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stratego//env//backup//edited_env//StrategoDuel//env.py
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|
| 1 |
+
import re
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| 2 |
+
import random
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| 3 |
+
from typing import Optional, Dict, Tuple, List, Any
|
| 4 |
+
|
| 5 |
+
import textarena as ta
|
| 6 |
+
|
| 7 |
+
|
| 8 |
+
class StrategoDuelEnv(ta.Env):
|
| 9 |
+
"""
|
| 10 |
+
Stratego Duel (6x6) Environment for TextArena.
|
| 11 |
+
|
| 12 |
+
- 2 Players: Player 0 (bottom), Player 1 (top)
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| 13 |
+
- Board: 6x6 (rows A-F, columns 0-5)
|
| 14 |
+
- Lakes (blocked): (2,2), (2,3), (3,2), (3,3)
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| 15 |
+
- Win by: Capturing opponent Flag or eliminating all movable pieces
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| 16 |
+
- Special rules:
|
| 17 |
+
* Bombs & Flags cannot move
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| 18 |
+
* Scout can move multiple squares in straight lines
|
| 19 |
+
* Miner can defuse Bomb
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| 20 |
+
* Spy kills Marshal on attack
|
| 21 |
+
* Two-Squares Rule: cannot move back & forth between two squares more than 3 times in a row
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| 22 |
+
"""
|
| 23 |
+
|
| 24 |
+
def __init__(self):
|
| 25 |
+
# Piece counts (reduced for 6x6)
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| 26 |
+
self.piece_counts: Dict[str, int] = {
|
| 27 |
+
"Flag": 1,
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| 28 |
+
"Bomb": 2,
|
| 29 |
+
"Spy": 1,
|
| 30 |
+
"Scout": 1,
|
| 31 |
+
"Miner": 1,
|
| 32 |
+
"General": 1,
|
| 33 |
+
"Marshal": 1,
|
| 34 |
+
}
|
| 35 |
+
|
| 36 |
+
# Piece strength (higher = stronger)
|
| 37 |
+
self.piece_ranks: Dict[str, int] = {
|
| 38 |
+
"Flag": 0,
|
| 39 |
+
"Bomb": 11,
|
| 40 |
+
"Spy": 1,
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| 41 |
+
"Scout": 2,
|
| 42 |
+
"Miner": 3,
|
| 43 |
+
"General": 9,
|
| 44 |
+
"Marshal": 10,
|
| 45 |
+
}
|
| 46 |
+
|
| 47 |
+
# Lake positions (blocked cells)
|
| 48 |
+
self.lakes: List[Tuple[int, int]] = [(2, 2), (2, 3), (3, 2), (3, 3)]
|
| 49 |
+
|
| 50 |
+
# Track piece positions for each player: {player_id: [(row, col), ...]}
|
| 51 |
+
self.player_pieces: Dict[int, List[Tuple[int, int]]] = {0: [], 1: []}
|
| 52 |
+
|
| 53 |
+
# 6x6 board, None / "~" / piece dict
|
| 54 |
+
self.board: List[List[Optional[Dict[str, Any]]]] = [
|
| 55 |
+
[None for _ in range(6)] for _ in range(6)
|
| 56 |
+
]
|
| 57 |
+
|
| 58 |
+
# Turn counter (for turn limit)
|
| 59 |
+
self.turn_count: int = 0
|
| 60 |
+
|
| 61 |
+
# --- Two-Squares Rule (Repetition) ---
|
| 62 |
+
# Stores last move for each player as (sr, sc, dr, dc)
|
| 63 |
+
self.last_move: Dict[int, Optional[Tuple[int, int, int, int]]] = {
|
| 64 |
+
0: None,
|
| 65 |
+
1: None,
|
| 66 |
+
}
|
| 67 |
+
# Counts consecutive back-and-forth repetitions per player
|
| 68 |
+
self.repetition_count: Dict[int, int] = {0: 0, 1: 0}
|
| 69 |
+
|
| 70 |
+
# TextArena uses this key to render the final board in terminal
|
| 71 |
+
@property
|
| 72 |
+
def terminal_render_keys(self) -> List[str]:
|
| 73 |
+
return ["rendered_board"]
|
| 74 |
+
|
| 75 |
+
# -------------------------------------------------------------------------
|
| 76 |
+
# Core TextArena interface
|
| 77 |
+
# -------------------------------------------------------------------------
|
| 78 |
+
def reset(self, num_players: int, seed: Optional[int] = None):
|
| 79 |
+
"""Reset environment for a new game."""
|
| 80 |
+
self.state = ta.TwoPlayerState(num_players=num_players, seed=seed)
|
| 81 |
+
self.turn_count = 0
|
| 82 |
+
|
| 83 |
+
# Reset repetition tracking
|
| 84 |
+
self.last_move = {0: None, 1: None}
|
| 85 |
+
self.repetition_count = {0: 0, 1: 0}
|
| 86 |
+
|
| 87 |
+
# Clear board / piece tracking
|
| 88 |
+
self.board = [[None for _ in range(6)] for _ in range(6)]
|
| 89 |
+
self.player_pieces = {0: [], 1: []}
|
| 90 |
+
|
| 91 |
+
# Place pieces
|
| 92 |
+
self.board = self._populate_board()
|
| 93 |
+
|
| 94 |
+
# Render initial full board (for logging / God mode)
|
| 95 |
+
rendered_board = self._render_board(player_id=None, full_board=True)
|
| 96 |
+
|
| 97 |
+
game_state = {
|
| 98 |
+
"board": self.board,
|
| 99 |
+
"player_pieces": self.player_pieces,
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| 100 |
+
"rendered_board": rendered_board,
|
| 101 |
+
}
|
| 102 |
+
|
| 103 |
+
# Set initial game state & prompt function
|
| 104 |
+
self.state.reset(
|
| 105 |
+
game_state=game_state, player_prompt_function=self._generate_player_prompt
|
| 106 |
+
)
|
| 107 |
+
|
| 108 |
+
# Provide first observation for Player 0
|
| 109 |
+
self._observe_current_state()
|
| 110 |
+
|
| 111 |
+
def step(self, action: str) -> Tuple[bool, ta.Info]:
|
| 112 |
+
"""Process a player's action: validate, apply move, resolve battle, check win."""
|
| 113 |
+
self.turn_count += 1
|
| 114 |
+
pid = self.state.current_player_id
|
| 115 |
+
|
| 116 |
+
# If no moves were available in previous observation, end game
|
| 117 |
+
if self.state.game_state.get(f"available_moves_p{pid}", 1) == 0:
|
| 118 |
+
# Opponent wins if they still have movable pieces
|
| 119 |
+
winner = 1 - pid if self._has_movable_pieces(1 - pid) else -1
|
| 120 |
+
self.state.set_winner(player_id=winner, reason="No moves/Stalemate")
|
| 121 |
+
return self.state.step()
|
| 122 |
+
|
| 123 |
+
# Log the player's raw action
|
| 124 |
+
self.state.add_observation(
|
| 125 |
+
from_id=pid,
|
| 126 |
+
to_id=pid,
|
| 127 |
+
message=action,
|
| 128 |
+
observation_type=ta.ObservationType.PLAYER_ACTION,
|
| 129 |
+
)
|
| 130 |
+
|
| 131 |
+
# Parse move: [A0 B0]
|
| 132 |
+
match = re.search(r"\[([A-F])([0-5]) ([A-F])([0-5])\]", action, re.IGNORECASE)
|
| 133 |
+
if not match:
|
| 134 |
+
self.state.set_invalid_move(
|
| 135 |
+
reason=f"Invalid format '{action}'. Use [A0 B0]."
|
| 136 |
+
)
|
| 137 |
+
# Illegal move ends game: opponent wins
|
| 138 |
+
try:
|
| 139 |
+
self.state.game_info[pid]["invalid_move"] = True
|
| 140 |
+
except Exception:
|
| 141 |
+
pass
|
| 142 |
+
self.state.set_winner(player_id=1 - pid, reason="Illegal move (format).")
|
| 143 |
+
return self.state.step()
|
| 144 |
+
else:
|
| 145 |
+
sr = ord(match.group(1).upper()) - 65
|
| 146 |
+
sc = int(match.group(2))
|
| 147 |
+
dr = ord(match.group(3).upper()) - 65
|
| 148 |
+
dc = int(match.group(4))
|
| 149 |
+
|
| 150 |
+
if not self._validate_move(pid, sr, sc, dr, dc):
|
| 151 |
+
self.state.set_invalid_move(
|
| 152 |
+
reason="Illegal move according to Stratego Duel rules."
|
| 153 |
+
)
|
| 154 |
+
# Illegal move ends game: opponent wins
|
| 155 |
+
try:
|
| 156 |
+
self.state.game_info[pid]["invalid_move"] = True
|
| 157 |
+
except Exception:
|
| 158 |
+
pass
|
| 159 |
+
self.state.set_winner(player_id=1 - pid, reason="Illegal move.")
|
| 160 |
+
return self.state.step()
|
| 161 |
+
|
| 162 |
+
# Validate basic movement rules
|
| 163 |
+
if self._validate_move(pid, sr, sc, dr, dc):
|
| 164 |
+
# --- Two-Squares Rule (Back-and-forth repetition) ---
|
| 165 |
+
is_repetition = False
|
| 166 |
+
last = self.last_move[pid]
|
| 167 |
+
|
| 168 |
+
# If current move is exact reverse of last move (A->B, then B->A)
|
| 169 |
+
if last is not None:
|
| 170 |
+
last_sr, last_sc, last_dr, last_dc = last
|
| 171 |
+
if sr == last_dr and sc == last_dc and dr == last_sr and dc == last_sc:
|
| 172 |
+
is_repetition = True
|
| 173 |
+
|
| 174 |
+
if is_repetition:
|
| 175 |
+
self.repetition_count[pid] += 1
|
| 176 |
+
else:
|
| 177 |
+
# New path resets repetition count
|
| 178 |
+
self.repetition_count[pid] = 0
|
| 179 |
+
|
| 180 |
+
self.last_move[pid] = (sr, sc, dr, dc)
|
| 181 |
+
|
| 182 |
+
# If exceeded repetition limit, move is illegal
|
| 183 |
+
if self.repetition_count[pid] >= 3:
|
| 184 |
+
self.state.set_invalid_move(
|
| 185 |
+
reason="Illegal Repetition: Cannot move back and forth more than 3 consecutive times."
|
| 186 |
+
)
|
| 187 |
+
return self.state.step()
|
| 188 |
+
|
| 189 |
+
attacker = self.board[sr][sc]
|
| 190 |
+
target = self.board[dr][dc]
|
| 191 |
+
|
| 192 |
+
# --- Empty Target: Simple Move ---
|
| 193 |
+
if target is None:
|
| 194 |
+
self.board[dr][dc], self.board[sr][sc] = attacker, None
|
| 195 |
+
self.player_pieces[pid].remove((sr, sc))
|
| 196 |
+
self.player_pieces[pid].append((dr, dc))
|
| 197 |
+
|
| 198 |
+
self.state.add_observation(
|
| 199 |
+
from_id=-1,
|
| 200 |
+
to_id=pid,
|
| 201 |
+
message="Move success.",
|
| 202 |
+
observation_type=ta.ObservationType.GAME_ACTION_DESCRIPTION,
|
| 203 |
+
)
|
| 204 |
+
self.state.add_observation(
|
| 205 |
+
from_id=-1,
|
| 206 |
+
to_id=1 - pid,
|
| 207 |
+
message="Opponent moved.",
|
| 208 |
+
observation_type=ta.ObservationType.GAME_ACTION_DESCRIPTION,
|
| 209 |
+
)
|
| 210 |
+
|
| 211 |
+
# --- Battle ---
|
| 212 |
+
else:
|
| 213 |
+
# Any battle breaks the repetition chain
|
| 214 |
+
self.repetition_count[pid] = 0
|
| 215 |
+
self.last_move[pid] = None
|
| 216 |
+
|
| 217 |
+
att_rank = self.piece_ranks[attacker["rank"]]
|
| 218 |
+
tgt_rank = self.piece_ranks[target["rank"]]
|
| 219 |
+
|
| 220 |
+
# 1) Equal ranks → both die
|
| 221 |
+
if att_rank == tgt_rank:
|
| 222 |
+
self.board[sr][sc] = None
|
| 223 |
+
self.board[dr][dc] = None
|
| 224 |
+
self.player_pieces[pid].remove((sr, sc))
|
| 225 |
+
self.player_pieces[1 - pid].remove((dr, dc))
|
| 226 |
+
|
| 227 |
+
# 2) Target is Bomb
|
| 228 |
+
elif target["rank"] == "Bomb":
|
| 229 |
+
if attacker["rank"] == "Miner":
|
| 230 |
+
# Miner defuses Bomb and moves in
|
| 231 |
+
self.board[dr][dc], self.board[sr][sc] = attacker, None
|
| 232 |
+
self.player_pieces[pid].remove((sr, sc))
|
| 233 |
+
self.player_pieces[pid].append((dr, dc))
|
| 234 |
+
self.player_pieces[1 - pid].remove((dr, dc))
|
| 235 |
+
else:
|
| 236 |
+
# Attacker dies
|
| 237 |
+
self.board[sr][sc] = None
|
| 238 |
+
self.player_pieces[pid].remove((sr, sc))
|
| 239 |
+
|
| 240 |
+
# 3) Target is Flag → Attacker wins game
|
| 241 |
+
elif target["rank"] == "Flag":
|
| 242 |
+
self.state.set_winner(player_id=pid, reason="Flag Captured!")
|
| 243 |
+
return self.state.step()
|
| 244 |
+
|
| 245 |
+
# 4) Spy vs Marshal (Spy attacks Marshal → Spy wins)
|
| 246 |
+
elif attacker["rank"] == "Spy" and target["rank"] == "Marshal":
|
| 247 |
+
self.board[dr][dc], self.board[sr][sc] = attacker, None
|
| 248 |
+
self.player_pieces[pid].remove((sr, sc))
|
| 249 |
+
self.player_pieces[pid].append((dr, dc))
|
| 250 |
+
self.player_pieces[1 - pid].remove((dr, dc))
|
| 251 |
+
|
| 252 |
+
# 5) Normal compare: higher rank wins
|
| 253 |
+
elif att_rank > tgt_rank:
|
| 254 |
+
# Attacker wins, moves in
|
| 255 |
+
self.board[dr][dc], self.board[sr][sc] = attacker, None
|
| 256 |
+
self.player_pieces[pid].remove((sr, sc))
|
| 257 |
+
self.player_pieces[pid].append((dr, dc))
|
| 258 |
+
self.player_pieces[1 - pid].remove((dr, dc))
|
| 259 |
+
else:
|
| 260 |
+
# Defender wins, attacker dies
|
| 261 |
+
self.board[sr][sc] = None
|
| 262 |
+
self.player_pieces[pid].remove((sr, sc))
|
| 263 |
+
|
| 264 |
+
msg = "Battle occurred."
|
| 265 |
+
self.state.add_observation(
|
| 266 |
+
from_id=-1,
|
| 267 |
+
to_id=pid,
|
| 268 |
+
message=msg,
|
| 269 |
+
observation_type=ta.ObservationType.GAME_ACTION_DESCRIPTION,
|
| 270 |
+
)
|
| 271 |
+
self.state.add_observation(
|
| 272 |
+
from_id=-1,
|
| 273 |
+
to_id=1 - pid,
|
| 274 |
+
message=msg,
|
| 275 |
+
observation_type=ta.ObservationType.GAME_ACTION_DESCRIPTION,
|
| 276 |
+
)
|
| 277 |
+
|
| 278 |
+
# --- Global Win / Draw Conditions ---
|
| 279 |
+
winner = self._check_winner()
|
| 280 |
+
if winner is not None:
|
| 281 |
+
self.state.set_winner(player_id=winner, reason="Elimination.")
|
| 282 |
+
elif self._check_stalemate():
|
| 283 |
+
self.state.set_winner(player_id=-1, reason="Stalemate.")
|
| 284 |
+
elif self.turn_count > 1000:
|
| 285 |
+
self.state.set_winner(player_id=-1, reason="Turn limit.")
|
| 286 |
+
|
| 287 |
+
# Update full-board render into game_state (for terminal rendering)
|
| 288 |
+
self.state.game_state["rendered_board"] = self._render_board(
|
| 289 |
+
player_id=pid, full_board=True
|
| 290 |
+
)
|
| 291 |
+
|
| 292 |
+
# Let TextArena advance the state
|
| 293 |
+
done, info = self.state.step()
|
| 294 |
+
|
| 295 |
+
# If game is not over, give next player a fresh observation
|
| 296 |
+
if not done:
|
| 297 |
+
self._observe_current_state()
|
| 298 |
+
|
| 299 |
+
return done, info
|
| 300 |
+
|
| 301 |
+
# -------------------------------------------------------------------------
|
| 302 |
+
# Observation / Prompt / Rendering
|
| 303 |
+
# -------------------------------------------------------------------------
|
| 304 |
+
def _generate_player_prompt(self, player_id: int, game_state: Dict[str, Any]) -> str:
|
| 305 |
+
"""Generate instruction prompt for the current player (LLM)."""
|
| 306 |
+
prompt = (
|
| 307 |
+
f"You are Player {player_id} in Stratego Duel (6x6).\n"
|
| 308 |
+
"Goal: Capture the enemy Flag or eliminate all of the opponent's movable pieces.\n"
|
| 309 |
+
"\n"
|
| 310 |
+
"### BOARD\n"
|
| 311 |
+
"- Grid: 6 rows (A-F) x 6 columns (0-5).\n"
|
| 312 |
+
"- Lakes (~) are blocked and cannot be entered.\n"
|
| 313 |
+
"\n"
|
| 314 |
+
"### MOVE FORMAT\n"
|
| 315 |
+
"- You MUST output exactly one move in the format: [Source Destination]\n"
|
| 316 |
+
"- Example: `[A0 B0]` moves the piece at A0 to B0.\n"
|
| 317 |
+
"\n"
|
| 318 |
+
"### PIECE RULES\n"
|
| 319 |
+
"- Flag (FL): Cannot move. If captured, you lose.\n"
|
| 320 |
+
"- Bomb (BM): Cannot move. Defeats any attacker except Miner.\n"
|
| 321 |
+
"- Spy (SP): If Spy attacks Marshal (MS), Spy wins.\n"
|
| 322 |
+
"- Scout (SC): Can move any number of empty squares in a straight line.\n"
|
| 323 |
+
"- Miner (MN): Can defuse Bombs.\n"
|
| 324 |
+
"- General (GN), Marshal (MS): Stronger ranks defeat weaker ones.\n"
|
| 325 |
+
"- Battles: Higher rank wins. Same rank → both pieces are removed.\n"
|
| 326 |
+
"\n"
|
| 327 |
+
"### TWO-SQUARES RULE\n"
|
| 328 |
+
"- You may NOT move a piece back and forth between the same two squares\n"
|
| 329 |
+
" more than 3 times in a row (e.g., [A0 B0], [B0 A0], [A0 B0], [B0 A0] is illegal).\n"
|
| 330 |
+
"\n"
|
| 331 |
+
"Here is the current board:\n"
|
| 332 |
+
)
|
| 333 |
+
return prompt
|
| 334 |
+
|
| 335 |
+
def _observe_current_state(self):
|
| 336 |
+
"""
|
| 337 |
+
Compute all available moves for the current player and
|
| 338 |
+
send a formatted board + move list observation.
|
| 339 |
+
"""
|
| 340 |
+
BOARD_SIZE = 6
|
| 341 |
+
player_id = self.state.current_player_id
|
| 342 |
+
available_moves: List[str] = []
|
| 343 |
+
|
| 344 |
+
for row in range(BOARD_SIZE):
|
| 345 |
+
for col in range(BOARD_SIZE):
|
| 346 |
+
piece = self.board[row][col]
|
| 347 |
+
|
| 348 |
+
# Only consider current player's pieces
|
| 349 |
+
if not (isinstance(piece, dict) and piece["player"] == player_id):
|
| 350 |
+
continue
|
| 351 |
+
|
| 352 |
+
rank = piece["rank"].lower()
|
| 353 |
+
# Bombs & Flags cannot move
|
| 354 |
+
if rank in ["bomb", "flag"]:
|
| 355 |
+
continue
|
| 356 |
+
|
| 357 |
+
is_scout = rank == "scout"
|
| 358 |
+
|
| 359 |
+
# 4-directional movement
|
| 360 |
+
for dr, dc in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
|
| 361 |
+
if is_scout:
|
| 362 |
+
# Scout: move multiple squares until blocked
|
| 363 |
+
distance = 1
|
| 364 |
+
while True:
|
| 365 |
+
new_row = row + dr * distance
|
| 366 |
+
new_col = col + dc * distance
|
| 367 |
+
if not (0 <= new_row < 6 and 0 <= new_col < 6):
|
| 368 |
+
break
|
| 369 |
+
if (new_row, new_col) in self.lakes:
|
| 370 |
+
break
|
| 371 |
+
|
| 372 |
+
target = self.board[new_row][new_col]
|
| 373 |
+
|
| 374 |
+
# Empty cell: can move, keep going
|
| 375 |
+
if target is None:
|
| 376 |
+
move_str = (
|
| 377 |
+
f"[{chr(row + 65)}{col} "
|
| 378 |
+
f"{chr(new_row + 65)}{new_col}]"
|
| 379 |
+
)
|
| 380 |
+
available_moves.append(move_str)
|
| 381 |
+
distance += 1
|
| 382 |
+
# Lake marker (string "~") – shouldn't normally happen, but be safe
|
| 383 |
+
elif target == "~":
|
| 384 |
+
break
|
| 385 |
+
# Enemy piece: can attack, but stop afterwards
|
| 386 |
+
elif isinstance(target, dict) and target["player"] != player_id:
|
| 387 |
+
move_str = (
|
| 388 |
+
f"[{chr(row + 65)}{col} "
|
| 389 |
+
f"{chr(new_row + 65)}{new_col}]"
|
| 390 |
+
)
|
| 391 |
+
available_moves.append(move_str)
|
| 392 |
+
break
|
| 393 |
+
# Own piece or anything else: blocked
|
| 394 |
+
else:
|
| 395 |
+
break
|
| 396 |
+
else:
|
| 397 |
+
# Normal piece: single-step move
|
| 398 |
+
new_row = row + dr
|
| 399 |
+
new_col = col + dc
|
| 400 |
+
if not (0 <= new_row < 6 and 0 <= new_col < 6):
|
| 401 |
+
continue
|
| 402 |
+
if (new_row, new_col) in self.lakes:
|
| 403 |
+
continue
|
| 404 |
+
|
| 405 |
+
target = self.board[new_row][new_col]
|
| 406 |
+
# Empty or enemy piece is allowed
|
| 407 |
+
if target is None or (
|
| 408 |
+
isinstance(target, dict) and target["player"] != player_id
|
| 409 |
+
):
|
| 410 |
+
move_str = (
|
| 411 |
+
f"[{chr(row + 65)}{col} "
|
| 412 |
+
f"{chr(new_row + 65)}{new_col}]"
|
| 413 |
+
)
|
| 414 |
+
available_moves.append(move_str)
|
| 415 |
+
|
| 416 |
+
# Save number of available moves into game_state
|
| 417 |
+
self.state.game_state[f"available_moves_p{player_id}"] = len(available_moves)
|
| 418 |
+
|
| 419 |
+
# Observation message: board in ``` block + move list
|
| 420 |
+
obs_msg = (
|
| 421 |
+
"Current Board:\n"
|
| 422 |
+
"```\n"
|
| 423 |
+
f"{self._render_board(player_id=player_id, full_board=False)}"
|
| 424 |
+
"```\n"
|
| 425 |
+
f"Available Moves: {', '.join(available_moves)}"
|
| 426 |
+
)
|
| 427 |
+
|
| 428 |
+
self.state.add_observation(
|
| 429 |
+
message=obs_msg, observation_type=ta.ObservationType.GAME_BOARD
|
| 430 |
+
)
|
| 431 |
+
|
| 432 |
+
def _render_board(self, player_id: Optional[int], full_board: bool = False) -> str:
|
| 433 |
+
"""
|
| 434 |
+
Render the 6x6 board as a text grid.
|
| 435 |
+
|
| 436 |
+
- Column header: 0 1 2 3 4 5
|
| 437 |
+
- Rows labeled A-F
|
| 438 |
+
- Lakes: ~
|
| 439 |
+
- Empty: .
|
| 440 |
+
- full_board=True → show all pieces with owner (P0 lower-case, P1 upper-case)
|
| 441 |
+
- full_board=False → fog of war (only show current player's ranks, others '?')
|
| 442 |
+
"""
|
| 443 |
+
BOARD_SIZE = 6
|
| 444 |
+
abbr = {
|
| 445 |
+
"Flag": "FL",
|
| 446 |
+
"Bomb": "BM",
|
| 447 |
+
"Spy": "SP",
|
| 448 |
+
"Scout": "SC",
|
| 449 |
+
"Miner": "MN",
|
| 450 |
+
"General": "GN",
|
| 451 |
+
"Marshal": "MS",
|
| 452 |
+
}
|
| 453 |
+
|
| 454 |
+
lines: List[str] = []
|
| 455 |
+
|
| 456 |
+
# Column headers with 3-character spacing
|
| 457 |
+
header = " " + " ".join(f"{i:>3}" for i in range(BOARD_SIZE))
|
| 458 |
+
lines.append(header + "\n")
|
| 459 |
+
|
| 460 |
+
for r in range(BOARD_SIZE):
|
| 461 |
+
row_label = chr(r + 65) # A-F
|
| 462 |
+
row_cells: List[str] = [f"{row_label:<3}"] # left aligned
|
| 463 |
+
|
| 464 |
+
for c in range(BOARD_SIZE):
|
| 465 |
+
if (r, c) in self.lakes:
|
| 466 |
+
cell = " ~ "
|
| 467 |
+
else:
|
| 468 |
+
cell_data = self.board[r][c]
|
| 469 |
+
if cell_data is None:
|
| 470 |
+
cell = " . "
|
| 471 |
+
elif cell_data == "~":
|
| 472 |
+
cell = " ~ "
|
| 473 |
+
else:
|
| 474 |
+
# piece dict
|
| 475 |
+
code = abbr.get(cell_data["rank"], "??")
|
| 476 |
+
owner = cell_data["player"]
|
| 477 |
+
|
| 478 |
+
if full_board:
|
| 479 |
+
# P0 lower-case, P1 upper-case for debugging
|
| 480 |
+
cell = f" {code.lower() if owner == 0 else code.upper()} "
|
| 481 |
+
else:
|
| 482 |
+
# Fog of war
|
| 483 |
+
if player_id is not None and owner == player_id:
|
| 484 |
+
cell = f" {code.upper()} "
|
| 485 |
+
else:
|
| 486 |
+
cell = " ? "
|
| 487 |
+
row_cells.append(cell)
|
| 488 |
+
|
| 489 |
+
lines.append("".join(row_cells) + "\n")
|
| 490 |
+
|
| 491 |
+
return "".join(lines)
|
| 492 |
+
|
| 493 |
+
# -------------------------------------------------------------------------
|
| 494 |
+
# Game logic helpers
|
| 495 |
+
# -------------------------------------------------------------------------
|
| 496 |
+
def _populate_board(self) -> List[List[Optional[Dict[str, Any]]]]:
|
| 497 |
+
"""
|
| 498 |
+
Place all pieces on the board for both players.
|
| 499 |
+
|
| 500 |
+
- Player 0: rows 0-1
|
| 501 |
+
- Player 1: rows 4-5
|
| 502 |
+
- Flag placed randomly in those rows
|
| 503 |
+
- Bombs placed preferably around the Flag
|
| 504 |
+
- Remaining pieces placed randomly in own rows (not on lakes)
|
| 505 |
+
"""
|
| 506 |
+
for player in range(2):
|
| 507 |
+
rows = range(0, 2) if player == 0 else range(4, 6)
|
| 508 |
+
|
| 509 |
+
# 1) Place Flag
|
| 510 |
+
while True:
|
| 511 |
+
r = random.choice(list(rows))
|
| 512 |
+
c = random.randint(0, 5)
|
| 513 |
+
if (r, c) not in self.lakes and self.board[r][c] is None:
|
| 514 |
+
self.board[r][c] = {"rank": "Flag", "player": player}
|
| 515 |
+
self.player_pieces[player].append((r, c))
|
| 516 |
+
flag_pos = (r, c)
|
| 517 |
+
break
|
| 518 |
+
|
| 519 |
+
# 2) Place Bombs (prefer near Flag)
|
| 520 |
+
bombs_remaining = self.piece_counts["Bomb"]
|
| 521 |
+
for dr, dc in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
|
| 522 |
+
if bombs_remaining <= 0:
|
| 523 |
+
break
|
| 524 |
+
br = flag_pos[0] + dr
|
| 525 |
+
bc = flag_pos[1] + dc
|
| 526 |
+
if (
|
| 527 |
+
0 <= br < 6
|
| 528 |
+
and 0 <= bc < 6
|
| 529 |
+
and br in rows
|
| 530 |
+
and (br, bc) not in self.lakes
|
| 531 |
+
and self.board[br][bc] is None
|
| 532 |
+
):
|
| 533 |
+
self.board[br][bc] = {"rank": "Bomb", "player": player}
|
| 534 |
+
self.player_pieces[player].append((br, bc))
|
| 535 |
+
bombs_remaining -= 1
|
| 536 |
+
|
| 537 |
+
# 3) Build remaining piece list
|
| 538 |
+
all_pieces: List[str] = []
|
| 539 |
+
for rank, count in self.piece_counts.items():
|
| 540 |
+
if rank == "Flag":
|
| 541 |
+
continue
|
| 542 |
+
if rank == "Bomb":
|
| 543 |
+
# Only leftover bombs (if some not placed around flag)
|
| 544 |
+
if bombs_remaining > 0:
|
| 545 |
+
all_pieces.extend(["Bomb"] * bombs_remaining)
|
| 546 |
+
else:
|
| 547 |
+
all_pieces.extend([rank] * count)
|
| 548 |
+
|
| 549 |
+
# 4) Randomly place the remaining pieces
|
| 550 |
+
for rank in all_pieces:
|
| 551 |
+
while True:
|
| 552 |
+
r = random.choice(list(rows))
|
| 553 |
+
c = random.randint(0, 5)
|
| 554 |
+
if (r, c) not in self.lakes and self.board[r][c] is None:
|
| 555 |
+
self.board[r][c] = {"rank": rank, "player": player}
|
| 556 |
+
self.player_pieces[player].append((r, c))
|
| 557 |
+
break
|
| 558 |
+
|
| 559 |
+
# Mark lakes explicitly on the board
|
| 560 |
+
for r, c in self.lakes:
|
| 561 |
+
self.board[r][c] = "~"
|
| 562 |
+
|
| 563 |
+
return self.board
|
| 564 |
+
|
| 565 |
+
def _validate_move(self, pid: int, sr: int, sc: int, dr: int, dc: int) -> bool:
|
| 566 |
+
"""Check if a move from (sr, sc) to (dr, dc) by player pid is legal."""
|
| 567 |
+
# Bounds
|
| 568 |
+
if not (0 <= sr < 6 and 0 <= sc < 6 and 0 <= dr < 6 and 0 <= dc < 6):
|
| 569 |
+
return False
|
| 570 |
+
|
| 571 |
+
# Must move own piece
|
| 572 |
+
if self.board[sr][sc] is None or self.board[sr][sc]["player"] != pid:
|
| 573 |
+
return False
|
| 574 |
+
|
| 575 |
+
# Cannot move into lakes
|
| 576 |
+
if (dr, dc) in self.lakes:
|
| 577 |
+
return False
|
| 578 |
+
|
| 579 |
+
# Cannot capture own piece
|
| 580 |
+
if (
|
| 581 |
+
self.board[dr][dc] is not None
|
| 582 |
+
and self.board[dr][dc] != "~"
|
| 583 |
+
and isinstance(self.board[dr][dc], dict)
|
| 584 |
+
and self.board[dr][dc]["player"] == pid
|
| 585 |
+
):
|
| 586 |
+
return False
|
| 587 |
+
|
| 588 |
+
rank = self.board[sr][sc]["rank"]
|
| 589 |
+
|
| 590 |
+
# Bombs & Flags cannot move
|
| 591 |
+
if rank in ["Bomb", "Flag"]:
|
| 592 |
+
return False
|
| 593 |
+
|
| 594 |
+
# Scout: can move multiple squares in straight line
|
| 595 |
+
if rank == "Scout":
|
| 596 |
+
# Must be in same row or column
|
| 597 |
+
if sr != dr and sc != dc:
|
| 598 |
+
return False
|
| 599 |
+
# Path-blocking checks can be added here if desired.
|
| 600 |
+
# For now we assume _observe_current_state only generates valid paths.
|
| 601 |
+
return True
|
| 602 |
+
|
| 603 |
+
# Normal pieces: one-step orthogonal move
|
| 604 |
+
if abs(sr - dr) + abs(sc - dc) != 1:
|
| 605 |
+
return False
|
| 606 |
+
|
| 607 |
+
return True
|
| 608 |
+
|
| 609 |
+
def _check_winner(self) -> Optional[int]:
|
| 610 |
+
"""
|
| 611 |
+
Check if a player has no movable pieces left.
|
| 612 |
+
Returns:
|
| 613 |
+
- 0 or 1 if that player has WON
|
| 614 |
+
- None otherwise
|
| 615 |
+
"""
|
| 616 |
+
for p in range(2):
|
| 617 |
+
# If player p has NO movable pieces, opponent wins
|
| 618 |
+
if not self._has_movable_pieces(p):
|
| 619 |
+
return 1 - p
|
| 620 |
+
return None
|
| 621 |
+
|
| 622 |
+
def _has_movable_pieces(self, pid: int) -> bool:
|
| 623 |
+
"""True if player pid has at least one non-Bomb/Flag piece on the board."""
|
| 624 |
+
for (r, c) in self.player_pieces[pid]:
|
| 625 |
+
cell = self.board[r][c]
|
| 626 |
+
if (
|
| 627 |
+
cell
|
| 628 |
+
and cell != "~"
|
| 629 |
+
and isinstance(cell, dict)
|
| 630 |
+
and cell["rank"] not in ["Bomb", "Flag"]
|
| 631 |
+
):
|
| 632 |
+
return True
|
| 633 |
+
return False
|
| 634 |
+
|
| 635 |
+
def _check_stalemate(self) -> bool:
|
| 636 |
+
"""Stalemate if neither player has any movable pieces."""
|
| 637 |
+
return not self._has_movable_pieces(0) and not self._has_movable_pieces(1)
|