rlcard.games.gin_rummy.utils.utils as gin_rummy_utils
from rlcard.games.gin_rummy.utils.gin_rummy_error import GinRummyProgramError
from .canvas_item import CardItem, CanvasItem
from .player_type import PlayerType
from .configurations import SCORE_PLAYER_0_ACTION_ID, SCORE_PLAYER_1_ACTION_ID
from .configurations import DRAW_CARD_ACTION_ID, PICK_UP_DISCARD_ACTION_ID
from .configurations import DECLARE_DEAD_HAND_ACTION_ID
from .configurations import DISCARD_ACTION_ID, KNOCK_ACTION_ID
from . import configurations
class GinRummyProgramError(GinRummyError):
pass
def translated_by(dx: float, dy: float, location):
if not len(location) == 2:
raise GinRummyProgramError("location={} must have length of 2.".format(location))
return [location[0] + dx, location[1] + dy] | null |
22,830 | from typing import TYPE_CHECKING
from typing import List
import tkinter as tk
import rlcard.games.gin_rummy.utils.utils as gin_rummy_utils
from rlcard.games.gin_rummy.utils.gin_rummy_error import GinRummyProgramError
from .canvas_item import CardItem, CanvasItem
from .player_type import PlayerType
from .configurations import SCORE_PLAYER_0_ACTION_ID, SCORE_PLAYER_1_ACTION_ID
from .configurations import DRAW_CARD_ACTION_ID, PICK_UP_DISCARD_ACTION_ID
from .configurations import DECLARE_DEAD_HAND_ACTION_ID
from .configurations import DISCARD_ACTION_ID, KNOCK_ACTION_ID
from . import configurations
def player_short_name(player_id: int) -> str:
return "N" if player_id == 0 else "S" if player_id == 1 else "X" | null |
22,831 | from typing import TYPE_CHECKING
from typing import List
import tkinter as tk
import rlcard.games.gin_rummy.utils.utils as gin_rummy_utils
from rlcard.games.gin_rummy.utils.gin_rummy_error import GinRummyProgramError
from .canvas_item import CardItem, CanvasItem
from .player_type import PlayerType
from .configurations import SCORE_PLAYER_0_ACTION_ID, SCORE_PLAYER_1_ACTION_ID
from .configurations import DRAW_CARD_ACTION_ID, PICK_UP_DISCARD_ACTION_ID
from .configurations import DECLARE_DEAD_HAND_ACTION_ID
from .configurations import DISCARD_ACTION_ID, KNOCK_ACTION_ID
from . import configurations
def get_action_type(action: int) -> int:
if action == DRAW_CARD_ACTION_ID:
result = action
elif action == PICK_UP_DISCARD_ACTION_ID:
result = action
elif action == DECLARE_DEAD_HAND_ACTION_ID:
result = action
elif DISCARD_ACTION_ID <= action < DISCARD_ACTION_ID + 52:
result = DISCARD_ACTION_ID
elif KNOCK_ACTION_ID <= action < KNOCK_ACTION_ID + 52:
result = KNOCK_ACTION_ID
elif action == SCORE_PLAYER_0_ACTION_ID:
result = action
elif action == SCORE_PLAYER_1_ACTION_ID:
result = action
else:
raise GinRummyProgramError("No action type for {}.".format(action))
return result
DISCARD_ACTION_ID = 6
KNOCK_ACTION_ID = DISCARD_ACTION_ID + 52
def get_action_card_id(action: int) -> int or None:
result = None
action_type = get_action_type(action)
if action_type == DISCARD_ACTION_ID:
result = action - DISCARD_ACTION_ID
elif action_type == KNOCK_ACTION_ID:
result = action - KNOCK_ACTION_ID
return result | null |
22,832 | from typing import TYPE_CHECKING
from typing import List
import tkinter as tk
import rlcard.games.gin_rummy.utils.utils as gin_rummy_utils
from rlcard.games.gin_rummy.utils.gin_rummy_error import GinRummyProgramError
from .canvas_item import CardItem, CanvasItem
from .player_type import PlayerType
from .configurations import SCORE_PLAYER_0_ACTION_ID, SCORE_PLAYER_1_ACTION_ID
from .configurations import DRAW_CARD_ACTION_ID, PICK_UP_DISCARD_ACTION_ID
from .configurations import DECLARE_DEAD_HAND_ACTION_ID
from .configurations import DISCARD_ACTION_ID, KNOCK_ACTION_ID
from . import configurations
class GinRummyProgramError(GinRummyError):
pass
def held_pile_insert(card_item_id: int, above_hit_item_id: int or None, player_id: int, game_canvas: 'GameCanvas'):
held_pile_item_ids = game_canvas.getter.get_held_pile_item_ids(player_id=player_id)
held_pile_item_ids_count = len(held_pile_item_ids)
if above_hit_item_id is None or above_hit_item_id == game_canvas.held_pile_ghost_card_items[player_id]:
insertion_index = 0
else:
insertion_index = held_pile_item_ids.index(above_hit_item_id) + 1
held_pile_tab = game_canvas.held_pile_tab
if not card_item_id == held_pile_item_ids[-1]: # Note: card_item_id is last and already positioned and raised
raise GinRummyProgramError("card_item_id={} must be last card of hand.".format(card_item_id))
for i in range(insertion_index, held_pile_item_ids_count - 1):
held_pile_item_id = held_pile_item_ids[i]
game_canvas.move(held_pile_item_id, held_pile_tab, 0)
game_canvas.tag_raise(held_pile_item_id) | null |
22,833 | from typing import TYPE_CHECKING
from typing import List
import tkinter as tk
import rlcard.games.gin_rummy.utils.utils as gin_rummy_utils
from rlcard.games.gin_rummy.utils.gin_rummy_error import GinRummyProgramError
from .canvas_item import CardItem, CanvasItem
from .player_type import PlayerType
from .configurations import SCORE_PLAYER_0_ACTION_ID, SCORE_PLAYER_1_ACTION_ID
from .configurations import DRAW_CARD_ACTION_ID, PICK_UP_DISCARD_ACTION_ID
from .configurations import DECLARE_DEAD_HAND_ACTION_ID
from .configurations import DISCARD_ACTION_ID, KNOCK_ACTION_ID
from . import configurations
def set_card_id_face_up(card_id: int, face_up: bool, game_canvas: 'GameCanvas'):
def set_card_item_id_face_up(card_item_id: int, face_up: bool, game_canvas: 'GameCanvas'):
card_id = game_canvas.card_item_ids.index(card_item_id)
set_card_id_face_up(card_id=card_id, face_up=face_up, game_canvas=game_canvas) | null |
22,834 | from typing import TYPE_CHECKING
import tkinter as tk
from ..gin_rummy_human_agent import HumanAgent
from . import configurations
from . import info_messaging
from . import utils
from .env_thread import EnvThread
import rlcard.games.gin_rummy.utils.utils as gin_rummy_utils
from rlcard.games.gin_rummy.utils.gin_rummy_error import GinRummyProgramError
class GinRummyProgramError(GinRummyError):
pass
def show_new_game(game_canvas: 'GameCanvas'):
game = game_canvas.game_canvas_updater.env_thread.gin_rummy_env.game
game_canvas.dealer_id = game.round.dealer_id
dealer = game.round.dealer
shuffled_deck = dealer.shuffled_deck
# Deal cards to players
if utils.is_debug():
for card_id in range(52):
card_item_id = game_canvas.card_item_ids[card_id]
tags = game_canvas.gettags(card_item_id)
if tags:
raise GinRummyProgramError("tags must be None.")
for i in range(2):
player_id = (game_canvas.dealer_id + 1 + i) % 2
anchor_x, anchor_y = game_canvas.player_held_pile_anchors[player_id]
face_up = True
# Note: cannot use card_ids = [gin_rummy_utils.get_card_id(card) for card in game.round.players[player_id].hand]
if not game_canvas.is_treating_as_human(player_id=player_id):
face_up = False
if i == 0:
dealt_cards = list(shuffled_deck[-11:])
else:
dealt_cards = list(shuffled_deck[-21:-11])
card_ids = [gin_rummy_utils.get_card_id(card=card) for card in dealt_cards]
card_ids = sorted(card_ids, reverse=True, key=utils.gin_rummy_sort_order_id)
for card_id in card_ids:
card_item_id = game_canvas.card_item_ids[card_id]
if utils.is_debug() or True:
tags = game_canvas.gettags(card_item_id)
if tags:
raise GinRummyProgramError("tags must be None.")
game_canvas.tag_raise(card_item_id) # note this
game_canvas.itemconfig(card_item_id, tag=game_canvas.held_pile_tags[player_id])
utils.set_card_id_face_up(card_id=card_id, face_up=face_up, game_canvas=game_canvas)
utils.move_to(card_item_id, anchor_x, anchor_y, parent=game_canvas)
game_canvas.itemconfigure(card_item_id, state=tk.NORMAL)
anchor_x += game_canvas.held_pile_tab
# Deal stockpile cards
stock_pile_x, stock_pile_y = game_canvas.stock_pile_anchor
# Note: cannot use stock_pile = [gin_rummy_utils.get_card_id(card) for card in game.round.dealer.stock_pile]
stock_pile = list(shuffled_deck[:31])
stock_pile_card_ids = [gin_rummy_utils.get_card_id(card) for card in stock_pile]
for card_id in stock_pile_card_ids:
card_item_id = game_canvas.card_item_ids[card_id]
if utils.is_debug():
tags = game_canvas.gettags(card_item_id)
if tags:
raise GinRummyProgramError("tags must be None.")
game_canvas.tag_raise(card_item_id) # note this
game_canvas.itemconfig(card_item_id, tag=configurations.STOCK_PILE_TAG)
utils.set_card_id_face_up(card_id=card_id, face_up=False, game_canvas=game_canvas)
utils.move_to(card_item_id, stock_pile_x, stock_pile_y, parent=game_canvas)
game_canvas.itemconfigure(card_item_id, state=tk.NORMAL)
stock_pile_x += game_canvas.stock_pile_tab
# update canvas
game_canvas.update() # seems to be needed: scores not cleared if 'new game' chosen from menu with no mouse move
if utils.is_debug():
settings = game.settings
settings.print_settings() | null |
22,835 | from typing import TYPE_CHECKING
from .canvas_item import CanvasItem
from .player_type import PlayerType
from . import handling_tap
from . import utils
from rlcard.games.gin_rummy.utils.gin_rummy_error import GinRummyProgramError
def handle_tap_to_arrange_held_pile(hit_item: CanvasItem, game_canvas: 'GameCanvas'):
# game is not over.
# tapper_id must be human_player.
if not game_canvas.query.is_game_over():
hit_item_tags = hit_item.get_tags()
arranger_id = None
for player_id in range(2):
held_pile_tag = game_canvas.held_pile_tags[player_id]
if held_pile_tag in hit_item_tags:
arranger_id = player_id
if arranger_id is not None and game_canvas.player_types[arranger_id] is PlayerType.human_player:
held_pile_item_ids = game_canvas.getter.get_held_pile_item_ids(player_id=arranger_id)
selected_item_ids = [x for x in held_pile_item_ids if game_canvas.query.is_item_id_selected(item_id=x)]
if selected_item_ids:
utils.drop_item_ids(item_ids=selected_item_ids, on_item_id=hit_item.item_id,
player_id=arranger_id, game_canvas=game_canvas)
class PlayerType(int, enum.Enum):
computer_player = 1
human_player = 2
demo_player = 3
class GinRummyProgramError(GinRummyError):
pass
def on_tap_to_arrange_held_pile(event):
widget = event.widget
if widget.query.is_game_over():
return
# game must not be over
hit_items_ids = widget.find_withtag("current")
if not hit_items_ids:
return
if not len(hit_items_ids) == 1:
raise GinRummyProgramError("len(hit_items_ids)={} must be 1.".format(len(hit_items_ids)))
hit_item_id = hit_items_ids[0]
hit_item = None
for canvas_item in widget.canvas_items:
if canvas_item.item_id == hit_item_id:
hit_item = canvas_item
if hit_item:
hit_item_tags = hit_item.get_tags()
hit_held_pile_tag = None
for held_pile_tag in widget.held_pile_tags:
if held_pile_tag in hit_item_tags:
hit_held_pile_tag = held_pile_tag
break
if not hit_held_pile_tag:
return
# must hit a held_pile
hitter_id = widget.held_pile_tags.index(hit_held_pile_tag)
if widget.player_types[hitter_id] is not PlayerType.human_player:
return
# held_pile hit must belong to human player
must_do_on_tap = False
if hitter_id == widget.current_player_id:
is_top_discard_pile_item_drawn = widget.query.is_top_discard_pile_item_drawn()
is_top_stock_pile_item_drawn = widget.query.is_top_stock_pile_item_drawn()
must_do_on_tap = is_top_discard_pile_item_drawn or is_top_stock_pile_item_drawn
if must_do_on_tap:
# Minor kludge to handle the following situation.
# The current_player should just tap to combine drawn card with the selected cards.
# However, I suspect the player will get in the habit of treating this situation as an arrangement.
handling_tap.on_game_canvas_tap(event) # kludge
else:
handle_tap_to_arrange_held_pile(hit_item=hit_item, game_canvas=widget) | null |
22,836 | from PIL import Image, ImageDraw, ImageFilter
def rounded_rectangle(self: ImageDraw, xy, corner_radius, fill=None, outline=None): # FIXME: not used
upper_left_point = xy[0]
bottom_right_point = xy[1]
self.rectangle(
[
(upper_left_point[0], upper_left_point[1] + corner_radius),
(bottom_right_point[0], bottom_right_point[1] - corner_radius)
],
fill=fill,
outline=outline
)
self.rectangle(
[
(upper_left_point[0] + corner_radius, upper_left_point[1]),
(bottom_right_point[0] - corner_radius, bottom_right_point[1])
],
fill=fill,
outline=outline
)
self.pieslice(
[upper_left_point, (upper_left_point[0] + corner_radius * 2, upper_left_point[1] + corner_radius * 2)],
180,
270,
fill=fill,
outline=outline
)
self.pieslice(
[(bottom_right_point[0] - corner_radius * 2, bottom_right_point[1] - corner_radius * 2), bottom_right_point],
0,
90,
fill=fill,
outline=outline
)
self.pieslice([(upper_left_point[0], bottom_right_point[1] - corner_radius * 2),
(upper_left_point[0] + corner_radius * 2, bottom_right_point[1])],
90,
180,
fill=fill,
outline=outline
)
self.pieslice([(bottom_right_point[0] - corner_radius * 2, upper_left_point[1]),
(bottom_right_point[0], upper_left_point[1] + corner_radius * 2)],
270,
360,
fill=fill,
outline=outline
)
ImageDraw.rounded_rectangle = rounded_rectangle
def mask_rounded_rectangle_transparent(pil_img, corner_radius=8): # FIXME: not used
blur_radius = 0 # FIXME: what is this for ??? wch
mask = Image.new("L", pil_img.size, 0)
draw = ImageDraw.Draw(mask)
rounded_rectangle(draw, xy=((0, 0), (pil_img.size[0], pil_img.size[1])), corner_radius=corner_radius, fill=255)
mask = mask.filter(ImageFilter.GaussianBlur(blur_radius))
result = pil_img.copy()
result.putalpha(mask)
return result | null |
22,837 | from typing import TYPE_CHECKING
from . import configurations
from . import info_messaging
from . import utils
from .configurations import DECLARE_DEAD_HAND_ACTION_ID
from rlcard.games.gin_rummy.game import GinRummyGame
def show_put_card_message(player_id: int, game_canvas: 'GameCanvas'):
is_human_player = game_canvas.query.is_human(player_id=player_id)
player_name = utils.player_name(player_id=player_id)
if game_canvas.query.is_dead_hand_button_visible():
game_canvas.dead_hand_button.place_forget() # hide button
can_gin = game_canvas.query.can_gin(player_id=player_id)
can_knock = game_canvas.query.can_knock(player_id=player_id)
_show_going_out_button(can_gin=can_gin, can_knock=can_knock, player_id=player_id, game_canvas=game_canvas)
info_messaging.show_arrange_cards_message(player_id=player_id, game_canvas=game_canvas)
show_status_messages = configurations.SHOW_STATUS_MESSAGES
if not show_status_messages == "none":
is_verbose = show_status_messages == "verbose"
if not is_human_player:
message = "{} is discarding.".format(player_name)
else:
if is_verbose:
if can_gin:
message = "Put card: tap the gin button to go out."
elif can_knock:
prefix_message = "Put card: tap a card in your hand"
suffix_message = "tap the discard pile to discard it or tap the knock button to go out."
message = "{}; then {}".format(prefix_message, suffix_message)
else:
prefix_message = "Put card: tap a card in your hand"
suffix_message = "tap the discard pile to discard it."
message = "{}; then {}".format(prefix_message, suffix_message)
else:
message = "Put card."
game_canvas.info_label.configure(text=message)
def _show_get_card_message(player_id: int, game_canvas: 'GameCanvas'):
is_human_player = game_canvas.query.is_human(player_id=player_id)
player_name = utils.player_name(player_id=player_id)
can_declare_dead_hand = game_canvas.query.can_declare_dead_hand(player_id=player_id)
if player_id == 1 and can_declare_dead_hand:
game_canvas.dead_hand_button.place(game_canvas.dead_hand_button_place) # show button
show_status_messages = configurations.SHOW_STATUS_MESSAGES
if not show_status_messages == "none":
is_verbose = show_status_messages == "verbose"
if can_declare_dead_hand:
if game_canvas.current_player_id == 0:
message = "Your opponent can declare the hand is dead."
elif not is_human_player:
message = "You can declare the hand is dead."
else:
if is_verbose:
message = ("Tap the dead hand button to declare hand is dead. "
"Or tap the discard pile to pickup a discard; "
"then tap a card in your hand to place it.")
else:
message = "You can declare the hand is dead."
else:
if not is_human_player:
message = "{} is drawing a card.".format(player_name)
else:
if is_verbose:
message = ("Get card: tap the stockpile to draw a card "
"or tap the discard pile to pickup a discard; "
"then tap a card in your hand to place it.")
else:
message = "Get card."
game_canvas.info_label.configure(text=message)
def _show_scoring_message(game_canvas: 'GameCanvas'):
game_canvas.info_label.configure(text="")
def show_prolog_message(player_id: int, legal_actions, game_canvas: 'GameCanvas'):
game_canvas_moves = game_canvas.getter.get_game_canvas_moves()
game_canvas_moves_count = len(game_canvas_moves)
if 0 < game_canvas_moves_count < 3 and player_id == 1:
info_messaging.show_activate_menus_message(game_canvas=game_canvas)
if game_canvas.query.can_declare_dead_hand(player_id=player_id):
_show_get_card_message(player_id=player_id, game_canvas=game_canvas)
elif game_canvas.query.can_draw_from_stock_pile(player_id=player_id):
info_messaging.show_pick_up_discard_message(player_id=player_id, game_canvas=game_canvas)
_show_get_card_message(player_id=player_id, game_canvas=game_canvas)
elif game_canvas.query.can_gin(player_id=player_id):
show_put_card_message(player_id=player_id, game_canvas=game_canvas)
elif game_canvas.query.can_discard_card(player_id=player_id):
show_put_card_message(player_id=player_id, game_canvas=game_canvas)
elif game_canvas.query.is_scoring(legal_actions=legal_actions):
_show_scoring_message(game_canvas=game_canvas) | null |
22,838 | from typing import TYPE_CHECKING
from . import configurations
from . import info_messaging
from . import utils
from .configurations import DECLARE_DEAD_HAND_ACTION_ID
from rlcard.games.gin_rummy.game import GinRummyGame
def show_epilog_message_on_declare_dead_hand(game_canvas: 'GameCanvas'):
game_canvas.info_label.configure(text="") | null |
22,839 | from typing import TYPE_CHECKING
from . import configurations
from . import info_messaging
from . import utils
from .configurations import DECLARE_DEAD_HAND_ACTION_ID
from rlcard.games.gin_rummy.game import GinRummyGame
DECLARE_DEAD_HAND_ACTION_ID = 4
class GinRummyGame:
''' Game class. This class will interact with outer environment.
'''
def __init__(self, allow_step_back=False):
'''Initialize the class GinRummyGame
'''
self.allow_step_back = allow_step_back
self.np_random = np.random.RandomState()
self.judge = GinRummyJudge(game=self)
self.settings = Settings()
self.actions = None # type: List[ActionEvent] or None # must reset in init_game
self.round = None # round: GinRummyRound or None, must reset in init_game
self.num_players = 2
def init_game(self):
''' Initialize all characters in the game and start round 1
'''
dealer_id = self.np_random.choice([0, 1])
if self.settings.dealer_for_round == DealerForRound.North:
dealer_id = 0
elif self.settings.dealer_for_round == DealerForRound.South:
dealer_id = 1
self.actions = []
self.round = GinRummyRound(dealer_id=dealer_id, np_random=self.np_random)
for i in range(2):
num = 11 if i == 0 else 10
player = self.round.players[(dealer_id + 1 + i) % 2]
self.round.dealer.deal_cards(player=player, num=num)
current_player_id = self.round.current_player_id
state = self.get_state(player_id=current_player_id)
return state, current_player_id
def step(self, action: ActionEvent):
''' Perform game action and return next player number, and the state for next player
'''
if isinstance(action, ScoreNorthPlayerAction):
self.round.score_player_0(action)
elif isinstance(action, ScoreSouthPlayerAction):
self.round.score_player_1(action)
elif isinstance(action, DrawCardAction):
self.round.draw_card(action)
elif isinstance(action, PickUpDiscardAction):
self.round.pick_up_discard(action)
elif isinstance(action, DeclareDeadHandAction):
self.round.declare_dead_hand(action)
elif isinstance(action, GinAction):
self.round.gin(action, going_out_deadwood_count=self.settings.going_out_deadwood_count)
elif isinstance(action, DiscardAction):
self.round.discard(action)
elif isinstance(action, KnockAction):
self.round.knock(action)
else:
raise Exception('Unknown step action={}'.format(action))
self.actions.append(action)
next_player_id = self.round.current_player_id
next_state = self.get_state(player_id=next_player_id)
return next_state, next_player_id
def step_back(self):
''' Takes one step backward and restore to the last state
'''
raise NotImplementedError
def get_num_players(self):
''' Return the number of players in the game
'''
return 2
def get_num_actions(self):
''' Return the number of possible actions in the game
'''
return ActionEvent.get_num_actions()
def get_player_id(self):
''' Return the current player that will take actions soon
'''
return self.round.current_player_id
def is_over(self):
''' Return whether the current game is over
'''
return self.round.is_over
def get_current_player(self) -> GinRummyPlayer or None:
return self.round.get_current_player()
def get_last_action(self) -> ActionEvent or None:
return self.actions[-1] if self.actions and len(self.actions) > 0 else None
def get_state(self, player_id: int):
''' Get player's state
Return:
state (dict): The information of the state
'''
state = {}
if not self.is_over():
discard_pile = self.round.dealer.discard_pile
top_discard = [] if not discard_pile else [discard_pile[-1]]
dead_cards = discard_pile[:-1]
last_action = self.get_last_action()
opponent_id = (player_id + 1) % 2
opponent = self.round.players[opponent_id]
known_cards = opponent.known_cards
if isinstance(last_action, ScoreNorthPlayerAction) or isinstance(last_action, ScoreSouthPlayerAction):
known_cards = opponent.hand
unknown_cards = self.round.dealer.stock_pile + [card for card in opponent.hand if card not in known_cards]
state['player_id'] = self.round.current_player_id
state['hand'] = [x.get_index() for x in self.round.players[self.round.current_player_id].hand]
state['top_discard'] = [x.get_index() for x in top_discard]
state['dead_cards'] = [x.get_index() for x in dead_cards]
state['opponent_known_cards'] = [x.get_index() for x in known_cards]
state['unknown_cards'] = [x.get_index() for x in unknown_cards]
return state
def decode_action(action_id) -> ActionEvent: # FIXME 200213 should return str
''' Action id -> the action_event in the game.
Args:
action_id (int): the id of the action
Returns:
action (ActionEvent): the action that will be passed to the game engine.
'''
return ActionEvent.decode_action(action_id=action_id)
def show_game_over_message(game: GinRummyGame, game_canvas: 'GameCanvas'):
move = game.round.move_sheet[-3]
if move.action.action_id == DECLARE_DEAD_HAND_ACTION_ID:
dead_hand_declarer = move.player
if dead_hand_declarer.player_id == 1:
prefix_message = "You declared the hand dead."
else:
prefix_message = "Your opponent declared the hand dead."
else:
prefix_message = "The game is over."
message = "{} Tap the top card of the discard pile to start a new game.".format(prefix_message)
game_canvas.info_label.configure(text=message)
info_messaging.show_hide_tips_message(game_canvas=game_canvas) | null |
22,840 | from rlcard.utils.utils import print_card
def print_card(cards):
''' Nicely print a card or list of cards
Args:
card (string or list): The card(s) to be printed
'''
if cards is None:
cards = [None]
if isinstance(cards, str):
cards = [cards]
lines = [[] for _ in range(9)]
for card in cards:
if card is None:
lines[0].append('┌─────────┐')
lines[1].append('│░░░░░░░░░│')
lines[2].append('│░░░░░░░░░│')
lines[3].append('│░░░░░░░░░│')
lines[4].append('│░░░░░░░░░│')
lines[5].append('│░░░░░░░░░│')
lines[6].append('│░░░░░░░░░│')
lines[7].append('│░░░░░░░░░│')
lines[8].append('└─────────┘')
else:
if isinstance(card, Card):
elegent_card = elegent_form(card.suit + card.rank)
else:
elegent_card = elegent_form(card)
suit = elegent_card[0]
rank = elegent_card[1]
if len(elegent_card) == 3:
space = elegent_card[2]
else:
space = ' '
lines[0].append('┌─────────┐')
lines[1].append('│{}{} │'.format(rank, space))
lines[2].append('│ │')
lines[3].append('│ │')
lines[4].append('│ {} │'.format(suit))
lines[5].append('│ │')
lines[6].append('│ │')
lines[7].append('│ {}{}│'.format(space, rank))
lines[8].append('└─────────┘')
for line in lines:
print (' '.join(line))
The provided code snippet includes necessary dependencies for implementing the `_print_state` function. Write a Python function `def _print_state(state, raw_legal_actions, action_record)` to solve the following problem:
Print out the state Args: state (dict): A dictionary of the raw state action_record (list): A list of the each player's historical actions
Here is the function:
def _print_state(state, raw_legal_actions, action_record):
''' Print out the state
Args:
state (dict): A dictionary of the raw state
action_record (list): A list of the each player's historical actions
'''
_action_list = []
for i in range(1, len(action_record)+1):
_action_list.insert(0, action_record[-i])
for pair in _action_list:
print('>> Player', pair[0], 'chooses', pair[1])
print('\n============= Dealer Hand ===============')
print_card(state['dealer hand'])
num_players = len(state) - 3
for i in range(num_players):
print('=============== Player {} Hand ==============='.format(i))
print_card(state['player' + str(i) + ' hand'])
print('\n=========== Actions You Can Choose ===========')
print(', '.join([str(index) + ': ' + action for index, action in enumerate(raw_legal_actions)]))
print('') | Print out the state Args: state (dict): A dictionary of the raw state action_record (list): A list of the each player's historical actions |
22,841 | from rlcard.utils.utils import print_card
def print_card(cards):
''' Nicely print a card or list of cards
Args:
card (string or list): The card(s) to be printed
'''
if cards is None:
cards = [None]
if isinstance(cards, str):
cards = [cards]
lines = [[] for _ in range(9)]
for card in cards:
if card is None:
lines[0].append('┌─────────┐')
lines[1].append('│░░░░░░░░░│')
lines[2].append('│░░░░░░░░░│')
lines[3].append('│░░░░░░░░░│')
lines[4].append('│░░░░░░░░░│')
lines[5].append('│░░░░░░░░░│')
lines[6].append('│░░░░░░░░░│')
lines[7].append('│░░░░░░░░░│')
lines[8].append('└─────────┘')
else:
if isinstance(card, Card):
elegent_card = elegent_form(card.suit + card.rank)
else:
elegent_card = elegent_form(card)
suit = elegent_card[0]
rank = elegent_card[1]
if len(elegent_card) == 3:
space = elegent_card[2]
else:
space = ' '
lines[0].append('┌─────────┐')
lines[1].append('│{}{} │'.format(rank, space))
lines[2].append('│ │')
lines[3].append('│ │')
lines[4].append('│ {} │'.format(suit))
lines[5].append('│ │')
lines[6].append('│ │')
lines[7].append('│ {}{}│'.format(space, rank))
lines[8].append('└─────────┘')
for line in lines:
print (' '.join(line))
The provided code snippet includes necessary dependencies for implementing the `_print_state` function. Write a Python function `def _print_state(state, action_record)` to solve the following problem:
Print out the state Args: state (dict): A dictionary of the raw state action_record (list): A list of the each player's historical actions
Here is the function:
def _print_state(state, action_record):
''' Print out the state
Args:
state (dict): A dictionary of the raw state
action_record (list): A list of the each player's historical actions
'''
_action_list = []
for i in range(1, len(action_record)+1):
_action_list.insert(0, action_record[-i])
for pair in _action_list:
print('>> Player', pair[0], 'chooses', pair[1])
print('\n=============== Community Card ===============')
print_card(state['public_cards'])
print('=============== Your Hand ===============')
print_card(state['hand'])
print('=============== Chips ===============')
print('Yours: ', end='')
for _ in range(state['my_chips']):
print('+', end='')
print('')
for i in range(len(state['all_chips'])):
for _ in range(state['all_chips'][i]):
print('+', end='')
print('\n=========== Actions You Can Choose ===========')
print(', '.join([str(index) + ': ' + action for index, action in enumerate(state['legal_actions'])]))
print('') | Print out the state Args: state (dict): A dictionary of the raw state action_record (list): A list of the each player's historical actions |
22,842 | from rlcard.utils.utils import print_card
def print_card(cards):
''' Nicely print a card or list of cards
Args:
card (string or list): The card(s) to be printed
'''
if cards is None:
cards = [None]
if isinstance(cards, str):
cards = [cards]
lines = [[] for _ in range(9)]
for card in cards:
if card is None:
lines[0].append('┌─────────┐')
lines[1].append('│░░░░░░░░░│')
lines[2].append('│░░░░░░░░░│')
lines[3].append('│░░░░░░░░░│')
lines[4].append('│░░░░░░░░░│')
lines[5].append('│░░░░░░░░░│')
lines[6].append('│░░░░░░░░░│')
lines[7].append('│░░░░░░░░░│')
lines[8].append('└─────────┘')
else:
if isinstance(card, Card):
elegent_card = elegent_form(card.suit + card.rank)
else:
elegent_card = elegent_form(card)
suit = elegent_card[0]
rank = elegent_card[1]
if len(elegent_card) == 3:
space = elegent_card[2]
else:
space = ' '
lines[0].append('┌─────────┐')
lines[1].append('│{}{} │'.format(rank, space))
lines[2].append('│ │')
lines[3].append('│ │')
lines[4].append('│ {} │'.format(suit))
lines[5].append('│ │')
lines[6].append('│ │')
lines[7].append('│ {}{}│'.format(space, rank))
lines[8].append('└─────────┘')
for line in lines:
print (' '.join(line))
The provided code snippet includes necessary dependencies for implementing the `_print_state` function. Write a Python function `def _print_state(state, action_record)` to solve the following problem:
Print out the state Args: state (dict): A dictionary of the raw state action_record (list): A list of the historical actions
Here is the function:
def _print_state(state, action_record):
''' Print out the state
Args:
state (dict): A dictionary of the raw state
action_record (list): A list of the historical actions
'''
_action_list = []
for i in range(1, len(action_record)+1):
if action_record[-i][0] == state['current_player']:
break
_action_list.insert(0, action_record[-i])
for pair in _action_list:
print('>> Player', pair[0], 'chooses', pair[1])
print('\n=============== Community Card ===============')
print_card(state['public_cards'])
print('============= Player',state["current_player"],'- Hand =============')
print_card(state['hand'])
print('=============== Chips ===============')
print('In Pot:',state["pot"])
print('Remaining:',state["stakes"])
print('\n=========== Actions You Can Choose ===========')
print(', '.join([str(index) + ': ' + str(action) for index, action in enumerate(state['legal_actions'])]))
print('')
print(state) | Print out the state Args: state (dict): A dictionary of the raw state action_record (list): A list of the historical actions |
22,843 | import logging
import traceback
import numpy as np
import torch
def get_batch(
free_queue,
full_queue,
buffers,
batch_size,
lock
):
with lock:
indices = [full_queue.get() for _ in range(batch_size)]
batch = {
key: torch.stack([buffers[key][m] for m in indices], dim=1)
for key in buffers
}
for m in indices:
free_queue.put(m)
return batch | null |
22,844 | import logging
import traceback
import numpy as np
import torch
def create_buffers(
T,
num_buffers,
state_shape,
action_shape,
device_iterator,
):
buffers = {}
for device in device_iterator:
buffers[device] = []
for player_id in range(len(state_shape)):
specs = dict(
done=dict(size=(T,), dtype=torch.bool),
episode_return=dict(size=(T,), dtype=torch.float32),
target=dict(size=(T,), dtype=torch.float32),
state=dict(size=(T,)+tuple(state_shape[player_id]), dtype=torch.int8),
action=dict(size=(T,)+tuple(action_shape[player_id]), dtype=torch.int8),
)
_buffers = {key: [] for key in specs}
for _ in range(num_buffers):
for key in _buffers:
if device == "cpu":
_buffer = torch.empty(**specs[key]).to('cpu').share_memory_()
else:
_buffer = torch.empty(**specs[key]).to('cuda:'+str(device)).share_memory_()
_buffers[key].append(_buffer)
buffers[device].append(_buffers)
return buffers | null |
22,845 | import logging
import traceback
import numpy as np
import torch
def create_optimizers(
num_players,
learning_rate,
momentum,
epsilon,
alpha,
learner_model
):
optimizers = []
for player_id in range(num_players):
optimizer = torch.optim.RMSprop(
learner_model.parameters(player_id),
lr=learning_rate,
momentum=momentum,
eps=epsilon,
alpha=alpha)
optimizers.append(optimizer)
return optimizers | null |
22,846 | import logging
import traceback
import numpy as np
import torch
log = logging.getLogger('doudzero')
log.propagate = False
log.addHandler(shandle)
log.setLevel(logging.INFO)
def act(
i,
device,
T,
free_queue,
full_queue,
model,
buffers,
env
):
try:
log.info('Device %s Actor %i started.', str(device), i)
# Configure environment
env.seed(i)
env.set_agents(model.get_agents())
done_buf = [[] for _ in range(env.num_players)]
episode_return_buf = [[] for _ in range(env.num_players)]
target_buf = [[] for _ in range(env.num_players)]
state_buf = [[] for _ in range(env.num_players)]
action_buf = [[] for _ in range(env.num_players)]
size = [0 for _ in range(env.num_players)]
while True:
trajectories, payoffs = env.run(is_training=True)
for p in range(env.num_players):
size[p] += len(trajectories[p][:-1]) // 2
diff = size[p] - len(target_buf[p])
if diff > 0:
done_buf[p].extend([False for _ in range(diff-1)])
done_buf[p].append(True)
episode_return_buf[p].extend([0.0 for _ in range(diff-1)])
episode_return_buf[p].append(float(payoffs[p]))
target_buf[p].extend([float(payoffs[p]) for _ in range(diff)])
# State and action
for i in range(0, len(trajectories[p])-2, 2):
state = trajectories[p][i]['obs']
action = env.get_action_feature(trajectories[p][i+1])
state_buf[p].append(torch.from_numpy(state))
action_buf[p].append(torch.from_numpy(action))
while size[p] > T:
index = free_queue[p].get()
if index is None:
break
for t in range(T):
buffers[p]['done'][index][t, ...] = done_buf[p][t]
buffers[p]['episode_return'][index][t, ...] = episode_return_buf[p][t]
buffers[p]['target'][index][t, ...] = target_buf[p][t]
buffers[p]['state'][index][t, ...] = state_buf[p][t]
buffers[p]['action'][index][t, ...] = action_buf[p][t]
full_queue[p].put(index)
done_buf[p] = done_buf[p][T:]
episode_return_buf[p] = episode_return_buf[p][T:]
target_buf[p] = target_buf[p][T:]
state_buf[p] = state_buf[p][T:]
action_buf[p] = action_buf[p][T:]
size[p] -= T
except KeyboardInterrupt:
pass
except Exception as e:
log.error('Exception in worker process %i', i)
traceback.print_exc()
print()
raise e | null |
22,847 | import os
import threading
import time
import timeit
import pprint
from collections import deque
import torch
from torch import multiprocessing as mp
from torch import nn
from .file_writer import FileWriter
from .model import DMCModel
from .pettingzoo_model import DMCModelPettingZoo
from .utils import (
get_batch,
create_buffers,
create_optimizers,
act,
log,
)
from .pettingzoo_utils import (
create_buffers_pettingzoo,
act_pettingzoo,
)
def compute_loss(logits, targets):
loss = ((logits - targets)**2).mean()
return loss
The provided code snippet includes necessary dependencies for implementing the `learn` function. Write a Python function `def learn( position, actor_models, agent, batch, optimizer, training_device, max_grad_norm, mean_episode_return_buf, lock )` to solve the following problem:
Performs a learning (optimization) step.
Here is the function:
def learn(
position,
actor_models,
agent,
batch,
optimizer,
training_device,
max_grad_norm,
mean_episode_return_buf,
lock
):
"""Performs a learning (optimization) step."""
device = "cuda:"+str(training_device) if training_device != "cpu" else "cpu"
state = torch.flatten(batch['state'].to(device), 0, 1).float()
action = torch.flatten(batch['action'].to(device), 0, 1).float()
target = torch.flatten(batch['target'].to(device), 0, 1)
episode_returns = batch['episode_return'][batch['done']]
mean_episode_return_buf[position].append(torch.mean(episode_returns).to(device))
with lock:
values = agent.forward(state, action)
loss = compute_loss(values, target)
stats = {
'mean_episode_return_'+str(position): torch.mean(torch.stack([_r for _r in mean_episode_return_buf[position]])).item(),
'loss_'+str(position): loss.item(),
}
optimizer.zero_grad()
loss.backward()
nn.utils.clip_grad_norm_(agent.parameters(), max_grad_norm)
optimizer.step()
for actor_model in actor_models.values():
actor_model.get_agent(position).load_state_dict(agent.state_dict())
return stats | Performs a learning (optimization) step. |
22,849 | import traceback
import numpy as np
import torch
from .utils import log
from rlcard.utils import run_game_pettingzoo
def create_buffers_pettingzoo(
T,
num_buffers,
env,
device_iterator,
):
buffers = {}
for device in device_iterator:
buffers[device] = []
for agent_name in env.agents:
state_shape = env.observation_space(agent_name)["observation"].shape
specs = dict(
done=dict(size=(T,), dtype=torch.bool),
episode_return=dict(size=(T,), dtype=torch.float32),
target=dict(size=(T,), dtype=torch.float32),
state=dict(size=(T,)+tuple(state_shape), dtype=torch.int8),
action=dict(size=(T,)+(env.action_space(agent_name).n,), dtype=torch.int8),
)
_buffers = {key: [] for key in specs}
for _ in range(num_buffers):
for key in _buffers:
if device == "cpu":
_buffer = torch.empty(**specs[key]).to('cpu').share_memory_()
else:
_buffer = torch.empty(**specs[key]).to('cuda:'+str(device)).share_memory_()
_buffers[key].append(_buffer)
buffers[device].append(_buffers)
return buffers | null |
22,850 | import traceback
import numpy as np
import torch
from .utils import log
from rlcard.utils import run_game_pettingzoo
def _get_action_feature(action, action_space):
out = np.zeros(action_space)
out[action] = 1
return out
log = logging.getLogger('doudzero')
log.propagate = False
log.addHandler(shandle)
log.setLevel(logging.INFO)
def act_pettingzoo(
i,
device,
T,
free_queue,
full_queue,
model,
buffers,
env
):
log.info('Device %s Actor %i started.', str(device), i)
try:
done_buf = [[] for _ in range(env.num_agents)]
episode_return_buf = [[] for _ in range(env.num_agents)]
target_buf = [[] for _ in range(env.num_agents)]
state_buf = [[] for _ in range(env.num_agents)]
action_buf = [[] for _ in range(env.num_agents)]
size = [0 for _ in range(env.num_agents)]
while True:
trajectories = run_game_pettingzoo(env, model.agents, is_training=True)
for agent_id, agent_name in enumerate(env.possible_agents):
traj_size = len(trajectories[agent_name]) // 2
if traj_size > 0:
size[agent_id] += traj_size
target_return = trajectories[agent_name][-2][1]
target_buf[agent_id].extend([target_return for _ in range(traj_size)])
for i in range(0, len(trajectories[agent_name]), 2):
state = trajectories[agent_name][i][0]['observation']
action = _get_action_feature(
trajectories[agent_name][i+1], model.agents[agent_name].action_shape
)
episode_return = trajectories[agent_name][i][1]
done = trajectories[agent_name][i][2]
state_buf[agent_id].append(torch.from_numpy(state))
action_buf[agent_id].append(torch.from_numpy(action))
episode_return_buf[agent_id].append(episode_return)
done_buf[agent_id].append(done)
while size[agent_id] > T:
index = free_queue[agent_id].get()
if index is None:
print("index is None")
break
for t in range(T):
temp_done = done_buf[agent_id][t]
buffers[agent_id]['done'][index][t, ...] = temp_done
buffers[agent_id]['episode_return'][index][t, ...] = episode_return_buf[agent_id][t]
buffers[agent_id]['target'][index][t, ...] = target_buf[agent_id][t]
buffers[agent_id]['state'][index][t, ...] = state_buf[agent_id][t]
buffers[agent_id]['action'][index][t, ...] = action_buf[agent_id][t]
full_queue[agent_id].put(index)
done_buf[agent_id] = done_buf[agent_id][T:]
episode_return_buf[agent_id] = episode_return_buf[agent_id][T:]
target_buf[agent_id] = target_buf[agent_id][T:]
state_buf[agent_id] = state_buf[agent_id][T:]
action_buf[agent_id] = action_buf[agent_id][T:]
size[agent_id] -= T
except KeyboardInterrupt:
pass
except Exception as e:
log.error('Exception in worker process %i', i)
traceback.print_exc()
raise e | null |
22,851 | import numpy as np
from rlcard.games.mahjong.card import MahjongCard as Card
for _type in ['bamboo', 'characters', 'dots']:
for _trait in ['1', '2', '3', '4', '5', '6', '7', '8', '9']:
card = _type+"-"+_trait
card_encoding_dict[card] = num
num += 1
for _trait in ['green', 'red', 'white']:
card = 'dragons-'+_trait
card_encoding_dict[card] = num
num += 1
for _trait in ['east', 'west', 'north', 'south']:
card = 'winds-'+_trait
card_encoding_dict[card] = num
num += 1
def init_deck():
deck = []
info = Card.info
for _type in info['type']:
index_num = 0
if _type != 'dragons' and _type != 'winds':
for _trait in info['trait'][:9]:
card = Card(_type, _trait)
card.set_index_num(index_num)
index_num = index_num + 1
deck.append(card)
elif _type == 'dragons':
for _trait in info['trait'][9:12]:
card = Card(_type, _trait)
card.set_index_num(index_num)
index_num = index_num + 1
deck.append(card)
else:
for _trait in info['trait'][12:]:
card = Card(_type, _trait)
card.set_index_num(index_num)
index_num = index_num + 1
deck.append(card)
deck = deck * 4
return deck | null |
22,852 | import numpy as np
from rlcard.games.mahjong.card import MahjongCard as Card
def pile2list(pile):
cards_list = []
for each in pile:
cards_list.extend(each)
return cards_list | null |
22,853 | import numpy as np
from rlcard.games.mahjong.card import MahjongCard as Card
card_encoding_dict = {}
num = 0
card_encoding_dict['pong'] = num
card_encoding_dict['chow'] = num + 1
card_encoding_dict['gong'] = num + 2
card_encoding_dict['stand'] = num + 3
def cards2list(cards):
cards_list = []
for each in cards:
cards_list.append(each.get_str())
return cards_list
def encode_cards(cards):
plane = np.zeros((34,4), dtype=int)
cards = cards2list(cards)
for card in list(set(cards)):
index = card_encoding_dict[card]
num = cards.count(card)
plane[index][:num] = 1
return plane | null |
22,854 | from typing import List
import numpy as np
from .bridge_card import BridgeCard
class BridgeCard(Card):
def card(card_id: int):
def get_deck() -> [Card]:
def __init__(self, suit: str, rank: str):
def __str__(self):
def __repr__(self):
def encode_cards(cards: List[BridgeCard]) -> np.ndarray: # Note: not used ??
plane = np.zeros(52, dtype=int)
for card in cards:
plane[card.card_id] = 1
return plane | null |
22,855 | import os
import json
import numpy as np
from collections import OrderedDict
import rlcard
from rlcard.games.uno.card import UnoCard as Card
The provided code snippet includes necessary dependencies for implementing the `init_deck` function. Write a Python function `def init_deck()` to solve the following problem:
Generate uno deck of 108 cards
Here is the function:
def init_deck():
''' Generate uno deck of 108 cards
'''
deck = []
card_info = Card.info
for color in card_info['color']:
# init number cards
for num in card_info['trait'][:10]:
deck.append(Card('number', color, num))
if num != '0':
deck.append(Card('number', color, num))
# init action cards
for action in card_info['trait'][10:13]:
deck.append(Card('action', color, action))
deck.append(Card('action', color, action))
# init wild cards
for wild in card_info['trait'][-2:]:
deck.append(Card('wild', color, wild))
return deck | Generate uno deck of 108 cards |
22,856 | import os
import json
import numpy as np
from collections import OrderedDict
import rlcard
from rlcard.games.uno.card import UnoCard as Card
The provided code snippet includes necessary dependencies for implementing the `cards2list` function. Write a Python function `def cards2list(cards)` to solve the following problem:
Get the corresponding string representation of cards Args: cards (list): list of UnoCards objects Returns: (string): string representation of cards
Here is the function:
def cards2list(cards):
''' Get the corresponding string representation of cards
Args:
cards (list): list of UnoCards objects
Returns:
(string): string representation of cards
'''
cards_list = []
for card in cards:
cards_list.append(card.get_str())
return cards_list | Get the corresponding string representation of cards Args: cards (list): list of UnoCards objects Returns: (string): string representation of cards |
22,857 | import os
import json
import numpy as np
from collections import OrderedDict
import rlcard
from rlcard.games.uno.card import UnoCard as Card
COLOR_MAP = {'r': 0, 'g': 1, 'b': 2, 'y': 3}
TRAIT_MAP = {'0': 0, '1': 1, '2': 2, '3': 3, '4': 4, '5': 5, '6': 6, '7': 7,
'8': 8, '9': 9, 'skip': 10, 'reverse': 11, 'draw_2': 12,
'wild': 13, 'wild_draw_4': 14}
def hand2dict(hand):
''' Get the corresponding dict representation of hand
Args:
hand (list): list of string of hand's card
Returns:
(dict): dict of hand
'''
hand_dict = {}
for card in hand:
if card not in hand_dict:
hand_dict[card] = 1
else:
hand_dict[card] += 1
return hand_dict
The provided code snippet includes necessary dependencies for implementing the `encode_hand` function. Write a Python function `def encode_hand(plane, hand)` to solve the following problem:
Encode hand and represerve it into plane Args: plane (array): 3*4*15 numpy array hand (list): list of string of hand's card Returns: (array): 3*4*15 numpy array
Here is the function:
def encode_hand(plane, hand):
''' Encode hand and represerve it into plane
Args:
plane (array): 3*4*15 numpy array
hand (list): list of string of hand's card
Returns:
(array): 3*4*15 numpy array
'''
# plane = np.zeros((3, 4, 15), dtype=int)
plane[0] = np.ones((4, 15), dtype=int)
hand = hand2dict(hand)
for card, count in hand.items():
card_info = card.split('-')
color = COLOR_MAP[card_info[0]]
trait = TRAIT_MAP[card_info[1]]
if trait >= 13:
if plane[1][0][trait] == 0:
for index in range(4):
plane[0][index][trait] = 0
plane[1][index][trait] = 1
else:
plane[0][color][trait] = 0
plane[count][color][trait] = 1
return plane | Encode hand and represerve it into plane Args: plane (array): 3*4*15 numpy array hand (list): list of string of hand's card Returns: (array): 3*4*15 numpy array |
22,858 | import os
import json
import numpy as np
from collections import OrderedDict
import rlcard
from rlcard.games.uno.card import UnoCard as Card
COLOR_MAP = {'r': 0, 'g': 1, 'b': 2, 'y': 3}
TRAIT_MAP = {'0': 0, '1': 1, '2': 2, '3': 3, '4': 4, '5': 5, '6': 6, '7': 7,
'8': 8, '9': 9, 'skip': 10, 'reverse': 11, 'draw_2': 12,
'wild': 13, 'wild_draw_4': 14}
The provided code snippet includes necessary dependencies for implementing the `encode_target` function. Write a Python function `def encode_target(plane, target)` to solve the following problem:
Encode target and represerve it into plane Args: plane (array): 1*4*15 numpy array target(str): string of target card Returns: (array): 1*4*15 numpy array
Here is the function:
def encode_target(plane, target):
''' Encode target and represerve it into plane
Args:
plane (array): 1*4*15 numpy array
target(str): string of target card
Returns:
(array): 1*4*15 numpy array
'''
target_info = target.split('-')
color = COLOR_MAP[target_info[0]]
trait = TRAIT_MAP[target_info[1]]
plane[color][trait] = 1
return plane | Encode target and represerve it into plane Args: plane (array): 1*4*15 numpy array target(str): string of target card Returns: (array): 1*4*15 numpy array |
22,859 | from typing import TYPE_CHECKING
from typing import List, Tuple
from .utils.action_event import *
from .utils.scorers import GinRummyScorer
from .utils import melding
from .utils.gin_rummy_error import GinRummyProgramError
from rlcard.games.gin_rummy.utils import utils
def _get_going_out_cards(meld_clusters: List[List[List[Card]]],
hand: List[Card],
going_out_deadwood_count: int) -> Tuple[List[Card], List[Card]]:
'''
:param meld_clusters
:param hand: List[Card] -- must have 11 cards
:param going_out_deadwood_count: int
:return List[Card], List[Card: cards in hand that be knocked, cards in hand that can be ginned
'''
if not len(hand) == 11:
raise GinRummyProgramError("len(hand) is {}: should be 11.".format(len(hand)))
knock_cards = set()
gin_cards = set()
for meld_cluster in meld_clusters:
meld_cards = [card for meld_pile in meld_cluster for card in meld_pile]
hand_deadwood = [card for card in hand if card not in meld_cards] # hand has 11 cards
if len(hand_deadwood) == 0:
# all 11 cards are melded;
# take gin_card as first card of first 4+ meld;
# could also take gin_card as last card of 4+ meld, but won't do this.
for meld_pile in meld_cluster:
if len(meld_pile) >= 4:
gin_cards.add(meld_pile[0])
break
elif len(hand_deadwood) == 1:
card = hand_deadwood[0]
gin_cards.add(card)
else:
hand_deadwood_values = [utils.get_deadwood_value(card) for card in hand_deadwood]
hand_deadwood_count = sum(hand_deadwood_values)
max_hand_deadwood_value = max(hand_deadwood_values, default=0)
if hand_deadwood_count <= 10 + max_hand_deadwood_value:
for card in hand_deadwood:
next_deadwood_count = hand_deadwood_count - utils.get_deadwood_value(card)
if next_deadwood_count <= going_out_deadwood_count:
knock_cards.add(card)
return list(knock_cards), list(gin_cards)
class GinRummyProgramError(GinRummyError):
pass
The provided code snippet includes necessary dependencies for implementing the `get_going_out_cards` function. Write a Python function `def get_going_out_cards(hand: List[Card], going_out_deadwood_count: int) -> Tuple[List[Card], List[Card]]` to solve the following problem:
:param hand: List[Card] -- must have 11 cards :param going_out_deadwood_count: int :return List[Card], List[Card: cards in hand that be knocked, cards in hand that can be ginned
Here is the function:
def get_going_out_cards(hand: List[Card], going_out_deadwood_count: int) -> Tuple[List[Card], List[Card]]:
'''
:param hand: List[Card] -- must have 11 cards
:param going_out_deadwood_count: int
:return List[Card], List[Card: cards in hand that be knocked, cards in hand that can be ginned
'''
if not len(hand) == 11:
raise GinRummyProgramError("len(hand) is {}: should be 11.".format(len(hand)))
meld_clusters = melding.get_meld_clusters(hand=hand)
knock_cards, gin_cards = _get_going_out_cards(meld_clusters=meld_clusters,
hand=hand,
going_out_deadwood_count=going_out_deadwood_count)
return list(knock_cards), list(gin_cards) | :param hand: List[Card] -- must have 11 cards :param going_out_deadwood_count: int :return List[Card], List[Card: cards in hand that be knocked, cards in hand that can be ginned |
22,860 | from typing import List
from rlcard.games.base import Card
from rlcard.games.gin_rummy.utils import utils
from rlcard.games.gin_rummy.utils.gin_rummy_error import GinRummyProgramError
class Card:
'''
Card stores the suit and rank of a single card
Note:
The suit variable in a standard card game should be one of [S, H, D, C, BJ, RJ] meaning [Spades, Hearts, Diamonds, Clubs, Black Joker, Red Joker]
Similarly the rank variable should be one of [A, 2, 3, 4, 5, 6, 7, 8, 9, T, J, Q, K]
'''
suit = None
rank = None
valid_suit = ['S', 'H', 'D', 'C', 'BJ', 'RJ']
valid_rank = ['A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K']
def __init__(self, suit, rank):
''' Initialize the suit and rank of a card
Args:
suit: string, suit of the card, should be one of valid_suit
rank: string, rank of the card, should be one of valid_rank
'''
self.suit = suit
self.rank = rank
def __eq__(self, other):
if isinstance(other, Card):
return self.rank == other.rank and self.suit == other.suit
else:
# don't attempt to compare against unrelated types
return NotImplemented
def __hash__(self):
suit_index = Card.valid_suit.index(self.suit)
rank_index = Card.valid_rank.index(self.rank)
return rank_index + 100 * suit_index
def __str__(self):
''' Get string representation of a card.
Returns:
string: the combination of rank and suit of a card. Eg: AS, 5H, JD, 3C, ...
'''
return self.rank + self.suit
def get_index(self):
''' Get index of a card.
Returns:
string: the combination of suit and rank of a card. Eg: 1S, 2H, AD, BJ, RJ...
'''
return self.suit+self.rank
def get_all_run_melds_for_suit(cards: List[Card], suit: str) -> List[List[Card]]:
cards_for_suit = [card for card in cards if card.suit == suit]
cards_for_suit_count = len(cards_for_suit)
cards_for_suit = sorted(cards_for_suit, key=utils.get_card_id)
max_run_melds = []
i = 0
while i < cards_for_suit_count - 2:
card_i = cards_for_suit[i]
j = i + 1
card_j = cards_for_suit[j]
while utils.get_rank_id(card_j) == utils.get_rank_id(card_i) + j - i:
j += 1
if j < cards_for_suit_count:
card_j = cards_for_suit[j]
else:
break
max_run_meld = cards_for_suit[i:j]
if len(max_run_meld) >= 3:
max_run_melds.append(max_run_meld)
i = j
result = []
for max_run_meld in max_run_melds:
max_run_meld_count = len(max_run_meld)
for i in range(max_run_meld_count - 2):
for j in range(i + 3, max_run_meld_count + 1):
result.append(max_run_meld[i:j])
return result | null |
22,861 | from typing import List, Iterable
import numpy as np
from rlcard.games.base import Card
from .gin_rummy_error import GinRummyProgramError
class Card:
'''
Card stores the suit and rank of a single card
Note:
The suit variable in a standard card game should be one of [S, H, D, C, BJ, RJ] meaning [Spades, Hearts, Diamonds, Clubs, Black Joker, Red Joker]
Similarly the rank variable should be one of [A, 2, 3, 4, 5, 6, 7, 8, 9, T, J, Q, K]
'''
suit = None
rank = None
valid_suit = ['S', 'H', 'D', 'C', 'BJ', 'RJ']
valid_rank = ['A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K']
def __init__(self, suit, rank):
''' Initialize the suit and rank of a card
Args:
suit: string, suit of the card, should be one of valid_suit
rank: string, rank of the card, should be one of valid_rank
'''
self.suit = suit
self.rank = rank
def __eq__(self, other):
if isinstance(other, Card):
return self.rank == other.rank and self.suit == other.suit
else:
# don't attempt to compare against unrelated types
return NotImplemented
def __hash__(self):
suit_index = Card.valid_suit.index(self.suit)
rank_index = Card.valid_rank.index(self.rank)
return rank_index + 100 * suit_index
def __str__(self):
''' Get string representation of a card.
Returns:
string: the combination of rank and suit of a card. Eg: AS, 5H, JD, 3C, ...
'''
return self.rank + self.suit
def get_index(self):
''' Get index of a card.
Returns:
string: the combination of suit and rank of a card. Eg: 1S, 2H, AD, BJ, RJ...
'''
return self.suit+self.rank
class GinRummyProgramError(GinRummyError):
pass
def card_from_text(text: str) -> Card:
if len(text) != 2:
raise GinRummyProgramError("len(text) is {}: should be 2.".format(len(text)))
return Card(rank=text[0], suit=text[1]) | null |
22,862 | from typing import List, Iterable
import numpy as np
from rlcard.games.base import Card
from .gin_rummy_error import GinRummyProgramError
_deck = [card_from_card_id(card_id) for card_id in range(52)]
class Card:
'''
Card stores the suit and rank of a single card
Note:
The suit variable in a standard card game should be one of [S, H, D, C, BJ, RJ] meaning [Spades, Hearts, Diamonds, Clubs, Black Joker, Red Joker]
Similarly the rank variable should be one of [A, 2, 3, 4, 5, 6, 7, 8, 9, T, J, Q, K]
'''
suit = None
rank = None
valid_suit = ['S', 'H', 'D', 'C', 'BJ', 'RJ']
valid_rank = ['A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K']
def __init__(self, suit, rank):
''' Initialize the suit and rank of a card
Args:
suit: string, suit of the card, should be one of valid_suit
rank: string, rank of the card, should be one of valid_rank
'''
self.suit = suit
self.rank = rank
def __eq__(self, other):
if isinstance(other, Card):
return self.rank == other.rank and self.suit == other.suit
else:
# don't attempt to compare against unrelated types
return NotImplemented
def __hash__(self):
suit_index = Card.valid_suit.index(self.suit)
rank_index = Card.valid_rank.index(self.rank)
return rank_index + 100 * suit_index
def __str__(self):
''' Get string representation of a card.
Returns:
string: the combination of rank and suit of a card. Eg: AS, 5H, JD, 3C, ...
'''
return self.rank + self.suit
def get_index(self):
''' Get index of a card.
Returns:
string: the combination of suit and rank of a card. Eg: 1S, 2H, AD, BJ, RJ...
'''
return self.suit+self.rank
def get_deck() -> List[Card]:
return _deck.copy() | null |
22,863 | from typing import List, Iterable
import numpy as np
from rlcard.games.base import Card
from .gin_rummy_error import GinRummyProgramError
_deck = [card_from_card_id(card_id) for card_id in range(52)]
class Card:
'''
Card stores the suit and rank of a single card
Note:
The suit variable in a standard card game should be one of [S, H, D, C, BJ, RJ] meaning [Spades, Hearts, Diamonds, Clubs, Black Joker, Red Joker]
Similarly the rank variable should be one of [A, 2, 3, 4, 5, 6, 7, 8, 9, T, J, Q, K]
'''
suit = None
rank = None
valid_suit = ['S', 'H', 'D', 'C', 'BJ', 'RJ']
valid_rank = ['A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K']
def __init__(self, suit, rank):
''' Initialize the suit and rank of a card
Args:
suit: string, suit of the card, should be one of valid_suit
rank: string, rank of the card, should be one of valid_rank
'''
self.suit = suit
self.rank = rank
def __eq__(self, other):
if isinstance(other, Card):
return self.rank == other.rank and self.suit == other.suit
else:
# don't attempt to compare against unrelated types
return NotImplemented
def __hash__(self):
suit_index = Card.valid_suit.index(self.suit)
rank_index = Card.valid_rank.index(self.rank)
return rank_index + 100 * suit_index
def __str__(self):
''' Get string representation of a card.
Returns:
string: the combination of rank and suit of a card. Eg: AS, 5H, JD, 3C, ...
'''
return self.rank + self.suit
def get_index(self):
''' Get index of a card.
Returns:
string: the combination of suit and rank of a card. Eg: 1S, 2H, AD, BJ, RJ...
'''
return self.suit+self.rank
class GinRummyProgramError(GinRummyError):
pass
def decode_cards(env_cards: np.ndarray) -> List[Card]:
result = [] # type: List[Card]
if len(env_cards) != 52:
raise GinRummyProgramError("len(env_cards) is {}: should be 52.".format(len(env_cards)))
for i in range(52):
if env_cards[i] == 1:
card = _deck[i]
result.append(card)
return result | null |
22,864 | from typing import List, Iterable
import numpy as np
from rlcard.games.base import Card
from .gin_rummy_error import GinRummyProgramError
def get_card_id(card: Card) -> int:
class Card:
def __init__(self, suit, rank):
def __eq__(self, other):
def __hash__(self):
def __str__(self):
def get_index(self):
def encode_cards(cards: List[Card]) -> np.ndarray:
plane = np.zeros(52, dtype=int)
for card in cards:
card_id = get_card_id(card)
plane[card_id] = 1
return plane | null |
22,865 | from typing import TYPE_CHECKING
from typing import Callable
from .action_event import *
from ..player import GinRummyPlayer
from .move import ScoreNorthMove, ScoreSouthMove
from .gin_rummy_error import GinRummyProgramError
from rlcard.games.gin_rummy.utils import melding
from rlcard.games.gin_rummy.utils import utils
from . import utils as utils
class GinAction(ActionEvent):
def __init__(self):
super().__init__(action_id=gin_action_id)
def __str__(self):
return "gin"
class KnockAction(ActionEvent):
def __init__(self, card: Card):
card_id = utils.get_card_id(card)
super().__init__(action_id=knock_action_id + card_id)
self.card = card
def __str__(self):
return "knock {}".format(str(self.card))
class GinRummyPlayer:
def __init__(self, player_id: int, np_random):
''' Initialize a GinRummy player class
Args:
player_id (int): id for the player
'''
self.np_random = np_random
self.player_id = player_id
self.hand = [] # type: List[Card]
self.known_cards = [] # type: List[Card] # opponent knows cards picked up by player and not yet discarded
# memoization for speed
self.meld_kinds_by_rank_id = [[] for _ in range(13)] # type: List[List[List[Card]]]
self.meld_run_by_suit_id = [[] for _ in range(4)] # type: List[List[List[Card]]]
def get_player_id(self) -> int:
''' Return player's id
'''
return self.player_id
def get_meld_clusters(self) -> List[List[List[Card]]]:
result = [] # type: List[List[List[Card]]]
all_run_melds = [frozenset(meld_kind) for meld_kinds in self.meld_kinds_by_rank_id for meld_kind in meld_kinds]
all_set_melds = [frozenset(meld_run) for meld_runs in self.meld_run_by_suit_id for meld_run in meld_runs]
all_melds = all_run_melds + all_set_melds
all_melds_count = len(all_melds)
for i in range(0, all_melds_count):
first_meld = all_melds[i]
first_meld_list = list(first_meld)
meld_cluster_1 = [first_meld_list]
result.append(meld_cluster_1)
for j in range(i + 1, all_melds_count):
second_meld = all_melds[j]
second_meld_list = list(second_meld)
if not second_meld.isdisjoint(first_meld):
continue
meld_cluster_2 = [first_meld_list, second_meld_list]
result.append(meld_cluster_2)
for k in range(j + 1, all_melds_count):
third_meld = all_melds[k]
third_meld_list = list(third_meld)
if not third_meld.isdisjoint(first_meld) or not third_meld.isdisjoint(second_meld):
continue
meld_cluster_3 = [first_meld_list, second_meld_list, third_meld_list]
result.append(meld_cluster_3)
return result
def did_populate_hand(self):
self.meld_kinds_by_rank_id = [[] for _ in range(13)]
self.meld_run_by_suit_id = [[] for _ in range(4)]
all_set_melds = melding.get_all_set_melds(hand=self.hand)
for set_meld in all_set_melds:
rank_id = utils.get_rank_id(set_meld[0])
self.meld_kinds_by_rank_id[rank_id].append(set_meld)
all_run_melds = melding.get_all_run_melds(hand=self.hand)
for run_meld in all_run_melds:
suit_id = utils.get_suit_id(run_meld[0])
self.meld_run_by_suit_id[suit_id].append(run_meld)
def add_card_to_hand(self, card: Card):
self.hand.append(card)
self._increase_meld_kinds_by_rank_id(card=card)
self._increase_run_kinds_by_suit_id(card=card)
def remove_card_from_hand(self, card: Card):
self.hand.remove(card)
self._reduce_meld_kinds_by_rank_id(card=card)
self._reduce_run_kinds_by_suit_id(card=card)
def __str__(self):
return "N" if self.player_id == 0 else "S"
def short_name_of(player_id: int) -> str:
return "N" if player_id == 0 else "S"
def opponent_id_of(player_id: int) -> int:
return (player_id + 1) % 2
# private methods
def _increase_meld_kinds_by_rank_id(self, card: Card):
rank_id = utils.get_rank_id(card)
meld_kinds = self.meld_kinds_by_rank_id[rank_id]
if len(meld_kinds) == 0:
card_rank = card.rank
meld_kind = [card for card in self.hand if card.rank == card_rank]
if len(meld_kind) >= 3:
self.meld_kinds_by_rank_id[rank_id].append(meld_kind)
else: # must have all cards of given rank
suits = ['S', 'H', 'D', 'C']
max_kind_meld = [Card(suit, card.rank) for suit in suits]
self.meld_kinds_by_rank_id[rank_id] = [max_kind_meld]
for meld_card in max_kind_meld:
self.meld_kinds_by_rank_id[rank_id].append([card for card in max_kind_meld if card != meld_card])
def _reduce_meld_kinds_by_rank_id(self, card: Card):
rank_id = utils.get_rank_id(card)
meld_kinds = self.meld_kinds_by_rank_id[rank_id]
if len(meld_kinds) > 1:
suits = ['S', 'H', 'D', 'C']
self.meld_kinds_by_rank_id[rank_id] = [[Card(suit, card.rank) for suit in suits if suit != card.suit]]
else:
self.meld_kinds_by_rank_id[rank_id] = []
def _increase_run_kinds_by_suit_id(self, card: Card):
suit_id = utils.get_suit_id(card=card)
self.meld_run_by_suit_id[suit_id] = melding.get_all_run_melds_for_suit(cards=self.hand, suit=card.suit)
def _reduce_run_kinds_by_suit_id(self, card: Card):
suit_id = utils.get_suit_id(card=card)
meld_runs = self.meld_run_by_suit_id[suit_id]
self.meld_run_by_suit_id[suit_id] = [meld_run for meld_run in meld_runs if card not in meld_run]
The provided code snippet includes necessary dependencies for implementing the `get_payoff_gin_rummy_v1` function. Write a Python function `def get_payoff_gin_rummy_v1(player: GinRummyPlayer, game: 'GinRummyGame') -> float` to solve the following problem:
Get the payoff of player: a) 1.0 if player gins b) 0.2 if player knocks c) -deadwood_count / 100 otherwise Returns: payoff (int or float): payoff for player (higher is better)
Here is the function:
def get_payoff_gin_rummy_v1(player: GinRummyPlayer, game: 'GinRummyGame') -> float:
''' Get the payoff of player:
a) 1.0 if player gins
b) 0.2 if player knocks
c) -deadwood_count / 100 otherwise
Returns:
payoff (int or float): payoff for player (higher is better)
'''
# payoff is 1.0 if player gins
# payoff is 0.2 if player knocks
# payoff is -deadwood_count / 100 if otherwise
# The goal is to have the agent learn how to knock and gin.
# The negative payoff when the agent fails to knock or gin should encourage the agent to form melds.
# The payoff is scaled to lie between -1 and 1.
going_out_action = game.round.going_out_action
going_out_player_id = game.round.going_out_player_id
if going_out_player_id == player.player_id and isinstance(going_out_action, KnockAction):
payoff = 0.2
elif going_out_player_id == player.player_id and isinstance(going_out_action, GinAction):
payoff = 1
else:
hand = player.hand
best_meld_clusters = melding.get_best_meld_clusters(hand=hand)
best_meld_cluster = [] if not best_meld_clusters else best_meld_clusters[0]
deadwood_count = utils.get_deadwood_count(hand, best_meld_cluster)
payoff = -deadwood_count / 100
return payoff | Get the payoff of player: a) 1.0 if player gins b) 0.2 if player knocks c) -deadwood_count / 100 otherwise Returns: payoff (int or float): payoff for player (higher is better) |
22,866 | import os
import json
from collections import OrderedDict
import threading
import collections
import rlcard
CARD_RANK_STR = ['3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K',
'A', '2', 'B', 'R']
The provided code snippet includes necessary dependencies for implementing the `doudizhu_sort_str` function. Write a Python function `def doudizhu_sort_str(card_1, card_2)` to solve the following problem:
Compare the rank of two cards of str representation Args: card_1 (str): str representation of solo card card_2 (str): str representation of solo card Returns: int: 1(card_1 > card_2) / 0(card_1 = card2) / -1(card_1 < card_2)
Here is the function:
def doudizhu_sort_str(card_1, card_2):
''' Compare the rank of two cards of str representation
Args:
card_1 (str): str representation of solo card
card_2 (str): str representation of solo card
Returns:
int: 1(card_1 > card_2) / 0(card_1 = card2) / -1(card_1 < card_2)
'''
key_1 = CARD_RANK_STR.index(card_1)
key_2 = CARD_RANK_STR.index(card_2)
if key_1 > key_2:
return 1
if key_1 < key_2:
return -1
return 0 | Compare the rank of two cards of str representation Args: card_1 (str): str representation of solo card card_2 (str): str representation of solo card Returns: int: 1(card_1 > card_2) / 0(card_1 = card2) / -1(card_1 < card_2) |
22,867 | import os
import json
from collections import OrderedDict
import threading
import collections
import rlcard
CARD_RANK = ['3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K',
'A', '2', 'BJ', 'RJ']
The provided code snippet includes necessary dependencies for implementing the `doudizhu_sort_card` function. Write a Python function `def doudizhu_sort_card(card_1, card_2)` to solve the following problem:
Compare the rank of two cards of Card object Args: card_1 (object): object of Card card_2 (object): object of card
Here is the function:
def doudizhu_sort_card(card_1, card_2):
''' Compare the rank of two cards of Card object
Args:
card_1 (object): object of Card
card_2 (object): object of card
'''
key = []
for card in [card_1, card_2]:
if card.rank == '':
key.append(CARD_RANK.index(card.suit))
else:
key.append(CARD_RANK.index(card.rank))
if key[0] > key[1]:
return 1
if key[0] < key[1]:
return -1
return 0 | Compare the rank of two cards of Card object Args: card_1 (object): object of Card card_2 (object): object of card |
22,868 | import os
import json
from collections import OrderedDict
import threading
import collections
import rlcard
The provided code snippet includes necessary dependencies for implementing the `get_landlord_score` function. Write a Python function `def get_landlord_score(current_hand)` to solve the following problem:
Roughly judge the quality of the hand, and provide a score as basis to bid landlord. Args: current_hand (str): string of cards. Eg: '56888TTQKKKAA222R' Returns: int: score
Here is the function:
def get_landlord_score(current_hand):
''' Roughly judge the quality of the hand, and provide a score as basis to
bid landlord.
Args:
current_hand (str): string of cards. Eg: '56888TTQKKKAA222R'
Returns:
int: score
'''
score_map = {'A': 1, '2': 2, 'B': 3, 'R': 4}
score = 0
# rocket
if current_hand[-2:] == 'BR':
score += 8
current_hand = current_hand[:-2]
length = len(current_hand)
i = 0
while i < length:
# bomb
if i <= (length - 4) and current_hand[i] == current_hand[i+3]:
score += 6
i += 4
continue
# 2, Black Joker, Red Joker
if current_hand[i] in score_map:
score += score_map[current_hand[i]]
i += 1
return score | Roughly judge the quality of the hand, and provide a score as basis to bid landlord. Args: current_hand (str): string of cards. Eg: '56888TTQKKKAA222R' Returns: int: score |
22,869 | import os
import json
from collections import OrderedDict
import threading
import collections
import rlcard
The provided code snippet includes necessary dependencies for implementing the `cards2str_with_suit` function. Write a Python function `def cards2str_with_suit(cards)` to solve the following problem:
Get the corresponding string representation of cards with suit Args: cards (list): list of Card objects Returns: string: string representation of cards
Here is the function:
def cards2str_with_suit(cards):
''' Get the corresponding string representation of cards with suit
Args:
cards (list): list of Card objects
Returns:
string: string representation of cards
'''
return ' '.join([card.suit+card.rank for card in cards]) | Get the corresponding string representation of cards with suit Args: cards (list): list of Card objects Returns: string: string representation of cards |
22,870 | import os
import json
from collections import OrderedDict
import threading
import collections
import rlcard
CARD_RANK_STR = ['3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K',
'A', '2', 'B', 'R']
The provided code snippet includes necessary dependencies for implementing the `encode_cards` function. Write a Python function `def encode_cards(plane, cards)` to solve the following problem:
Encode cards and represerve it into plane. Args: cards (list or str): list or str of cards, every entry is a character of solo representation of card
Here is the function:
def encode_cards(plane, cards):
''' Encode cards and represerve it into plane.
Args:
cards (list or str): list or str of cards, every entry is a
character of solo representation of card
'''
if not cards:
return None
layer = 1
if len(cards) == 1:
rank = CARD_RANK_STR.index(cards[0])
plane[layer][rank] = 1
plane[0][rank] = 0
else:
for index, card in enumerate(cards):
if index == 0:
continue
if card == cards[index-1]:
layer += 1
else:
rank = CARD_RANK_STR.index(cards[index-1])
plane[layer][rank] = 1
layer = 1
plane[0][rank] = 0
rank = CARD_RANK_STR.index(cards[-1])
plane[layer][rank] = 1
plane[0][rank] = 0 | Encode cards and represerve it into plane. Args: cards (list or str): list or str of cards, every entry is a character of solo representation of card |
22,871 | import os
import json
from collections import OrderedDict
import threading
import collections
import rlcard
def cards2str(cards):
''' Get the corresponding string representation of cards
Args:
cards (list): list of Card objects
Returns:
string: string representation of cards
'''
response = ''
for card in cards:
if card.rank == '':
response += card.suit[0]
else:
response += card.rank
return response
def contains_cards(candidate, target):
''' Check if cards of candidate contains cards of target.
Args:
candidate (string): A string representing the cards of candidate
target (string): A string representing the number of cards of target
Returns:
boolean
'''
# In normal cases, most continuous calls of this function
# will test different targets against the same candidate.
# So the cached counts of each card in candidate can speed up
# the comparison for following tests if candidate keeps the same.
if not _local_objs.cached_candidate_cards or _local_objs.cached_candidate_cards != candidate:
_local_objs.cached_candidate_cards = candidate
cards_dict = collections.defaultdict(int)
for card in candidate:
cards_dict[card] += 1
_local_objs.cached_candidate_cards_dict = cards_dict
cards_dict = _local_objs.cached_candidate_cards_dict
if (target == ''):
return True
curr_card = target[0]
curr_count = 1
for card in target[1:]:
if (card != curr_card):
if (cards_dict[curr_card] < curr_count):
return False
curr_card = card
curr_count = 1
else:
curr_count += 1
if (cards_dict[curr_card] < curr_count):
return False
return True
The provided code snippet includes necessary dependencies for implementing the `get_gt_cards` function. Write a Python function `def get_gt_cards(player, greater_player)` to solve the following problem:
Provide player's cards which are greater than the ones played by previous player in one round Args: player (DoudizhuPlayer object): the player waiting to play cards greater_player (DoudizhuPlayer object): the player who played current biggest cards. Returns: list: list of string of greater cards Note: 1. return value contains 'pass'
Here is the function:
def get_gt_cards(player, greater_player):
''' Provide player's cards which are greater than the ones played by
previous player in one round
Args:
player (DoudizhuPlayer object): the player waiting to play cards
greater_player (DoudizhuPlayer object): the player who played current biggest cards.
Returns:
list: list of string of greater cards
Note:
1. return value contains 'pass'
'''
# add 'pass' to legal actions
gt_cards = ['pass']
current_hand = cards2str(player.current_hand)
target_cards = greater_player.played_cards
target_types = CARD_TYPE[0][target_cards]
type_dict = {}
for card_type, weight in target_types:
if card_type not in type_dict:
type_dict[card_type] = weight
if 'rocket' in type_dict:
return gt_cards
type_dict['rocket'] = -1
if 'bomb' not in type_dict:
type_dict['bomb'] = -1
for card_type, weight in type_dict.items():
candidate = TYPE_CARD[card_type]
for can_weight, cards_list in candidate.items():
if int(can_weight) > int(weight):
for cards in cards_list:
# TODO: improve efficiency
if cards not in gt_cards and contains_cards(current_hand, cards):
# if self.contains_cards(current_hand, cards):
gt_cards.append(cards)
return gt_cards | Provide player's cards which are greater than the ones played by previous player in one round Args: player (DoudizhuPlayer object): the player waiting to play cards greater_player (DoudizhuPlayer object): the player who played current biggest cards. Returns: list: list of string of greater cards Note: 1. return value contains 'pass' |
22,872 | import numpy as np
class Hand:
def __init__(self, all_cards):
self.all_cards = all_cards # two hand cards + five public cards
self.category = 0
#type of a players' best five cards, greater combination has higher number eg: 0:"Not_Yet_Evaluated" 1: "High_Card" , 9:"Straight_Flush"
self.best_five = []
#the largest combination of five cards in all the seven cards
self.flush_cards = []
#cards with same suit
self.cards_by_rank = []
#cards after sort
self.product = 1
#cards’ type indicator
self.RANK_TO_STRING = {2: "2", 3: "3", 4: "4", 5: "5", 6: "6",
7: "7", 8: "8", 9: "9", 10: "T", 11: "J", 12: "Q", 13: "K", 14: "A"}
self.STRING_TO_RANK = {v:k for k, v in self.RANK_TO_STRING.items()}
self.RANK_LOOKUP = "23456789TJQKA"
self.SUIT_LOOKUP = "SCDH"
def get_hand_five_cards(self):
'''
Get the best five cards of a player
Returns:
(list): the best five cards among the seven cards of a player
'''
return self.best_five
def _sort_cards(self):
'''
Sort all the seven cards ascendingly according to RANK_LOOKUP
'''
self.all_cards = sorted(
self.all_cards, key=lambda card: self.RANK_LOOKUP.index(card[1]))
def evaluateHand(self):
"""
Evaluate all the seven cards, get the best combination catagory
And pick the best five cards (for comparing in case 2 hands have the same Category) .
"""
if len(self.all_cards) != 7:
raise Exception(
"There are not enough 7 cards in this hand, quit evaluation now ! ")
self._sort_cards()
self.cards_by_rank, self.product = self._getcards_by_rank(
self.all_cards)
if self._has_straight_flush():
self.category = 9
#Straight Flush
elif self._has_four():
self.category = 8
#Four of a Kind
self.best_five = self._get_Four_of_a_kind_cards()
elif self._has_fullhouse():
self.category = 7
#Full house
self.best_five = self._get_Fullhouse_cards()
elif self._has_flush():
self.category = 6
#Flush
i = len(self.flush_cards)
self.best_five = [card for card in self.flush_cards[i-5:i]]
elif self._has_straight(self.all_cards):
self.category = 5
#Straight
elif self._has_three():
self.category = 4
#Three of a Kind
self.best_five = self._get_Three_of_a_kind_cards()
elif self._has_two_pairs():
self.category = 3
#Two Pairs
self.best_five = self._get_Two_Pair_cards()
elif self._has_pair():
self.category = 2
#One Pair
self.best_five = self._get_One_Pair_cards()
elif self._has_high_card():
self.category = 1
#High Card
self.best_five = self._get_High_cards()
def _has_straight_flush(self):
'''
Check the existence of straight_flush cards
Returns:
True: exist
False: not exist
'''
self.flush_cards = self._getflush_cards()
if len(self.flush_cards) > 0:
straightflush_cards = self._get_straightflush_cards()
if len(straightflush_cards) > 0:
self.best_five = straightflush_cards
return True
return False
def _get_straightflush_cards(self):
'''
Pick straight_flush cards
Returns:
(list): the straightflush cards
'''
straightflush_cards = self._get_straight_cards(self.flush_cards)
return straightflush_cards
def _getflush_cards(self):
'''
Pick flush cards
Returns:
(list): the flush cards
'''
card_string = ''.join(self.all_cards)
for suit in self.SUIT_LOOKUP:
suit_count = card_string.count(suit)
if suit_count >= 5:
flush_cards = [
card for card in self.all_cards if card[0] == suit]
return flush_cards
return []
def _has_flush(self):
'''
Check the existence of flush cards
Returns:
True: exist
False: not exist
'''
if len(self.flush_cards) > 0:
return True
else:
return False
def _has_straight(self, all_cards):
'''
Check the existence of straight cards
Returns:
True: exist
False: not exist
'''
diff_rank_cards = self._get_different_rank_list(all_cards)
self.best_five = self._get_straight_cards(diff_rank_cards)
if len(self.best_five) != 0:
return True
else:
return False
def _get_different_rank_list(self, all_cards):
'''
Get cards with different ranks, that is to say, remove duplicate-ranking cards, for picking straight cards' use
Args:
(list): two hand cards + five public cards
Returns:
(list): a list of cards with duplicate-ranking cards removed
'''
different_rank_list = []
different_rank_list.append(all_cards[0])
for card in all_cards:
if(card[1] != different_rank_list[-1][1]):
different_rank_list.append(card)
return different_rank_list
def _get_straight_cards(self, Cards):
'''
Pick straight cards
Returns:
(list): the straight cards
'''
ranks = [self.STRING_TO_RANK[c[1]] for c in Cards]
highest_card = Cards[-1]
if highest_card[1] == 'A':
Cards.insert(0, highest_card)
ranks.insert(0, 1)
for i_last in range(len(ranks) - 1, 3, -1):
if ranks[i_last-4] + 4 == ranks[i_last]: # works because ranks are unique and sorted in ascending order
return Cards[i_last-4:i_last+1]
return []
def _getcards_by_rank(self, all_cards):
'''
Get cards by rank
Args:
(list): # two hand cards + five public cards
Return:
card_group(list): cards after sort
product(int):cards‘ type indicator
'''
card_group = []
card_group_element = []
product = 1
prime_lookup = {0: 1, 1: 1, 2: 2, 3: 3, 4: 5}
count = 0
current_rank = 0
for card in all_cards:
rank = self.RANK_LOOKUP.index(card[1])
if rank == current_rank:
count += 1
card_group_element.append(card)
elif rank != current_rank:
product *= prime_lookup[count]
# Explanation :
# if count == 2, then product *= 2
# if count == 3, then product *= 3
# if count == 4, then product *= 5
# if there is a Quad, then product = 5 ( 4, 1, 1, 1) or product = 10 ( 4, 2, 1) or product= 15 (4,3)
# if there is a Fullhouse, then product = 12 ( 3, 2, 2) or product = 9 (3, 3, 1) or product = 6 ( 3, 2, 1, 1)
# if there is a Trip, then product = 3 ( 3, 1, 1, 1, 1)
# if there is two Pair, then product = 4 ( 2, 1, 2, 1, 1) or product = 8 ( 2, 2, 2, 1)
# if there is one Pair, then product = 2 (2, 1, 1, 1, 1, 1)
# if there is HighCard, then product = 1 (1, 1, 1, 1, 1, 1, 1)
card_group_element.insert(0, count)
card_group.append(card_group_element)
# reset counting
count = 1
card_group_element = []
card_group_element.append(card)
current_rank = rank
# the For Loop misses operation for the last card
# These 3 lines below to compensate that
product *= prime_lookup[count]
# insert the number of same rank card to the beginning of the
card_group_element.insert(0, count)
# after the loop, there is still one last card to add
card_group.append(card_group_element)
return card_group, product
def _has_four(self):
'''
Check the existence of four cards
Returns:
True: exist
False: not exist
'''
if self.product == 5 or self.product == 10 or self.product == 15:
return True
else:
return False
def _has_fullhouse(self):
'''
Check the existence of fullhouse cards
Returns:
True: exist
False: not exist
'''
if self.product == 6 or self.product == 9 or self.product == 12:
return True
else:
return False
def _has_three(self):
'''
Check the existence of three cards
Returns:
True: exist
False: not exist
'''
if self.product == 3:
return True
else:
return False
def _has_two_pairs(self):
'''
Check the existence of 2 pair cards
Returns:
True: exist
False: not exist
'''
if self.product == 4 or self.product == 8:
return True
else:
return False
def _has_pair(self):
'''
Check the existence of 1 pair cards
Returns:
True: exist
False: not exist
'''
if self.product == 2:
return True
else:
return False
def _has_high_card(self):
'''
Check the existence of high cards
Returns:
True: exist
False: not exist
'''
if self.product == 1:
return True
else:
return False
def _get_Four_of_a_kind_cards(self):
'''
Get the four of a kind cards among a player's cards
Returns:
(list): best five hand cards after sort
'''
Four_of_a_Kind = []
cards_by_rank = self.cards_by_rank
cards_len = len(cards_by_rank)
for i in reversed(range(cards_len)):
if cards_by_rank[i][0] == 4:
Four_of_a_Kind = cards_by_rank.pop(i)
break
# The Last cards_by_rank[The Second element]
kicker = cards_by_rank[-1][1]
Four_of_a_Kind[0] = kicker
return Four_of_a_Kind
def _get_Fullhouse_cards(self):
'''
Get the fullhouse cards among a player's cards
Returns:
(list): best five hand cards after sort
'''
Fullhouse = []
cards_by_rank = self.cards_by_rank
cards_len = len(cards_by_rank)
for i in reversed(range(cards_len)):
if cards_by_rank[i][0] == 3:
Trips = cards_by_rank.pop(i)[1:4]
break
for i in reversed(range(cards_len - 1)):
if cards_by_rank[i][0] >= 2:
TwoPair = cards_by_rank.pop(i)[1:3]
break
Fullhouse = TwoPair + Trips
return Fullhouse
def _get_Three_of_a_kind_cards(self):
'''
Get the three of a kind cards among a player's cards
Returns:
(list): best five hand cards after sort
'''
Trip_cards = []
cards_by_rank = self.cards_by_rank
cards_len = len(cards_by_rank)
for i in reversed(range(cards_len)):
if cards_by_rank[i][0] == 3:
Trip_cards += cards_by_rank.pop(i)[1:4]
break
Trip_cards += cards_by_rank.pop(-1)[1:2]
Trip_cards += cards_by_rank.pop(-1)[1:2]
Trip_cards.reverse()
return Trip_cards
def _get_Two_Pair_cards(self):
'''
Get the two pair cards among a player's cards
Returns:
(list): best five hand cards after sort
'''
Two_Pair_cards = []
cards_by_rank = self.cards_by_rank
cards_len = len(cards_by_rank)
for i in reversed(range(cards_len)):
if cards_by_rank[i][0] == 2 and len(Two_Pair_cards) < 3:
Two_Pair_cards += cards_by_rank.pop(i)[1:3]
Two_Pair_cards += cards_by_rank.pop(-1)[1:2]
Two_Pair_cards.reverse()
return Two_Pair_cards
def _get_One_Pair_cards(self):
'''
Get the one pair cards among a player's cards
Returns:
(list): best five hand cards after sort
'''
One_Pair_cards = []
cards_by_rank = self.cards_by_rank
cards_len = len(cards_by_rank)
for i in reversed(range(cards_len)):
if cards_by_rank[i][0] == 2:
One_Pair_cards += cards_by_rank.pop(i)[1:3]
break
One_Pair_cards += cards_by_rank.pop(-1)[1:2]
One_Pair_cards += cards_by_rank.pop(-1)[1:2]
One_Pair_cards += cards_by_rank.pop(-1)[1:2]
One_Pair_cards.reverse()
return One_Pair_cards
def _get_High_cards(self):
'''
Get the high cards among a player's cards
Returns:
(list): best five hand cards after sort
'''
High_cards = self.all_cards[2:7]
return High_cards
def final_compare(hands, potential_winner_index, all_players):
'''
Find out the winners from those who didn't fold
Args:
hands(list): cards of those players with same highest hand_catagory.
e.g. hands = [['CT', 'ST', 'H9', 'B9', 'C2', 'C8', 'C7'], ['CJ', 'SJ', 'H9', 'B9', 'C2', 'C8', 'C7'], ['CT', 'ST', 'H9', 'B9', 'C2', 'C8', 'C7']]
potential_winner_index(list): index of those with same max card_catagory in all_players
all_players(list): a list of all the player's win/lose situation, 0 for lose and 1 for win
Returns:
[0, 1, 0]: player1 wins
[1, 0, 0]: player0 wins
[1, 1, 1]: draw
[1, 1, 0]: player1 and player0 draws
if hands[0] == None:
return [0, 1]
elif hands[1] == None:
return [1, 0]
'''
if len(potential_winner_index) == 1:
all_players[potential_winner_index[0]] = 1
return all_players
elif len(potential_winner_index) > 1:
# compare when having equal max categories
equal_hands = []
for _ in potential_winner_index:
hand = Hand(hands[_])
hand.evaluateHand()
equal_hands.append(hand)
hand = equal_hands[0]
if hand.category == 8:
return determine_winner_four_of_a_kind(equal_hands, all_players, potential_winner_index)
if hand.category == 7:
return determine_winner([2, 0], equal_hands, all_players, potential_winner_index)
if hand.category == 4:
return determine_winner([2, 1, 0], equal_hands, all_players, potential_winner_index)
if hand.category == 3:
return determine_winner([4, 2, 0], equal_hands, all_players, potential_winner_index)
if hand.category == 2:
return determine_winner([4, 2, 1, 0], equal_hands, all_players, potential_winner_index)
if hand.category == 1 or hand.category == 6:
return determine_winner([4, 3, 2, 1, 0], equal_hands, all_players, potential_winner_index)
if hand.category in [5, 9]:
return determine_winner_straight(equal_hands, all_players, potential_winner_index)
The provided code snippet includes necessary dependencies for implementing the `compare_hands` function. Write a Python function `def compare_hands(hands)` to solve the following problem:
Compare all palyer's all seven cards Args: hands(list): cards of those players with same highest hand_catagory. e.g. hands = [['CT', 'ST', 'H9', 'B9', 'C2', 'C8', 'C7'], ['CJ', 'SJ', 'H9', 'B9', 'C2', 'C8', 'C7'], ['CT', 'ST', 'H9', 'B9', 'C2', 'C8', 'C7']] Returns: [0, 1, 0]: player1 wins [1, 0, 0]: player0 wins [1, 1, 1]: draw [1, 1, 0]: player1 and player0 draws if hands[0] == None: return [0, 1] elif hands[1] == None: return [1, 0]
Here is the function:
def compare_hands(hands):
'''
Compare all palyer's all seven cards
Args:
hands(list): cards of those players with same highest hand_catagory.
e.g. hands = [['CT', 'ST', 'H9', 'B9', 'C2', 'C8', 'C7'], ['CJ', 'SJ', 'H9', 'B9', 'C2', 'C8', 'C7'], ['CT', 'ST', 'H9', 'B9', 'C2', 'C8', 'C7']]
Returns:
[0, 1, 0]: player1 wins
[1, 0, 0]: player0 wins
[1, 1, 1]: draw
[1, 1, 0]: player1 and player0 draws
if hands[0] == None:
return [0, 1]
elif hands[1] == None:
return [1, 0]
'''
hand_category = [] #such as high_card, straight_flush, etc
all_players = [0]*len(hands) #all the players in this round, 0 for losing and 1 for winning or draw
if None in hands:
fold_players = [i for i, j in enumerate(hands) if j is None]
if len(fold_players) == len(all_players) - 1:
for _ in enumerate(hands):
if _[0] in fold_players:
all_players[_[0]] = 0
else:
all_players[_[0]] = 1
return all_players
else:
for _ in enumerate(hands):
if hands[_[0]] is not None:
hand = Hand(hands[_[0]])
hand.evaluateHand()
hand_category.append(hand.category)
elif hands[_[0]] is None:
hand_category.append(0)
else:
for i in enumerate(hands):
hand = Hand(hands[i[0]])
hand.evaluateHand()
hand_category.append(hand.category)
potential_winner_index = [i for i, j in enumerate(hand_category) if j == max(hand_category)]# potential winner are those with same max card_catagory
return final_compare(hands, potential_winner_index, all_players) | Compare all palyer's all seven cards Args: hands(list): cards of those players with same highest hand_catagory. e.g. hands = [['CT', 'ST', 'H9', 'B9', 'C2', 'C8', 'C7'], ['CJ', 'SJ', 'H9', 'B9', 'C2', 'C8', 'C7'], ['CT', 'ST', 'H9', 'B9', 'C2', 'C8', 'C7']] Returns: [0, 1, 0]: player1 wins [1, 0, 0]: player0 wins [1, 1, 1]: draw [1, 1, 0]: player1 and player0 draws if hands[0] == None: return [0, 1] elif hands[1] == None: return [1, 0] |
22,873 | import importlib
registry = EnvRegistry()
The provided code snippet includes necessary dependencies for implementing the `register` function. Write a Python function `def register(env_id, entry_point)` to solve the following problem:
Register an environment Args: env_id (string): The name of the environent entry_point (string): A string the indicates the location of the envronment class
Here is the function:
def register(env_id, entry_point):
''' Register an environment
Args:
env_id (string): The name of the environent
entry_point (string): A string the indicates the location of the envronment class
'''
return registry.register(env_id, entry_point) | Register an environment Args: env_id (string): The name of the environent entry_point (string): A string the indicates the location of the envronment class |
22,874 | import importlib
DEFAULT_CONFIG = {
'allow_step_back': False,
'seed': None,
}
registry = EnvRegistry()
The provided code snippet includes necessary dependencies for implementing the `make` function. Write a Python function `def make(env_id, config={})` to solve the following problem:
Create and environment instance Args: env_id (string): The name of the environment config (dict): A dictionary of the environment settings env_num (int): The number of environments
Here is the function:
def make(env_id, config={}):
''' Create and environment instance
Args:
env_id (string): The name of the environment
config (dict): A dictionary of the environment settings
env_num (int): The number of environments
'''
_config = DEFAULT_CONFIG.copy()
for key in config:
_config[key] = config[key]
return registry.make(env_id, _config) | Create and environment instance Args: env_id (string): The name of the environment config (dict): A dictionary of the environment settings env_num (int): The number of environments |
22,875 | import numpy as np
from collections import OrderedDict
from rlcard.envs import Env
from rlcard.games.blackjack import Game
rank2score = {"A":11, "2":2, "3":3, "4":4, "5":5, "6":6, "7":7, "8":8, "9":9, "T":10, "J":10, "Q":10, "K":10}
def get_score(hand):
score = 0
count_a = 0
for card in hand:
score += rank2score[card[1:]]
if card[1] == 'A':
count_a += 1
while score > 21 and count_a > 0:
count_a -= 1
score -= 10
return score | null |
22,876 | from collections import Counter, OrderedDict
import numpy as np
from rlcard.envs import Env
def _get_one_hot_array(num_left_cards, max_num_cards):
one_hot = np.zeros(max_num_cards, dtype=np.int8)
one_hot[num_left_cards - 1] = 1
return one_hot | null |
22,877 | from collections import Counter, OrderedDict
import numpy as np
from rlcard.envs import Env
def _cards2array(cards):
if cards == 'pass':
return np.zeros(54, dtype=np.int8)
matrix = np.zeros([4, 13], dtype=np.int8)
jokers = np.zeros(2, dtype=np.int8)
counter = Counter(cards)
for card, num_times in counter.items():
if card == 'B':
jokers[0] = 1
elif card == 'R':
jokers[1] = 1
else:
matrix[:, Card2Column[card]] = NumOnes2Array[num_times]
return np.concatenate((matrix.flatten('F'), jokers))
def _action_seq2array(action_seq_list):
action_seq_array = np.zeros((len(action_seq_list), 54), np.int8)
for row, cards in enumerate(action_seq_list):
action_seq_array[row, :] = _cards2array(cards)
action_seq_array = action_seq_array.flatten()
return action_seq_array | null |
22,878 | from collections import Counter, OrderedDict
import numpy as np
from rlcard.envs import Env
def _process_action_seq(sequence, length=9):
sequence = [action[1] for action in sequence[-length:]]
if len(sequence) < length:
empty_sequence = ['' for _ in range(length - len(sequence))]
empty_sequence.extend(sequence)
sequence = empty_sequence
return sequence | null |
22,879 | import importlib
model_registry = ModelRegistry()
The provided code snippet includes necessary dependencies for implementing the `register` function. Write a Python function `def register(model_id, entry_point)` to solve the following problem:
Register a model Args: model_id (string): the name of the model entry_point (string): a string the indicates the location of the model class
Here is the function:
def register(model_id, entry_point):
''' Register a model
Args:
model_id (string): the name of the model
entry_point (string): a string the indicates the location of the model class
'''
return model_registry.register(model_id, entry_point) | Register a model Args: model_id (string): the name of the model entry_point (string): a string the indicates the location of the model class |
22,880 | import importlib
model_registry = ModelRegistry()
The provided code snippet includes necessary dependencies for implementing the `load` function. Write a Python function `def load(model_id)` to solve the following problem:
Create and model instance Args: model_id (string): the name of the model
Here is the function:
def load(model_id):
''' Create and model instance
Args:
model_id (string): the name of the model
'''
return model_registry.load(model_id) | Create and model instance Args: model_id (string): the name of the model |
22,881 | import numpy as np
from rlcard.games.base import Card
def set_seed(seed):
if seed is not None:
import subprocess
import sys
reqs = subprocess.check_output([sys.executable, '-m', 'pip', 'freeze'])
installed_packages = [r.decode().split('==')[0] for r in reqs.split()]
if 'torch' in installed_packages:
import torch
torch.backends.cudnn.deterministic = True
torch.manual_seed(seed)
np.random.seed(seed)
import random
random.seed(seed) | null |
22,882 | import numpy as np
from rlcard.games.base import Card
def get_device():
import torch
if torch.backends.mps.is_available():
device = torch.device("mps:0")
print("--> Running on the GPU")
elif torch.cuda.is_available():
device = torch.device("cuda:0")
print("--> Running on the GPU")
else:
device = torch.device("cpu")
print("--> Running on the CPU")
return device | null |
22,883 | import numpy as np
from rlcard.games.base import Card
class Card:
'''
Card stores the suit and rank of a single card
Note:
The suit variable in a standard card game should be one of [S, H, D, C, BJ, RJ] meaning [Spades, Hearts, Diamonds, Clubs, Black Joker, Red Joker]
Similarly the rank variable should be one of [A, 2, 3, 4, 5, 6, 7, 8, 9, T, J, Q, K]
'''
suit = None
rank = None
valid_suit = ['S', 'H', 'D', 'C', 'BJ', 'RJ']
valid_rank = ['A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K']
def __init__(self, suit, rank):
''' Initialize the suit and rank of a card
Args:
suit: string, suit of the card, should be one of valid_suit
rank: string, rank of the card, should be one of valid_rank
'''
self.suit = suit
self.rank = rank
def __eq__(self, other):
if isinstance(other, Card):
return self.rank == other.rank and self.suit == other.suit
else:
# don't attempt to compare against unrelated types
return NotImplemented
def __hash__(self):
suit_index = Card.valid_suit.index(self.suit)
rank_index = Card.valid_rank.index(self.rank)
return rank_index + 100 * suit_index
def __str__(self):
''' Get string representation of a card.
Returns:
string: the combination of rank and suit of a card. Eg: AS, 5H, JD, 3C, ...
'''
return self.rank + self.suit
def get_index(self):
''' Get index of a card.
Returns:
string: the combination of suit and rank of a card. Eg: 1S, 2H, AD, BJ, RJ...
'''
return self.suit+self.rank
The provided code snippet includes necessary dependencies for implementing the `init_standard_deck` function. Write a Python function `def init_standard_deck()` to solve the following problem:
Initialize a standard deck of 52 cards Returns: (list): A list of Card object
Here is the function:
def init_standard_deck():
''' Initialize a standard deck of 52 cards
Returns:
(list): A list of Card object
'''
suit_list = ['S', 'H', 'D', 'C']
rank_list = ['A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K']
res = [Card(suit, rank) for suit in suit_list for rank in rank_list]
return res | Initialize a standard deck of 52 cards Returns: (list): A list of Card object |
22,884 | import numpy as np
from rlcard.games.base import Card
class Card:
'''
Card stores the suit and rank of a single card
Note:
The suit variable in a standard card game should be one of [S, H, D, C, BJ, RJ] meaning [Spades, Hearts, Diamonds, Clubs, Black Joker, Red Joker]
Similarly the rank variable should be one of [A, 2, 3, 4, 5, 6, 7, 8, 9, T, J, Q, K]
'''
suit = None
rank = None
valid_suit = ['S', 'H', 'D', 'C', 'BJ', 'RJ']
valid_rank = ['A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K']
def __init__(self, suit, rank):
''' Initialize the suit and rank of a card
Args:
suit: string, suit of the card, should be one of valid_suit
rank: string, rank of the card, should be one of valid_rank
'''
self.suit = suit
self.rank = rank
def __eq__(self, other):
if isinstance(other, Card):
return self.rank == other.rank and self.suit == other.suit
else:
# don't attempt to compare against unrelated types
return NotImplemented
def __hash__(self):
suit_index = Card.valid_suit.index(self.suit)
rank_index = Card.valid_rank.index(self.rank)
return rank_index + 100 * suit_index
def __str__(self):
''' Get string representation of a card.
Returns:
string: the combination of rank and suit of a card. Eg: AS, 5H, JD, 3C, ...
'''
return self.rank + self.suit
def get_index(self):
''' Get index of a card.
Returns:
string: the combination of suit and rank of a card. Eg: 1S, 2H, AD, BJ, RJ...
'''
return self.suit+self.rank
The provided code snippet includes necessary dependencies for implementing the `init_54_deck` function. Write a Python function `def init_54_deck()` to solve the following problem:
Initialize a standard deck of 52 cards, BJ and RJ Returns: (list): Alist of Card object
Here is the function:
def init_54_deck():
''' Initialize a standard deck of 52 cards, BJ and RJ
Returns:
(list): Alist of Card object
'''
suit_list = ['S', 'H', 'D', 'C']
rank_list = ['A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K']
res = [Card(suit, rank) for suit in suit_list for rank in rank_list]
res.append(Card('BJ', ''))
res.append(Card('RJ', ''))
return res | Initialize a standard deck of 52 cards, BJ and RJ Returns: (list): Alist of Card object |
22,885 | import numpy as np
from rlcard.games.base import Card
The provided code snippet includes necessary dependencies for implementing the `rank2int` function. Write a Python function `def rank2int(rank)` to solve the following problem:
Get the coresponding number of a rank. Args: rank(str): rank stored in Card object Returns: (int): the number corresponding to the rank Note: 1. If the input rank is an empty string, the function will return -1. 2. If the input rank is not valid, the function will return None.
Here is the function:
def rank2int(rank):
''' Get the coresponding number of a rank.
Args:
rank(str): rank stored in Card object
Returns:
(int): the number corresponding to the rank
Note:
1. If the input rank is an empty string, the function will return -1.
2. If the input rank is not valid, the function will return None.
'''
if rank == '':
return -1
elif rank.isdigit():
if int(rank) >= 2 and int(rank) <= 10:
return int(rank)
else:
return None
elif rank == 'A':
return 14
elif rank == 'T':
return 10
elif rank == 'J':
return 11
elif rank == 'Q':
return 12
elif rank == 'K':
return 13
return None | Get the coresponding number of a rank. Args: rank(str): rank stored in Card object Returns: (int): the number corresponding to the rank Note: 1. If the input rank is an empty string, the function will return -1. 2. If the input rank is not valid, the function will return None. |
22,886 | import numpy as np
from rlcard.games.base import Card
The provided code snippet includes necessary dependencies for implementing the `reorganize` function. Write a Python function `def reorganize(trajectories, payoffs)` to solve the following problem:
Reorganize the trajectory to make it RL friendly Args: trajectory (list): A list of trajectories payoffs (list): A list of payoffs for the players. Each entry corresponds to one player Returns: (list): A new trajectories that can be fed into RL algorithms.
Here is the function:
def reorganize(trajectories, payoffs):
''' Reorganize the trajectory to make it RL friendly
Args:
trajectory (list): A list of trajectories
payoffs (list): A list of payoffs for the players. Each entry corresponds to one player
Returns:
(list): A new trajectories that can be fed into RL algorithms.
'''
num_players = len(trajectories)
new_trajectories = [[] for _ in range(num_players)]
for player in range(num_players):
for i in range(0, len(trajectories[player])-2, 2):
if i ==len(trajectories[player])-3:
reward = payoffs[player]
done =True
else:
reward, done = 0, False
transition = trajectories[player][i:i+3].copy()
transition.insert(2, reward)
transition.append(done)
new_trajectories[player].append(transition)
return new_trajectories | Reorganize the trajectory to make it RL friendly Args: trajectory (list): A list of trajectories payoffs (list): A list of payoffs for the players. Each entry corresponds to one player Returns: (list): A new trajectories that can be fed into RL algorithms. |
22,887 | import numpy as np
from rlcard.games.base import Card
The provided code snippet includes necessary dependencies for implementing the `remove_illegal` function. Write a Python function `def remove_illegal(action_probs, legal_actions)` to solve the following problem:
Remove illegal actions and normalize the probability vector Args: action_probs (numpy.array): A 1 dimention numpy array. legal_actions (list): A list of indices of legal actions. Returns: probd (numpy.array): A normalized vector without legal actions.
Here is the function:
def remove_illegal(action_probs, legal_actions):
''' Remove illegal actions and normalize the
probability vector
Args:
action_probs (numpy.array): A 1 dimention numpy array.
legal_actions (list): A list of indices of legal actions.
Returns:
probd (numpy.array): A normalized vector without legal actions.
'''
probs = np.zeros(action_probs.shape[0])
probs[legal_actions] = action_probs[legal_actions]
if np.sum(probs) == 0:
probs[legal_actions] = 1 / len(legal_actions)
else:
probs /= sum(probs)
return probs | Remove illegal actions and normalize the probability vector Args: action_probs (numpy.array): A 1 dimention numpy array. legal_actions (list): A list of indices of legal actions. Returns: probd (numpy.array): A normalized vector without legal actions. |
22,888 | import numpy as np
from rlcard.games.base import Card
The provided code snippet includes necessary dependencies for implementing the `tournament` function. Write a Python function `def tournament(env, num)` to solve the following problem:
Evaluate he performance of the agents in the environment Args: env (Env class): The environment to be evaluated. num (int): The number of games to play. Returns: A list of avrage payoffs for each player
Here is the function:
def tournament(env, num):
''' Evaluate he performance of the agents in the environment
Args:
env (Env class): The environment to be evaluated.
num (int): The number of games to play.
Returns:
A list of avrage payoffs for each player
'''
payoffs = [0 for _ in range(env.num_players)]
counter = 0
while counter < num:
_, _payoffs = env.run(is_training=False)
if isinstance(_payoffs, list):
for _p in _payoffs:
for i, _ in enumerate(payoffs):
payoffs[i] += _p[i]
counter += 1
else:
for i, _ in enumerate(payoffs):
payoffs[i] += _payoffs[i]
counter += 1
for i, _ in enumerate(payoffs):
payoffs[i] /= counter
return payoffs | Evaluate he performance of the agents in the environment Args: env (Env class): The environment to be evaluated. num (int): The number of games to play. Returns: A list of avrage payoffs for each player |
22,889 | import numpy as np
from rlcard.games.base import Card
import os
if not os.path.isfile(os.path.join(ROOT_PATH, 'games/doudizhu/jsondata/action_space.txt')) \
or not os.path.isfile(os.path.join(ROOT_PATH, 'games/doudizhu/jsondata/card_type.json')) \
or not os.path.isfile(os.path.join(ROOT_PATH, 'games/doudizhu/jsondata/type_card.json')):
import zipfile
with zipfile.ZipFile(os.path.join(ROOT_PATH, 'games/doudizhu/jsondata.zip'),"r") as zip_ref:
zip_ref.extractall(os.path.join(ROOT_PATH, 'games/doudizhu/'))
The provided code snippet includes necessary dependencies for implementing the `plot_curve` function. Write a Python function `def plot_curve(csv_path, save_path, algorithm)` to solve the following problem:
Read data from csv file and plot the results
Here is the function:
def plot_curve(csv_path, save_path, algorithm):
''' Read data from csv file and plot the results
'''
import os
import csv
import matplotlib.pyplot as plt
with open(csv_path) as csvfile:
reader = csv.DictReader(csvfile)
xs = []
ys = []
for row in reader:
xs.append(int(row['episode']))
ys.append(float(row['reward']))
fig, ax = plt.subplots()
ax.plot(xs, ys, label=algorithm)
ax.set(xlabel='episode', ylabel='reward')
ax.legend()
ax.grid()
save_dir = os.path.dirname(save_path)
if not os.path.exists(save_dir):
os.makedirs(save_dir)
fig.savefig(save_path) | Read data from csv file and plot the results |
22,890 | import hashlib
import numpy as np
import os
import struct
def error(msg, *args):
print(colorize('%s: %s'%('ERROR', msg % args), 'red'))
def hash_seed(seed=None, max_bytes=8):
"""Any given evaluation is likely to have many PRNG's active at
once. (Most commonly, because the environment is running in
multiple processes.) There's literature indicating that having
linear correlations between seeds of multiple PRNG's can correlate
the outputs:
http://blogs.unity3d.com/2015/01/07/a-primer-on-repeatable-random-numbers/
http://stackoverflow.com/questions/1554958/how-different-do-random-seeds-need-to-be
http://dl.acm.org/citation.cfm?id=1276928
Thus, for sanity we hash the seeds before using them. (This scheme
is likely not crypto-strength, but it should be good enough to get
rid of simple correlations.)
Args:
seed (Optional[int]): None seeds from an operating system specific randomness source.
max_bytes: Maximum number of bytes to use in the hashed seed.
"""
if seed is None:
seed = create_seed(max_bytes=max_bytes)
_hash = hashlib.sha512(str(seed).encode('utf8')).digest()
return _bigint_from_bytes(_hash[:max_bytes])
def create_seed(a=None, max_bytes=8):
"""Create a strong random seed. Otherwise, Python 2 would seed using
the system time, which might be non-robust especially in the
presence of concurrency.
Args:
a (Optional[int, str]): None seeds from an operating system specific randomness source.
max_bytes: Maximum number of bytes to use in the seed.
"""
# Adapted from https://svn.python.org/projects/python/tags/r32/Lib/random.py
if a is None:
a = _bigint_from_bytes(os.urandom(max_bytes))
elif isinstance(a, str):
a = a.encode('utf8')
a += hashlib.sha512(a).digest()
a = _bigint_from_bytes(a[:max_bytes])
elif isinstance(a, int):
a = a % 2**(8 * max_bytes)
else:
raise error.Error('Invalid type for seed: {} ({})'.format(type(a), a))
return a
def _int_list_from_bigint(bigint):
# Special case 0
if bigint < 0:
raise error.Error('Seed must be non-negative, not {}'.format(bigint))
elif bigint == 0:
return [0]
ints = []
while bigint > 0:
bigint, mod = divmod(bigint, 2 ** 32)
ints.append(mod)
return ints
def np_random(seed=None):
if seed is not None and not (isinstance(seed, int) and 0 <= seed):
raise error.Error('Seed must be a non-negative integer or omitted, not {}'.format(seed))
seed = create_seed(seed)
rng = np.random.RandomState()
rng.seed(_int_list_from_bigint(hash_seed(seed)))
return rng, seed | null |
22,891 | from collections import defaultdict
import numpy as np
def wrap_state(state):
# check if obs is already wrapped
if "obs" in state and "legal_actions" in state and "raw_legal_actions" in state:
return state
wrapped_state = {}
wrapped_state["obs"] = state["observation"]
legal_actions = np.flatnonzero(state["action_mask"])
# the values of legal_actions isn't available so setting them to None
wrapped_state["legal_actions"] = {l: None for l in legal_actions}
# raw_legal_actions isn't available so setting it to legal actions
wrapped_state["raw_legal_actions"] = list(wrapped_state["legal_actions"].keys())
return wrapped_state | null |
22,892 | from collections import defaultdict
import numpy as np
def run_game_pettingzoo(env, agents, is_training=False):
env.reset()
trajectories = defaultdict(list)
for agent_name in env.agent_iter():
obs, reward, done, _, _ = env.last()
trajectories[agent_name].append((obs, reward, done))
if done:
action = None
else:
if is_training:
action = agents[agent_name].step(obs)
else:
action, _ = agents[agent_name].eval_step(obs)
trajectories[agent_name].append(action)
env.step(action)
return trajectories
def reorganize_pettingzoo(trajectories):
''' Reorganize the trajectory to make it RL friendly
Args:
trajectory (list): A list of trajectories
Returns:
(list): A new trajectories that can be fed into RL algorithms.
'''
new_trajectories = defaultdict(list)
for agent_name, trajectory in trajectories.items():
for i in range(0, len(trajectory)-2, 2):
transition = [
trajectory[i][0], # obs,
trajectory[i+1], # action
trajectory[i+2][1], # reward
trajectory[i+2][0], # next_obs
trajectory[i+2][2], # done
]
new_trajectories[agent_name].append(transition)
return new_trajectories
def tournament_pettingzoo(env, agents, num_episodes):
total_rewards = defaultdict(float)
for _ in range(num_episodes):
trajectories = run_game_pettingzoo(env, agents)
trajectories = reorganize_pettingzoo(trajectories)
for agent_name, trajectory in trajectories.items():
reward = sum([t[2] for t in trajectory])
total_rewards[agent_name] += reward
return {k: v / num_episodes for (k, v) in total_rewards.items()} | null |
22,893 | import os
import sys
import asyncio
from multiprocessing import Process, Manager
from platform import system
import websockets
from config import ServerConfig as Config
from util.server_cosmic import Cosmic, console
from util.server_check_model import check_model
from util.server_ws_recv import ws_recv
from util.server_ws_send import ws_send
from util.server_init_recognizer import init_recognizer
from util.empty_working_set import empty_current_working_set
console.line(2)
console.rule('[bold #d55252]CapsWriter Offline Server' console.line()
console.print(f'项目地址:[cyan underline]https://github.com/HaujetZhao/CapsWriter-Offline', end='\n\n')
console.print(f'当前基文件夹:[cyan underline]{BASE_DIR}', end='\n\n')
console.print(f'绑定的服务地址:[cyan underline]{Config.addr}:{Config.port}', end='\n\n')
Cosmic.queue_out.get()
console.rule('[green3]开始服务')
console.line()
await asyncio.gather(recv, send)
console = Console(highlight=False)
class Cosmic:
sockets: Dict[str, websockets.WebSocketClientProtocol] = {}
sockets_id: List
queue_in = Queue()
queue_out = Queue()
def init():
try:
asyncio.run(main())
except KeyboardInterrupt: # Ctrl-C 停止
console.print('\n再见!')
except OSError as e: # 端口占用
console.print(f'出错了:{e}', style='bright_red'); console.input('...')
except Exception as e:
print(e)
finally:
Cosmic.queue_out.put(None)
sys.exit(0)
# os._exit(0) | null |
22,894 | import os
import sys
import asyncio
import signal
from pathlib import Path
from platform import system
from typing import List
import typer
import colorama
import keyboard
from config import ClientConfig as Config
from util.client_cosmic import console, Cosmic
from util.client_stream import stream_open, stream_close
from util.client_shortcut_handler import bond_shortcut
from util.client_recv_result import recv_result
from util.client_show_tips import show_mic_tips, show_file_tips
from util.client_hot_update import update_hot_all, observe_hot
from util.client_transcribe import transcribe_check, transcribe_send, transcribe_recv
from util.client_adjust_srt import adjust_srt
from util.empty_working_set import empty_current_working_set
def main_mic():
Cosmic.loop = asyncio.get_event_loop()
Cosmic.queue_in = asyncio.Queue()
Cosmic.queue_out = asyncio.Queue()
show_mic_tips()
# 更新热词
update_hot_all()
# 实时更新热词
observer = observe_hot()
# 打开音频流
Cosmic.stream = stream_open()
# Ctrl-C 关闭音频流,触发自动重启
signal.signal(signal.SIGINT, stream_close)
# 绑定按键
bond_shortcut()
# 清空物理内存工作集
if system() == 'Windows':
empty_current_working_set()
# 接收结果
while True:
await recv_result()
console = Console(highlight=False, soft_wrap=False, theme=my_theme)
def init_mic():
try:
asyncio.run(main_mic())
except KeyboardInterrupt:
console.print(f'再见!')
finally:
print('...') | null |
22,895 | import os
import sys
import asyncio
import signal
from pathlib import Path
from platform import system
from typing import List
import typer
import colorama
import keyboard
from config import ClientConfig as Config
from util.client_cosmic import console, Cosmic
from util.client_stream import stream_open, stream_close
from util.client_shortcut_handler import bond_shortcut
from util.client_recv_result import recv_result
from util.client_show_tips import show_mic_tips, show_file_tips
from util.client_hot_update import update_hot_all, observe_hot
from util.client_transcribe import transcribe_check, transcribe_send, transcribe_recv
from util.client_adjust_srt import adjust_srt
from util.empty_working_set import empty_current_working_set
() == 'Darwin' and not sys.argv[1:
async def main_file(files: List[Path]):
show_file_tips()
for file in files:
if file.suffix in ['.txt', '.json', 'srt']:
adjust_srt(file)
else:
await transcribe_check(file)
await asyncio.gather(
transcribe_send(file),
transcribe_recv(file)
)
if Cosmic.websocket:
await Cosmic.websocket.close()
input('\n按回车退出\n')
console = Console(highlight=False, soft_wrap=False, theme=my_theme)
The provided code snippet includes necessary dependencies for implementing the `init_file` function. Write a Python function `def init_file(files: List[Path])` to solve the following problem:
用 CapsWriter Server 转录音视频文件,生成 srt 字幕
Here is the function:
def init_file(files: List[Path]):
"""
用 CapsWriter Server 转录音视频文件,生成 srt 字幕
"""
try:
asyncio.run(main_file(files))
except KeyboardInterrupt:
console.print(f'再见!')
sys.exit() | 用 CapsWriter Server 转录音视频文件,生成 srt 字幕 |
22,896 | import argparse
import asyncio
import logging
import wave
import subprocess
from typing import List, Tuple
import shlex
import json
import time
import numpy as np
def get_args():
parser = argparse.ArgumentParser(
formatter_class=argparse.ArgumentDefaultsHelpFormatter
)
parser.add_argument(
"--server-addr",
type=str,
default="localhost",
help="Address of the server",
)
parser.add_argument(
"--server-port",
type=int,
default=6007,
help="Port of the server",
)
parser.add_argument(
"sound_files",
type=str,
nargs="+",
help="The input sound file(s) to decode. Each file must be of WAVE"
"format with a single channel, and each sample has 16-bit, "
"i.e., int16_t. "
"The sample rate of the file can be arbitrary and does not need to "
"be 16 kHz",
)
return parser.parse_args() | null |
22,897 | import argparse
import asyncio
import logging
import wave
import subprocess
from typing import List, Tuple
import shlex
import json
import time
try:
import websockets
except ImportError:
print("please run:")
print("")
print(" pip install websockets")
print("")
print("before you run this script")
print("")
import numpy as np
def read_wave(wave_filename: str) -> Tuple[np.ndarray, int]:
"""
Args:
wave_filename:
Path to a wave file. It should be single channel and each sample should
be 16-bit. Its sample rate does not need to be 16kHz.
Returns:
Return a tuple containing:
- A 1-D array of dtype np.float32 containing the samples, which are
normalized to the range [-1, 1].
- sample rate of the wave file
"""
with wave.open(wave_filename) as f:
assert f.getnchannels() == 1, f.getnchannels()
assert f.getsampwidth() == 2, f.getsampwidth() # it is in bytes
num_samples = f.getnframes()
samples = f.readframes(num_samples)
samples_int16 = np.frombuffer(samples, dtype=np.int16)
samples_float32 = samples_int16.astype(np.float32)
samples_float32 = samples_float32 / 32768
return samples_float32, f.getframerate()
async def run(
server_addr: str,
server_port: int,
sound_files: List[str],
):
async with websockets.connect(
f"ws://{server_addr}:{server_port}"
) as websocket: # noqa
for wave_filename in sound_files:
# 先统一用 ffmpeg 转换
command = f'ffmpeg -y -i "{wave_filename}" -ac 1 -ar 16000 temp.wav'
subprocess.run(shlex.split(command), stderr=subprocess.PIPE)
logging.info(f"Sending {wave_filename}")
samples, sample_rate = read_wave('temp.wav')
assert isinstance(sample_rate, int)
assert samples.dtype == np.float32, samples.dtype
assert samples.ndim == 1, samples.dim
buf = sample_rate.to_bytes(4, byteorder="little") # 4 bytes
buf += (samples.size * 4).to_bytes(4, byteorder="little")
buf += samples.tobytes()
payload_len = 10240
while len(buf) > payload_len:
await websocket.send(buf[:payload_len])
buf = buf[payload_len:]
if buf:
await websocket.send(buf)
t1 = time.time()
decoding_results = await websocket.recv()
wav_duration = len(samples) / 16000
dec_duration = time.time() - t1
print(decoding_results)
print(f'文件:{wave_filename}\n时长:{wav_duration:.1f}s\n用时:{dec_duration:.1f}s\nRTF:{dec_duration/wav_duration:.4f}')
# 将结果写入 txt
with open(wave_filename[:-4]+'.txt', 'w', encoding='utf-8') as f:
f.write(json.loads(decoding_results)['text'])
# to signal that the client has sent all the data
await websocket.send("Done") | null |
22,898 | import sys
from pathlib import Path
from typing import Dict
import yaml
def write_tokens(tokens: Dict[int, str]):
with open("tokens.txt", "w", encoding="utf-8") as f:
for idx, s in enumerate(tokens):
f.write(f"{s} {idx}\n") | null |
22,899 | import json
from datetime import timedelta
from pathlib import Path
import typer
import srt
from rich import print
def lines_match_words(text_lines: list[str], words: list[dict[str, str | float]]) -> list[srt.Subtitle]:
def get_words(json_file: Path) -> list[dict[str, str | float]]:
def get_lines(txt_file: Path) -> list[str]:
e__ == '__main__':
typer.run(main)
def one_task(media_file: Path):
# 配置要打开的文件
txt_file = media_file.with_suffix('.txt')
json_file = media_file.with_suffix('.json')
srt_file = media_file.with_suffix('.srt')
if (not txt_file.exists()) or (not json_file.exists()):
print(f'无法找到 {media_file}对应的txt、json文件,跳过')
return None
# 获取带有时间戳的分词列表,获取分行稿件,匹配得到 srt
words = get_words(json_file)
text_lines = get_lines(txt_file)
subtitle_list = lines_match_words(text_lines, words)
# 写入 srt
with open(srt_file, 'w', encoding='utf-8') as f:
f.write(srt.compose(subtitle_list)) | null |
22,900 | from pathlib import Path
from typing import Dict
import numpy as np
import onnx
import yaml
def load_cmvn():
neg_mean = None
inv_stddev = None
with open("am.mvn", encoding="utf-8") as f:
for line in f:
if not line.startswith("<LearnRateCoef>"):
continue
t = line.split()[3:-1]
if neg_mean is None:
neg_mean = ",".join(t)
else:
inv_stddev = ",".join(t)
return neg_mean, inv_stddev | null |
22,901 | from pathlib import Path
from typing import Dict
import numpy as np
import onnx
import yaml
def load_lfr_params(config):
with open("config.yaml", encoding="utf-8") as f:
for line in f:
if "lfr_m" in line:
lfr_m = int(line.split()[-1])
elif "lfr_n" in line:
lfr_n = int(line.split()[-1])
break
lfr_window_size = config["frontend_conf"]["lfr_m"]
lfr_window_shift = config["frontend_conf"]["lfr_n"]
return lfr_window_size, lfr_window_shift | null |
22,902 | from pathlib import Path
from typing import Dict
import numpy as np
import onnx
import yaml
The provided code snippet includes necessary dependencies for implementing the `add_meta_data` function. Write a Python function `def add_meta_data(filename: str, meta_data: Dict[str, str])` to solve the following problem:
Add meta data to an ONNX model. It is changed in-place. Args: filename: Filename of the ONNX model to be changed. meta_data: Key-value pairs.
Here is the function:
def add_meta_data(filename: str, meta_data: Dict[str, str]):
"""Add meta data to an ONNX model. It is changed in-place.
Args:
filename:
Filename of the ONNX model to be changed.
meta_data:
Key-value pairs.
"""
model = onnx.load(filename)
for key, value in meta_data.items():
meta = model.metadata_props.add()
meta.key = key
meta.value = value
onnx.save(model, filename)
print(f"Updated {filename}") | Add meta data to an ONNX model. It is changed in-place. Args: filename: Filename of the ONNX model to be changed. meta_data: Key-value pairs. |
22,903 | import argparse
import shutil
import subprocess
import sys
import json
import time
import re
from dataclasses import dataclass
from datetime import timedelta
from pathlib import Path
from copy import copy
import numpy as np
import sherpa_onnx
def get_args():
parser = argparse.ArgumentParser(
formatter_class=argparse.ArgumentDefaultsHelpFormatter
)
parser.add_argument(
"--tokens",
type=str,
help="Path to tokens.txt",
)
parser.add_argument(
"--encoder",
default="",
type=str,
help="Path to the transducer encoder model",
)
parser.add_argument(
"--decoder",
default="",
type=str,
help="Path to the transducer decoder model",
)
parser.add_argument(
"--joiner",
default="",
type=str,
help="Path to the transducer joiner model",
)
parser.add_argument(
"--paraformer",
default="",
type=str,
help="Path to the model.onnx from Paraformer",
)
parser.add_argument(
"--wenet-ctc",
default="",
type=str,
help="Path to the CTC model.onnx from WeNet",
)
parser.add_argument(
"--num-threads",
type=int,
default=1,
help="Number of threads for neural network computation",
)
parser.add_argument(
"--whisper-encoder",
default="",
type=str,
help="Path to whisper encoder model",
)
parser.add_argument(
"--whisper-decoder",
default="",
type=str,
help="Path to whisper decoder model",
)
parser.add_argument(
"--whisper-language",
default="",
type=str,
help="""It specifies the spoken language in the input file.
Example values: en, fr, de, zh, jp.
Available languages for multilingual models can be found at
https://github.com/openai/whisper/blob/main/whisper/tokenizer.py#L10
If not specified, we infer the language from the input audio file.
""",
)
parser.add_argument(
"--whisper-task",
default="transcribe",
choices=["transcribe", "translate"],
type=str,
help="""For multilingual models, if you specify translate, the output
will be in English.
""",
)
parser.add_argument(
"--decoding-method",
type=str,
default="greedy_search",
help="""Valid values are greedy_search and modified_beam_search.
modified_beam_search is valid only for transducer models.
""",
)
parser.add_argument(
"--debug",
type=bool,
default=False,
help="True to show debug messages when loading modes.",
)
parser.add_argument(
"--sample-rate",
type=int,
default=16000,
help="""Sample rate of the feature extractor. Must match the one
expected by the model. Note: The input sound files can have a
different sample rate from this argument.""",
)
parser.add_argument(
"--feature-dim",
type=int,
default=80,
help="Feature dimension. Must match the one expected by the model",
)
parser.add_argument(
"sound_file",
type=str,
help="The input sound file to generate subtitles ",
)
return parser.parse_args() | null |
22,904 | import argparse
import shutil
import subprocess
import sys
import json
import time
import re
from dataclasses import dataclass
from datetime import timedelta
from pathlib import Path
from copy import copy
import numpy as np
import sherpa_onnx
def assert_file_exists(filename: str):
assert Path(filename).is_file(), (
f"{filename} does not exist!\n"
"Please refer to "
"https://k2-fsa.github.io/sherpa/onnx/pretrained_models/index.html to download it"
)
def create_recognizer(args) -> sherpa_onnx.OfflineRecognizer:
if args.encoder:
assert len(args.paraformer) == 0, args.paraformer
assert len(args.wenet_ctc) == 0, args.wenet_ctc
assert len(args.whisper_encoder) == 0, args.whisper_encoder
assert len(args.whisper_decoder) == 0, args.whisper_decoder
assert_file_exists(args.encoder)
assert_file_exists(args.decoder)
assert_file_exists(args.joiner)
recognizer = sherpa_onnx.OfflineRecognizer.from_transducer(
encoder=args.encoder,
decoder=args.decoder,
joiner=args.joiner,
tokens=args.tokens,
num_threads=args.num_threads,
sample_rate=args.sample_rate,
feature_dim=args.feature_dim,
decoding_method=args.decoding_method,
debug=args.debug,
)
elif args.paraformer:
assert len(args.wenet_ctc) == 0, args.wenet_ctc
assert len(args.whisper_encoder) == 0, args.whisper_encoder
assert len(args.whisper_decoder) == 0, args.whisper_decoder
assert_file_exists(args.paraformer)
recognizer = sherpa_onnx.OfflineRecognizer.from_paraformer(
paraformer=args.paraformer,
tokens=args.tokens,
num_threads=args.num_threads,
sample_rate=args.sample_rate,
feature_dim=args.feature_dim,
decoding_method=args.decoding_method,
debug=args.debug,
)
elif args.wenet_ctc:
assert len(args.whisper_encoder) == 0, args.whisper_encoder
assert len(args.whisper_decoder) == 0, args.whisper_decoder
assert_file_exists(args.wenet_ctc)
recognizer = sherpa_onnx.OfflineRecognizer.from_wenet_ctc(
model=args.wenet_ctc,
tokens=args.tokens,
num_threads=args.num_threads,
sample_rate=args.sample_rate,
feature_dim=args.feature_dim,
decoding_method=args.decoding_method,
debug=args.debug,
)
elif args.whisper_encoder:
assert_file_exists(args.whisper_encoder)
assert_file_exists(args.whisper_decoder)
recognizer = sherpa_onnx.OfflineRecognizer.from_whisper(
encoder=args.whisper_encoder,
decoder=args.whisper_decoder,
tokens=args.tokens,
num_threads=args.num_threads,
decoding_method=args.decoding_method,
debug=args.debug,
language=args.whisper_language,
task=args.whisper_task,
)
else:
raise ValueError("Please specify at least one model")
return recognizer | null |
22,905 | import json
import base64
import asyncio
from multiprocessing import Queue
from util.server_cosmic import console, Cosmic
from util.server_classes import Result
from util.asyncio_to_thread import to_thread
from rich import inspect
console = Console(highlight=False)
class Cosmic:
class Result:
def __init__(self, task_id, socket_id, source) -> None:
async def to_thread(func, /, *args, **kwargs):
async def ws_send():
queue_out = Cosmic.queue_out
sockets = Cosmic.sockets
while True:
try:
# 获取识别结果(从多进程队列)
result: Result = await to_thread(queue_out.get)
# 得到退出的通知
if result is None:
return
# 构建消息
message = {
'task_id': result.task_id,
'duration': result.duration,
'time_start': result.time_start,
'time_submit': result.time_submit,
'time_complete': result.time_complete,
'tokens': result.tokens,
'timestamps': result.timestamps,
'text': result.text,
'is_final': result.is_final,
}
# 获得 socket
websocket = next(
(ws for ws in sockets.values() if str(ws.id) == result.socket_id),
None,
)
if not websocket:
continue
# 发送消息
await websocket.send(json.dumps(message))
if result.source == 'mic':
console.print(f'识别结果:\n [green]{result.text}')
elif result.source == 'file':
console.print(f' 转录进度:{result.duration:.2f}s', end='\r')
if result.is_final:
console.print('\n [green]转录完成')
except Exception as e:
print(e) | null |
22,906 | from importlib.util import find_spece
import os
import sys
from os import remove
from pathlib import Path
from typing import List
from pprint import pprint
from urllib.parse import unquote
from markdown_it import MarkdownIt
from markdown_it.token import Token
from rich.console import Console
markdown_ext = ['md', 'markdown']
def get_md_files(path): # 从输入目录递归搜索所有的 Markdown 文件
p = Path(path)
if not p.exists(): return []
if not p.is_dir(): return []
md_files = []
for ext in markdown_ext:
md_files.extend(list(p.glob("**/*." + ext)))
return md_files | null |
22,907 | from importlib.util import find_spece
import os
import sys
from os import remove
from pathlib import Path
from typing import List
from pprint import pprint
from urllib.parse import unquote
from markdown_it import MarkdownIt
from markdown_it.token import Token
from rich.console import Console
def get_links(text: str): # 查找文本内的所有链接
links = []
def add_link(token: Token):
if 'src' in token.attrs:
links.append(unquote(token.attrs['src']))
if 'href' in token.attrs:
links.append(unquote(token.attrs['href']))
if token.type == 'html_inline':
m = re.match(r'.*src="(.+?)".*', token.content)
if m: links.append(unquote(m.group(1)))
elif token.type == 'text':
for m in re.finditer(r'.*?\[\[(.+?)\]\]', token.content):
links.append(unquote(m.group(1)))
if token.children is None: return
for t in token.children:
add_link(t)
md = (MarkdownIt('commonmark' ,{'breaks':True,'html':True}))
# pprint(md.parse(text))
for t in md.parse(text):
add_link(t)
return links | null |
22,908 | from importlib.util import find_spece
import os
import sys
from os import remove
from pathlib import Path
from typing import List
from pprint import pprint
from urllib.parse import unquote
from markdown_it import MarkdownIt
from markdown_it.token import Token
from rich.console import Console
def absolutify_links(file, links: List[str]): # 验证链接是本地文件
if type(file) is not Path: file = Path(file)
temp_links = links.copy(); links.clear()
for link in temp_links:
if (file.parent / link).exists():
links.append(file.parent / link)
continue
elif Path(link).exists():
links.append(link) | null |
22,909 | import sys
from pathlib import Path
from config import ModelPaths
from util.server_cosmic import console
# 输出时是否将中文数字转为阿拉伯数字
# 输出时是否启用标点符号引擎
# 输出时是否调整中英之间的空格
# Server 地址
# Server 端口
# 控制录音的快捷键,默认是 CapsLock
# 长按模式,按下录音,松开停止,像对讲机一样用。
# 改为 False,则关闭长按模式,也就是单击模式
# 即:单击录音,再次单击停止
# 且:长按会执行原本的单击功能
# 是否阻塞按键事件(让其它程序收不到这个按键消息)
# 录音完成,松开按键后,是否自动再按一遍,以恢复 CapsLock 或 Shift 等按键之前的状态
# 按下快捷键后,触发语音识别的时间阈值
# 是否以写入剪切板然后模拟 Ctrl-V 粘贴的方式输出结果
# 模拟粘贴后是否恢复剪贴板
# 是否保存录音文件
# 将录音识别结果的前多少个字存储到录音文件名中,建议不要超过200
# 识别结果要消除的末尾标点
# 是否启用中文热词替换,中文热词存储在 hot_zh.txt 文件里
# True 表示多音字匹配
# False 表示忽略声调区别,这样「黄章」就能匹配「慌张」
# 是否启用英文热词替换,英文热词存储在 hot_en.txt 文件里
# 是否启用自定义规则替换,自定义规则存储在 hot_rule.txt 文件里
# 是否启用关键词日记功能,自定义关键词存储在 keyword.txt 文件里
# 麦克风听写时分段长度:15秒
# 麦克风听写时分段重叠:2秒
# 转录文件时分段长度
# 转录文件时分段重叠
class ModelPaths:
model_dir = Path() / 'models'
paraformer_path = Path() / 'models' / 'paraformer-offline-zh' / 'model.int8.onnx'
tokens_path = Path() / 'models' / 'paraformer-offline-zh' / 'tokens.txt'
punc_model_dir = Path() / 'models' / 'punc_ct-transformer_cn-en'
console = Console(highlight=False)
def check_model():
for key, path in ModelPaths.__dict__.items() :
if key.startswith('_'): continue
if path.exists(): continue
console.print(f'''
未能找到模型文件
未找到:{path}
本服务端需要 paraformer-offline-zh 模型和 punc_ct-transformer_zh-cn 模型,
请下载模型并放置到: {ModelPaths.model_dir}
下载地址在: https://github.com/HaujetZhao/CapsWriter-Offline/releases/tag/v0.3
''', style='bright_red')
input('按回车退出')
sys.exit() | null |
22,910 | import json
import time
import base64
import asyncio
import websockets
from base64 import b64decode
from util.server_cosmic import console, Cosmic
from util.server_classes import Task, Result
from util.my_status import Status
status_mic = Status('正在接收音频', spinner='point')
class Cache:
# 定义一个可变对象,用于保存音频数据、偏移时间
def __init__(self):
self.chunks = b''
self.offset = 0
self.frame_num = 0
async def message_handler(websocket, message, cache: Cache):
"""处理得到的音频流数据"""
queue_in = Cosmic.queue_in
global status_mic
source = message['source']
is_final = message['is_final']
is_start = not bool(cache.chunks)
# 获取 id
task_id = message['task_id']
socket_id = str(websocket.id)
# 获取分段长度(以多长的音频进行识别)
seg_duration = message['seg_duration']
seg_overlap = message['seg_overlap']
seg_threshold = seg_duration + seg_overlap * 2
# base64 解码音频数据,再
# 音频数据是 float32、单声道、16000采样率
data = b64decode(message['data'])
cache.chunks += data
cache.frame_num += len(data)
if not is_final:
# 打印消息
if source == 'mic':
status_mic.start()
if source == 'file' and is_start:
console.print('正在接收音频文件...')
# 若缓冲已达到分段长度,将片段作为任务提交
while len(cache.chunks) / 4 / 16000 >= seg_threshold:
data = cache.chunks[:4 * 16000 * (seg_duration + seg_overlap)]
cache.chunks = cache.chunks[4 * 16000 * seg_duration:]
task = Task(source=message['source'],
data=data, offset=cache.offset,
task_id=task_id, socket_id=socket_id,
overlap=seg_overlap, is_final=False,
time_start=message['time_start'],
time_submit=time.time())
cache.offset += seg_duration
queue_in.put(task)
elif is_final:
# 打印消息
if source == 'mic':
status_mic.stop()
elif source == 'file':
print(f'音频文件接收完毕,时长 {cache.frame_num / 16000 / 4:.2f}s')
# 客户端说片段结束,将缓冲区音频识别
task = Task(source=message['source'],
data=cache.chunks[0:], offset=cache.offset,
task_id=task_id, socket_id=socket_id,
overlap=seg_overlap, is_final=True,
time_start=message['time_start'],
time_submit=time.time())
queue_in.put(task)
# 还原缓冲区、偏移时长
cache.chunks = b''
cache.offset = 0
cache.frame_num = 0
console = Console(highlight=False)
class Cosmic:
sockets: Dict[str, websockets.WebSocketClientProtocol] = {}
sockets_id: List
queue_in = Queue()
queue_out = Queue()
async def ws_recv(websocket):
global status_mic
# 登记 socket 到字典,以 socket id 字符串为索引
sockets = Cosmic.sockets
sockets_id = Cosmic.sockets_id
sockets[str(websocket.id)] = websocket
sockets_id.append(str(websocket.id))
console.print(f'接客了:{websocket}\n', style='yellow')
# 设定分段长度
seg_duration = 15
seg_overlap = 2
seg_threshold = seg_duration + seg_overlap * 2
# 片段缓冲区、偏移时长
cache = Cache()
# 接收数据
try:
async for message in websocket:
# json 解码字符串
message = json.loads(message)
# 处理数据
await message_handler(websocket, message, cache)
console.print("ConnectionClosed...", )
except websockets.ConnectionClosed:
console.print("ConnectionClosed...", )
except websockets.InvalidState:
console.print("InvalidState...")
except Exception as e:
console.print("Exception:", e)
finally:
status_mic.stop()
status_mic.on = False
sockets.pop(str(websocket.id))
sockets_id.remove(str(websocket.id)) | null |
22,911 | import time
import sherpa_onnx
from multiprocessing import Queue
import signal
from platform import system
from config import ServerConfig as Config
from config import ParaformerArgs, ModelPaths
from util.server_cosmic import console
from util.server_recognize import recognize
from util.empty_working_set import empty_current_working_set
def disable_jieba_debug():
# 关闭 jieba 的 debug
import jieba
import logging
jieba.setLogLevel(logging.INFO)
# 输出时是否将中文数字转为阿拉伯数字
# 输出时是否启用标点符号引擎
# 输出时是否调整中英之间的空格
# Server 地址
# Server 端口
# 控制录音的快捷键,默认是 CapsLock
# 长按模式,按下录音,松开停止,像对讲机一样用。
# 改为 False,则关闭长按模式,也就是单击模式
# 即:单击录音,再次单击停止
# 且:长按会执行原本的单击功能
# 是否阻塞按键事件(让其它程序收不到这个按键消息)
# 录音完成,松开按键后,是否自动再按一遍,以恢复 CapsLock 或 Shift 等按键之前的状态
# 按下快捷键后,触发语音识别的时间阈值
# 是否以写入剪切板然后模拟 Ctrl-V 粘贴的方式输出结果
# 模拟粘贴后是否恢复剪贴板
# 是否保存录音文件
# 将录音识别结果的前多少个字存储到录音文件名中,建议不要超过200
# 识别结果要消除的末尾标点
# 是否启用中文热词替换,中文热词存储在 hot_zh.txt 文件里
# True 表示多音字匹配
# False 表示忽略声调区别,这样「黄章」就能匹配「慌张」
# 是否启用英文热词替换,英文热词存储在 hot_en.txt 文件里
# 是否启用自定义规则替换,自定义规则存储在 hot_rule.txt 文件里
# 是否启用关键词日记功能,自定义关键词存储在 keyword.txt 文件里
# 麦克风听写时分段长度:15秒
# 麦克风听写时分段重叠:2秒
# 转录文件时分段长度
# 转录文件时分段重叠
class ModelPaths:
model_dir = Path() / 'models'
paraformer_path = Path() / 'models' / 'paraformer-offline-zh' / 'model.int8.onnx'
tokens_path = Path() / 'models' / 'paraformer-offline-zh' / 'tokens.txt'
punc_model_dir = Path() / 'models' / 'punc_ct-transformer_cn-en'
class ParaformerArgs:
paraformer = f'{ModelPaths.paraformer_path}'
tokens = f'{ModelPaths.tokens_path}'
num_threads = 6
sample_rate = 16000
feature_dim = 80
decoding_method = 'greedy_search'
debug = False
console = Console(highlight=False)
def recognize(recognizer, punc_model, task: Task):
# inspect({key:value for key, value in task.__dict__.items() if not key.startswith('_') and key != 'data'})
# todo 清空遗存的任务结果
# 确保结果容器存在
if task.task_id not in results:
results[task.task_id] = Result(task.task_id, task.socket_id, task.source)
# 取出结果容器
result = results[task.task_id]
# 片段预处理
samples = np.frombuffer(task.data, dtype=np.float32)
duration = len(samples) / task.samplerate
result.duration += duration - task.overlap
if task.is_final:
result.duration += task.overlap
# 识别片段
stream = recognizer.create_stream()
stream.accept_waveform(task.samplerate, samples)
recognizer.decode_stream(stream)
# 记录识别时间
result.time_start = task.time_start
result.time_submit = task.time_submit
result.time_complete = time.time()
# 先粗去重,依据:字级时间戳
m = n = len(stream.result.timestamps)
for i, timestamp in enumerate(stream.result.timestamps, start=0):
if timestamp > task.overlap / 2:
m = i
break
for i, timestamp in enumerate(stream.result.timestamps, start=1):
n = i
if timestamp > duration - task.overlap / 2:
break
if not result.timestamps:
m = 0
if task.is_final:
n = len(stream.result.timestamps)
# 再细去重,依据:在端点是否有重复的字
if result.tokens and result.tokens[-2:] == stream.result.tokens[m:n][:2]:
m += 2
elif result.tokens and result.tokens[-1:] == stream.result.tokens[m:n][:1]:
m += 1
# 最后与先前的结果合并
result.timestamps += [t + task.offset for t in stream.result.timestamps[m:n]]
result.tokens += [token for token in stream.result.tokens[m:n]]
# token 合并为文本
text = ' '.join(result.tokens).replace('@@ ', '')
text = re.sub('([^a-zA-Z0-9]) (?![a-zA-Z0-9])', r'\1', text)
result.text = text
if not task.is_final:
return result
# 调整文本格式
result.text = format_text(text, punc_model)
# 若最后一个片段完成识别,从字典摘取任务
result = results.pop(task.task_id)
result.is_final = True
return result
def empty_current_working_set():
# 获取当前进程ID
pid = ctypes.windll.kernel32.GetCurrentProcessId()
empty_working_set(pid)
def init_recognizer(queue_in: Queue, queue_out: Queue, sockets_id):
# Ctrl-C 退出
signal.signal(signal.SIGINT, lambda signum, frame: exit())
# 导入模块
with console.status("载入模块中…", spinner="bouncingBall", spinner_style="yellow"):
import sherpa_onnx
from funasr_onnx import CT_Transformer
disable_jieba_debug()
console.print('[green4]模块加载完成', end='\n\n')
# 载入语音模型
console.print('[yellow]语音模型载入中', end='\r'); t1 = time.time()
recognizer = sherpa_onnx.OfflineRecognizer.from_paraformer(
**{key: value for key, value in ParaformerArgs.__dict__.items() if not key.startswith('_')}
)
console.print(f'[green4]语音模型载入完成', end='\n\n')
# 载入标点模型
punc_model = None
if Config.format_punc:
console.print('[yellow]标点模型载入中', end='\r')
punc_model = CT_Transformer(ModelPaths.punc_model_dir, quantize=True)
console.print(f'[green4]标点模型载入完成', end='\n\n')
console.print(f'模型加载耗时 {time.time() - t1 :.2f}s', end='\n\n')
# 清空物理内存工作集
if system() == 'Windows':
empty_current_working_set()
queue_out.put(True) # 通知主进程加载完了
while True:
# 从队列中获取任务消息
# 阻塞最多1秒,便于中断退出
try:
task = queue_in.get(timeout=1)
except:
continue
if task.socket_id not in sockets_id: # 检查任务所属的连接是否存活
continue
result = recognize(recognizer, punc_model, task) # 执行识别
queue_out.put(result) # 返回结果 | null |
22,912 | import os
import sys
import glob
import platform
import shutil
from setuptools import find_packages
from setuptools import setup, Extension
from setuptools.command.build_ext import build_ext
The provided code snippet includes necessary dependencies for implementing the `copy_compiled_libs` function. Write a Python function `def copy_compiled_libs(libs, dest_dir)` to solve the following problem:
Copy compiled libraries to the destination directory.
Here is the function:
def copy_compiled_libs(libs, dest_dir):
"""Copy compiled libraries to the destination directory."""
for lib in libs:
try:
shutil.copy2(lib, dest_dir)
except shutil.SameFileError:
# In case the file is the same do nothing
pass | Copy compiled libraries to the destination directory. |
22,913 | import os
import sys
import glob
import platform
import shutil
from setuptools import find_packages
from setuptools import setup, Extension
from setuptools.command.build_ext import build_ext
The provided code snippet includes necessary dependencies for implementing the `copy_fonts` function. Write a Python function `def copy_fonts(dest_dir)` to solve the following problem:
Copy fonts to the destination directory.
Here is the function:
def copy_fonts(dest_dir):
"""Copy fonts to the destination directory."""
dst_fonts = os.path.join(dest_dir, "fonts")
if not os.path.exists(dst_fonts):
shutil.copytree("third_party/fonts", dst_fonts) | Copy fonts to the destination directory. |
22,914 | import os
import sys
import glob
import platform
import shutil
from setuptools import find_packages
from setuptools import setup, Extension
from setuptools.command.build_ext import build_ext
The provided code snippet includes necessary dependencies for implementing the `process_develop_setup` function. Write a Python function `def process_develop_setup()` to solve the following problem:
Clean up (if necessary) some directories before or after running setup in development (a.k.a. editable) mode (`pip install -e .`).
Here is the function:
def process_develop_setup():
"""
Clean up (if necessary) some directories before or after running
setup in development (a.k.a. editable) mode (`pip install -e .`).
"""
if 'develop' in sys.argv and os.path.exists('build'):
# Remove `build` directory created by a regular installation
shutil.rmtree('build')
elif 'develop' not in sys.argv and os.path.exists('gfootball_engine'):
# If `pip install .` is called after development mode,
# remove the 'fonts' directory copied by a `develop` setup
copied_fonts = 'third_party/gfootball_engine/fonts'
if os.path.exists(copied_fonts):
shutil.rmtree(copied_fonts)
# Remove .so files (.pyd on Windows)
for empty_lib in glob.glob("brainball_cpp_engine*"):
os.remove(empty_lib)
# Finally, remove symlink to the gfootball_engine directory
if not os.path.exists('gfootball_engine'):
return
if os.path.islink('gfootball_engine'):
if platform.system() == 'Windows':
os.remove('gfootball_engine')
else:
os.unlink('gfootball_engine')
else:
shutil.rmtree('gfootball_engine') | Clean up (if necessary) some directories before or after running setup in development (a.k.a. editable) mode (`pip install -e .`). |
22,915 | from . import *
def build_scenario(builder):
builder.config().game_duration = 400
builder.config().deterministic = False
builder.config().offsides = False
builder.config().end_episode_on_score = True
builder.config().end_episode_on_out_of_play = True
builder.config().end_episode_on_possession_change = True
builder.SetBallPosition(0.77, 0.0)
builder.SetTeam(Team.e_Left)
builder.AddPlayer(-1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(0.75, 0.0, e_PlayerRole_CB)
builder.SetTeam(Team.e_Right)
builder.AddPlayer(1.0, 0.0, e_PlayerRole_GK) | null |
22,916 | from . import *
def build_scenario(builder):
builder.config().game_duration = 3000
builder.config().second_half = 1500
builder.config().right_team_difficulty = 1.0
builder.config().left_team_difficulty = 1.0
builder.config().deterministic = False
if builder.EpisodeNumber() % 2 == 0:
first_team = Team.e_Left
second_team = Team.e_Right
else:
first_team = Team.e_Right
second_team = Team.e_Left
builder.SetTeam(first_team)
builder.AddPlayer(-1.000000, 0.000000, e_PlayerRole_GK)
builder.AddPlayer(-0.422000, -0.19576, e_PlayerRole_LB)
builder.AddPlayer(-0.500000, -0.06356, e_PlayerRole_CB)
builder.AddPlayer(-0.500000, 0.063559, e_PlayerRole_CB)
builder.AddPlayer(-0.422000, 0.195760, e_PlayerRole_RB)
builder.AddPlayer(-0.184212, -0.105680, e_PlayerRole_CM)
builder.AddPlayer(-0.267574, 0.000000, e_PlayerRole_CM)
builder.AddPlayer(-0.184212, 0.10568, e_PlayerRole_CM)
builder.AddPlayer(-0.010000, -0.21610, e_PlayerRole_LM)
builder.AddPlayer(0.000000, 0.020000, e_PlayerRole_CF)
builder.AddPlayer(0.000000, -0.020000, e_PlayerRole_RM)
builder.SetTeam(second_team)
builder.AddPlayer(-1.000000, 0.000000, e_PlayerRole_GK)
builder.AddPlayer(-0.422000, -0.19576, e_PlayerRole_LB)
builder.AddPlayer(-0.500000, -0.06356, e_PlayerRole_CB)
builder.AddPlayer(-0.500000, 0.063559, e_PlayerRole_CB)
builder.AddPlayer(-0.422000, 0.195760, e_PlayerRole_RB)
builder.AddPlayer(-0.184212, -0.105680, e_PlayerRole_CM)
builder.AddPlayer(-0.267574, 0.000000, e_PlayerRole_CM)
builder.AddPlayer(-0.184212, 0.10568, e_PlayerRole_CM)
builder.AddPlayer(-0.010000, -0.21610, e_PlayerRole_LM)
builder.AddPlayer(-0.050000, 0.000000, e_PlayerRole_CF)
builder.AddPlayer(-0.010000, 0.216102, e_PlayerRole_RM) | null |
22,917 | from . import *
def build_scenario(builder):
builder.config().game_duration = 400
builder.config().deterministic = False
builder.config().offsides = False
builder.config().end_episode_on_score = True
builder.config().end_episode_on_out_of_play = True
builder.config().end_episode_on_possession_change = True
builder.SetBallPosition(0.7, -0.28)
builder.SetTeam(Team.e_Left)
builder.AddPlayer(-1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(0.7, 0.0, e_PlayerRole_CB)
builder.AddPlayer(0.7, -0.3, e_PlayerRole_CB)
builder.SetTeam(Team.e_Right)
builder.AddPlayer(-1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(-0.75, 0.3, e_PlayerRole_CB) | null |
22,918 | from . import *
def build_scenario(builder):
builder.config().game_duration = 400
builder.config().deterministic = False
builder.config().offsides = False
builder.config().end_episode_on_score = True
builder.config().end_episode_on_out_of_play = True
builder.config().end_episode_on_possession_change = True
builder.SetBallPosition(0.02, 0.0)
builder.SetTeam(Team.e_Left)
builder.AddPlayer(-1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(0.0, 0.0, e_PlayerRole_CB)
builder.SetTeam(Team.e_Right)
builder.AddPlayer(1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(0.12, 0.2, e_PlayerRole_LB)
builder.AddPlayer(0.12, 0.1, e_PlayerRole_CB)
builder.AddPlayer(0.12, 0.0, e_PlayerRole_CM)
builder.AddPlayer(0.12, -0.1, e_PlayerRole_CB)
builder.AddPlayer(0.12, -0.2, e_PlayerRole_RB) | null |
22,919 | from . import *
def build_scenario(builder):
builder.config().game_duration = 400
builder.config().deterministic = False
builder.config().offsides = False
builder.config().end_episode_on_score = True
builder.config().end_episode_on_out_of_play = True
builder.config().end_episode_on_possession_change = True
builder.SetBallPosition(0.62, 0.0)
builder.SetTeam(Team.e_Left)
builder.AddPlayer(-1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(0.6, 0.0, e_PlayerRole_CM)
builder.AddPlayer(0.7, 0.2, e_PlayerRole_CM)
builder.AddPlayer(0.7, -0.2, e_PlayerRole_CM)
builder.SetTeam(Team.e_Right)
builder.AddPlayer(-1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(-0.75, 0.0, e_PlayerRole_CB) | null |
22,920 | from . import *
def build_scenario(builder):
builder.config().game_duration = 500
builder.config().right_team_difficulty = 0.0
builder.config().left_team_difficulty = 0.0
builder.config().deterministic = False
if builder.EpisodeNumber() % 2 == 0:
first_team = Team.e_Left
second_team = Team.e_Right
else:
first_team = Team.e_Right
second_team = Team.e_Left
builder.SetTeam(first_team)
builder.AddPlayer(-1.000000, 0.000000, e_PlayerRole_GK)
builder.SetTeam(second_team)
builder.AddPlayer(-1.000000, 0.000000, e_PlayerRole_GK) | null |
22,921 | from . import *
def build_scenario(builder):
builder.config().game_duration = 400
builder.config().deterministic = False
builder.config().offsides = False
builder.config().end_episode_on_score = True
builder.config().end_episode_on_out_of_play = True
builder.config().end_episode_on_possession_change = True
builder.SetBallPosition(0.26, -0.11)
builder.SetTeam(Team.e_Left)
builder.AddPlayer(-1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(-0.672, -0.19576, e_PlayerRole_LB)
builder.AddPlayer(-0.75, -0.06356, e_PlayerRole_CB)
builder.AddPlayer(-0.75, 0.063559, e_PlayerRole_CB)
builder.AddPlayer(-0.672, 0.19576, e_PlayerRole_RB)
builder.AddPlayer(-0.434, -0.10568, e_PlayerRole_CM)
builder.AddPlayer(-0.434, 0.10568, e_PlayerRole_CM)
builder.AddPlayer(0.5, -0.3161, e_PlayerRole_CM)
builder.AddPlayer(0.25, -0.1, e_PlayerRole_LM)
builder.AddPlayer(0.25, 0.1, e_PlayerRole_RM)
builder.AddPlayer(0.35, 0.316102, e_PlayerRole_CF)
builder.SetTeam(Team.e_Right)
builder.AddPlayer(-1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(0.128, -0.19576, e_PlayerRole_LB)
builder.AddPlayer(-0.4, -0.06356, e_PlayerRole_CB)
builder.AddPlayer(-0.4, 0.063559, e_PlayerRole_CB)
builder.AddPlayer(0.128, -0.19576, e_PlayerRole_RB)
builder.AddPlayer(0.365, -0.10568, e_PlayerRole_CM)
builder.AddPlayer(0.282, 0.0, e_PlayerRole_CM)
builder.AddPlayer(0.365, 0.10568, e_PlayerRole_CM)
builder.AddPlayer(0.54, -0.3161, e_PlayerRole_LM)
builder.AddPlayer(0.51, 0.0, e_PlayerRole_RM)
builder.AddPlayer(0.54, 0.316102, e_PlayerRole_CF) | null |
22,922 | from . import *
def build_scenario(builder):
builder.config().game_duration = 3000
builder.config().right_team_difficulty = 0.05
builder.config().deterministic = False
if builder.EpisodeNumber() % 2 == 0:
first_team = Team.e_Left
second_team = Team.e_Right
else:
first_team = Team.e_Right
second_team = Team.e_Left
builder.SetTeam(first_team)
builder.AddPlayer(-1.000000, 0.000000, e_PlayerRole_GK)
builder.AddPlayer(0.000000, 0.020000, e_PlayerRole_RM)
builder.AddPlayer(0.000000, -0.020000, e_PlayerRole_CF)
builder.AddPlayer(-0.422000, -0.19576, e_PlayerRole_LB)
builder.AddPlayer(-0.500000, -0.06356, e_PlayerRole_CB)
builder.AddPlayer(-0.500000, 0.063559, e_PlayerRole_CB)
builder.AddPlayer(-0.422000, 0.195760, e_PlayerRole_RB)
builder.AddPlayer(-0.184212, -0.10568, e_PlayerRole_CM)
builder.AddPlayer(-0.267574, 0.000000, e_PlayerRole_CM)
builder.AddPlayer(-0.184212, 0.105680, e_PlayerRole_CM)
builder.AddPlayer(-0.010000, -0.21610, e_PlayerRole_LM)
builder.SetTeam(second_team)
builder.AddPlayer(-1.000000, 0.000000, e_PlayerRole_GK)
builder.AddPlayer(-0.050000, 0.000000, e_PlayerRole_RM)
builder.AddPlayer(-0.010000, 0.216102, e_PlayerRole_CF)
builder.AddPlayer(-0.422000, -0.19576, e_PlayerRole_LB)
builder.AddPlayer(-0.500000, -0.06356, e_PlayerRole_CB)
builder.AddPlayer(-0.500000, 0.063559, e_PlayerRole_CB)
builder.AddPlayer(-0.422000, 0.195760, e_PlayerRole_RB)
builder.AddPlayer(-0.184212, -0.10568, e_PlayerRole_CM)
builder.AddPlayer(-0.267574, 0.000000, e_PlayerRole_CM)
builder.AddPlayer(-0.184212, 0.105680, e_PlayerRole_CM)
builder.AddPlayer(-0.010000, -0.21610, e_PlayerRole_LM) | null |
22,923 | from . import *
def build_scenario(builder):
builder.config().game_duration = 400
builder.config().deterministic = False
builder.config().offsides = False
builder.config().end_episode_on_score = True
builder.config().end_episode_on_out_of_play = True
builder.config().end_episode_on_possession_change = True
builder.SetBallPosition(0.26, -0.11)
builder.SetTeam(Team.e_Left)
builder.AddPlayer(-1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(-0.672, -0.19576, e_PlayerRole_LB)
builder.AddPlayer(-0.75, -0.06356, e_PlayerRole_CB)
builder.AddPlayer(-0.75, 0.063559, e_PlayerRole_CB)
builder.AddPlayer(-0.672, 0.19576, e_PlayerRole_RB)
builder.AddPlayer(-0.434, -0.10568, e_PlayerRole_CM)
builder.AddPlayer(-0.434, 0.10568, e_PlayerRole_CM)
builder.AddPlayer(0.5, -0.3161, e_PlayerRole_CM)
builder.AddPlayer(0.25, -0.1, e_PlayerRole_LM)
builder.AddPlayer(0.25, 0.1, e_PlayerRole_RM)
builder.AddPlayer(0.35, 0.316102, e_PlayerRole_CF)
builder.SetTeam(Team.e_Right)
builder.AddPlayer(-1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(0.128, -0.19576, e_PlayerRole_LB)
builder.AddPlayer(0.4, -0.06356, e_PlayerRole_CB)
builder.AddPlayer(-0.4, 0.063559, e_PlayerRole_CB)
builder.AddPlayer(0.128, -0.19576, e_PlayerRole_RB)
builder.AddPlayer(0.365, -0.10568, e_PlayerRole_CM)
builder.AddPlayer(0.282, 0.0, e_PlayerRole_CM)
builder.AddPlayer(0.365, 0.10568, e_PlayerRole_CM)
builder.AddPlayer(0.54, -0.3161, e_PlayerRole_LM)
builder.AddPlayer(0.51, 0.0, e_PlayerRole_RM)
builder.AddPlayer(0.54, 0.316102, e_PlayerRole_CF) | null |
22,924 | from . import *
def build_scenario(builder):
builder.config().game_duration = 400
builder.config().deterministic = False
builder.config().offsides = False
builder.config().end_episode_on_score = True
builder.config().end_episode_on_out_of_play = True
builder.config().end_episode_on_possession_change = False
builder.SetBallPosition(0.99, 0.41)
builder.SetTeam(Team.e_Left)
builder.AddPlayer(-1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(1.0, 0.42, e_PlayerRole_LB)
builder.AddPlayer(0.7, 0.15, e_PlayerRole_CB)
builder.AddPlayer(0.7, 0.05, e_PlayerRole_CB)
builder.AddPlayer(0.7, -0.05, e_PlayerRole_RB)
builder.AddPlayer(0.0, 0.0, e_PlayerRole_CM)
builder.AddPlayer(0.6, 0.35, e_PlayerRole_CM)
builder.AddPlayer(0.8, 0.07, e_PlayerRole_CM)
builder.AddPlayer(0.8, -0.03, e_PlayerRole_LM)
builder.AddPlayer(0.8, -0.13, e_PlayerRole_RM)
builder.AddPlayer(0.7, -0.3, e_PlayerRole_CF)
builder.SetTeam(Team.e_Right)
builder.AddPlayer(-1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(-0.75, -0.18, e_PlayerRole_LB)
builder.AddPlayer(-0.75, -0.08, e_PlayerRole_CB)
builder.AddPlayer(-0.75, 0.02, e_PlayerRole_CB)
builder.AddPlayer(-1.0, -0.1, e_PlayerRole_RB)
builder.AddPlayer(-0.8, -0.25, e_PlayerRole_CM)
builder.AddPlayer(-0.88, -0.07, e_PlayerRole_CM)
builder.AddPlayer(-0.88, 0.03, e_PlayerRole_CM)
builder.AddPlayer(-0.88, 0.13, e_PlayerRole_LM)
builder.AddPlayer(-0.75, 0.25, e_PlayerRole_RM)
builder.AddPlayer(-0.2, 0.0, e_PlayerRole_CF) | null |
22,925 | from . import *
def build_scenario(builder):
builder.config().game_duration = 400
builder.config().deterministic = False
builder.config().offsides = False
builder.config().end_episode_on_score = True
builder.config().end_episode_on_out_of_play = True
builder.config().end_episode_on_possession_change = True
builder.SetBallPosition(0.02, 0.0)
builder.SetTeam(Team.e_Left)
builder.AddPlayer(-1.0, 0.0, e_PlayerRole_GK)
builder.AddPlayer(0.0, 0.0, e_PlayerRole_CB)
builder.SetTeam(Team.e_Right)
builder.AddPlayer(1.0, 0.0, e_PlayerRole_GK) | null |
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