Update app.py
Browse files
app.py
CHANGED
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import gradio as gr
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from PIL import Image, ImageDraw, ImageFont
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import random
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import time
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return random.choice(valid) if valid else None
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def initialize_board():
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b = [[0]*8 for _ in range(8)]
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b[3][4], b[4][3] = -1, -1
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return b
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DIRECTIONS = [(-1,-1),(-1,0),(-1,1),(0,-1),(0,1),(1,-1),(1,0),(1,1)]
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def get_flips(board, r, c, p):
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if board[r][c] != 0: return []
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flips
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for dr,
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rr,
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while 0<=rr<8 and 0<=cc<8 and board[rr][cc]
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buf.append((rr,
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if buf and 0<=rr<8 and 0<=cc<8 and board[rr][cc]
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flips
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return flips
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def apply_move(board, r, c, p):
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f
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if not f: return False
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board[r][c]
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for rr,
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return True
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def count_score(board):
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b
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w
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return b,
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def board_to_image(board,
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draw.text((10,2),
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draw.text((size-
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# Board
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for r in range(8):
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for c in range(8):
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x0,
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x1,
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if board[r][c]==1:
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draw.ellipse([x0+4, y0+4, x1-4, y1-4], fill='white')
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if board[r][c]==-1:
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draw.ellipse([x0+4, y0+4, x1-4, y1-4], fill='black')
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# markers
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draw.
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return img
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if
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last_user = (r, c); player = -player
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yield board_to_image(board, last_user, last_ai, player), state
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else:
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yield board_to_image(board, last_user, last_ai, player), state
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return
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# AI
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yield board_to_image(board,
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time.sleep(2)
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ai_mv
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else:
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yield board_to_image(board, last_user, last_ai, player), (board, player, last_user, last_ai)
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with gr.Blocks() as demo:
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state
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demo.launch()
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import gradio as gr
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from PIL import Image, ImageDraw, ImageFont
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import random, time
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# Game logic as before
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DIRECTIONS = [(-1,-1),(-1,0),(-1,1),(0,-1),(0,1),(1,-1),(1,0),(1,1)]
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def initialize_board():
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b = [[0]*8 for _ in range(8)]
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b[3][4], b[4][3] = -1, -1
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return b
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def get_flips(board, r, c, p):
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if board[r][c] != 0: return []
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flips=[]
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for dr,dc in DIRECTIONS:
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rr,cc=r+dr,c+dc; buf=[]
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while 0<=rr<8 and 0<=cc<8 and board[rr][cc]==-p:
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buf.append((rr,cc)); rr+=dr; cc+=dc
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if buf and 0<=rr<8 and 0<=cc<8 and board[rr][cc]==p:
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flips+=buf
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return flips
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def apply_move(board, r, c, p):
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f=get_flips(board,r,c,p)
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if not f: return False
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board[r][c]=p
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for rr,cc in f: board[rr][cc]=p
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return True
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def choose_move(board, player):
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valid=[(r,c) for r in range(8) for c in range(8) if get_flips(board,r,c,player)]
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return random.choice(valid) if valid else None
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def count_score(board):
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b=sum(cell==-1 for row in board for cell in row)
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w=sum(cell==1 for row in board for cell in row)
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return b,w
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def is_game_over(board):
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if any(get_flips(board,r,c,p) for p in [-1,1] for r in range(8) for c in range(8)): return False
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return True
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# Image renderer
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FONT = ImageFont.truetype("arial.ttf", 24)
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def board_to_image(board, state):
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board, player, last_user, last_ai, history = state
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size=360; cell=size//8
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img=Image.new('RGB',(size,size+cell*2),'darkgreen')
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draw=ImageDraw.Draw(img)
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# Scoreboard top
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b,w=count_score(board)
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draw.rectangle([0,0,size,cell],fill='navy')
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draw.text((10,2),f"BLACK: {b}",font=FONT,fill='white')
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draw.text((size-160,2),f"WHITE: {w}",font=FONT,fill='white')
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# Game end highlight
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if is_game_over(board):
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winner = "Draw" if b==w else ("Black Wins" if b>w else "White Wins")
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draw.rectangle([0,cell,size,cell*2],fill='maroon')
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draw.text((size//2-80,cell+2),winner,font=FONT,fill='yellow')
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# Board
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for r in range(8):
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for c in range(8):
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x0,y0=c*cell,cell*2+r*cell; x1,y1=x0+cell,y0+cell
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draw.rectangle([x0,y0,x1,y1],outline='black')
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# candidate
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if board[r][c]==0 and get_flips(board,r,c,player):
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draw.ellipse([x0+cell*0.4,y0+cell*0.4,x0+cell*0.6,y0+cell*0.6],fill='yellow')
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if board[r][c]==1: draw.ellipse([x0+4,y0+4,x1-4,y1-4],fill='white')
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if board[r][c]==-1: draw.ellipse([x0+4,y0+4,x1-4,y1-4],fill='black')
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# markers
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for mark,clr in ((state[2],'red'),(state[3],'blue')):
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if mark:
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mr,mc=mark; x0,y0=mc*cell,cell*2+mr*cell; x1,y1=x0+cell,y0+cell
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draw.rectangle([x0,y0,x1,y1],outline=clr,width=4)
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# history display
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y=text_y=cell*2+8*cell+2
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for i,res in enumerate(history[-5:]):
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draw.text((10,y+i*(cell//2)),res,font=ImageFont.truetype("arial.ttf",16),fill='white')
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return img
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# Handlers
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def click_handler(evt,state):
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board,player,lu,la,history=state
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x,y=evt.index; cell=360//8; c,r=int(x//cell),int((y-cell*2)//cell)
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if 0<=r<8 and 0<=c<8 and not is_game_over(board):
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if apply_move(board,r,c,player): lu=(r,c); player=-player
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yield board_to_image(board,(board,player,lu,la,history)),(board,player,lu,la,history)
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if is_game_over(board):
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history.append(f"Game {len(history)+1}: {'Black' if count_score(board)[0]>count_score(board)[1] else 'White' if count_score(board)[1]>count_score(board)[0] else 'Draw'}")
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return
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# AI
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yield board_to_image(board,(board,player,lu,la,history)),(board,player,lu,la,history)
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time.sleep(2)
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ai_mv=choose_move(board,player)
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if ai_mv: apply_move(board,ai_mv[0],ai_mv[1],player); la=ai_mv; player=-player
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yield board_to_image(board,(board,player,lu,la,history)),(board,player,lu,la,history)
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def reset_handler():
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return initialize_board(),-1,None,None,[]
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with gr.Blocks() as demo:
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state=gr.State((initialize_board(),-1,None,None,[]))
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img=gr.Image(value=board_to_image(initialize_board(),(initialize_board(),-1,None,None,[])),interactive=True)
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new_btn=gr.Button("New Game")
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img.select(click_handler,inputs=[state],outputs=[img,state])
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new_btn.click(fn=reset_handler,outputs=[state,img])
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demo.launch()
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