Update app.py
Browse files
app.py
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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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# Constants
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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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#
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def initialize_board():
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board = [[0]*8 for _ in range(8)]
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board[3][3], board[4][4] = 1, 1
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board[3][4], board[4][3] = -1, -1
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return board
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# Get flips
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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
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flips.extend(buf)
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return flips
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# Apply move
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def apply_move(board, r, c, p):
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if not
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board[r][c] = p
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for rr, cc in
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board[rr][cc] = p
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return True
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# AI choose move
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def choose_move(board, p):
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return random.choice(
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# Count score
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def count_score(board):
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return
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# Check game over
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def is_game_over(board):
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return not any(get_flips(board,r,c,p) for p in (-1,1) for r in range(8) for c in range(8))
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#
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def board_to_image(board, state):
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board_state, player, last_user, last_ai = state
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size
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img = Image.new('RGB',
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draw = ImageDraw.Draw(img)
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# Scoreboard
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b, w = count_score(board_state)
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draw.text((10,
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draw.text((size-
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# Game end
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if is_game_over(board_state):
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#
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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, y1 = x0+cell, y0+cell
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draw.rectangle([x0,y0,x1,y1], outline='black')
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draw.ellipse([x0+4,y0+4,x1-4,y1-4], fill='white')
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elif
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draw.ellipse([x0+4,y0+4,x1-4,y1-4], fill='black')
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return img
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#
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def click_handler(evt, state):
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# state: (board, player, last_user, last_ai)
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if state is None:
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state = (initialize_board(), -1, None, None)
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board, player, last_user, last_ai = state
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x,
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if
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if not is_game_over(board):
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ai_mv = choose_move(board, player)
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if ai_mv:
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apply_move(board, ai_mv[0], ai_mv[1], player)
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last_ai = ai_mv
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player = -player
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return board_to_image(board, (board, player, last_user, last_ai)), (board, player, last_user, last_ai)
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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(),
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img.select(click_handler, inputs=[state], outputs=[img, 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
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time
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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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# Game logic
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def initialize_board():
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board = [[0]*8 for _ in range(8)]
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board[3][3], board[4][4] = 1, 1
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board[3][4], board[4][3] = -1, -1
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return board
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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, p):
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moves = [(r,c) for r in range(8) for c in range(8) if get_flips(board,r,c,p)]
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return random.choice(moves) if moves 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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return not any(get_flips(board,r,c,p) for p in (-1,1) for r in range(8) for c in range(8))
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# Rendering
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def board_to_image(board, state):
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board_state, player, last_user, last_ai = state
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size = 400; board_size = 360; cell = board_size//8
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img = Image.new('RGB',(size, size), 'darkgreen')
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draw = ImageDraw.Draw(img)
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# Load font
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try:
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font = ImageFont.truetype('arial.ttf', 24)
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except:
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font = ImageFont.load_default()
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# Scoreboard
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b, w = count_score(board_state)
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draw.text((10, 10), f"Black: {b}", font=font, fill='white')
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draw.text((size-150, 10), f"White: {w}", font=font, fill='white')
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# Winner display
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if is_game_over(board_state):
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result = 'DRAW' if b==w else ('BLACK WINS' if b>w else 'WHITE WINS')
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w_font = ImageFont.truetype('arial.ttf', 36) if hasattr(ImageFont, 'truetype') else font
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draw.text((size//2 - 100, size//2 - 18), result, font=w_font, fill='yellow')
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# Draw grid and stones
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offset = 40
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for r in range(8):
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for c in range(8):
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x0 = offset + c*cell
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y0 = offset + r*cell
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x1, y1 = x0+cell, y0+cell
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draw.rectangle([x0,y0,x1,y1], outline='black')
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val = board_state[r][c]
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if val == 1:
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draw.ellipse([x0+4,y0+4,x1-4,y1-4], fill='white')
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elif val == -1:
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draw.ellipse([x0+4,y0+4,x1-4,y1-4], fill='black')
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return img
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# Handlers
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def click_handler(evt: gr.SelectData, state):
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board, player, last_user, last_ai = state
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# Calculate cell
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x,y = evt.index; offset=40; cell=360//8
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c = int((x-offset)//cell); r = int((y-offset)//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): last_user=(r,c); player=-player
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# AI move after delay
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time.sleep(1)
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if not is_game_over(board):
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ai_mv = choose_move(board, player)
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if ai_mv:
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apply_move(board, ai_mv[0], ai_mv[1], player)
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last_ai = ai_mv; player=-player
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return board_to_image(board, (board, player, last_user, last_ai)), (board, player, last_user, last_ai)
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def reset_game():
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return (initialize_board(), -1, None, None)
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# UI
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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_game = gr.Button("New Game")
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img.select(click_handler, inputs=[state], outputs=[img, state])
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new_game.click(fn=lambda: (initialize_board(), -1, None, None), outputs=[state])
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demo.launch()
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