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Update app.py
Browse files
app.py
CHANGED
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@@ -32,10 +32,8 @@ class GoGame:
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color = self.board[x, y]
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if color == 0:
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return set()
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-
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group = {(x, y)}
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frontier = [(x, y)]
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-
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while frontier:
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current = frontier.pop()
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for nx, ny in self.get_neighbors(*current):
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@@ -66,28 +64,23 @@ class GoGame:
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def is_valid_move(self, x, y):
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if self.board[x, y] != 0:
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return False
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-
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# Make a temporary move.
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self.board[x, y] = self.current_player
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valid = self.has_liberties(x, y)
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captures_enemy = self.capture_stones() > 0
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# Undo temporary move.
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self.board[x, y] = 0
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-
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return valid or captures_enemy
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def make_move(self, x, y):
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if not self.is_valid_move(x, y):
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return False
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-
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self.board[x, y] = self.current_player
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captured = self.capture_stones()
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-
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if self.current_player == 1:
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self.captured_white += captured
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else:
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self.captured_black += captured
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-
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self.last_move = (x, y)
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self.current_player *= -1
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return True
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@@ -96,18 +89,15 @@ class GoGame:
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empty_positions = list(zip(*np.where(self.board == 0)))
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if not empty_positions:
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return None
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-
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valid_moves = [pos for pos in empty_positions if self.is_valid_move(*pos)]
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if not valid_moves:
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return None
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-
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if difficulty == Difficulty.EASY:
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move = random.choice(valid_moves)
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elif difficulty == Difficulty.MEDIUM:
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move = self.medium_ai(valid_moves)
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else:
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move = self.hard_ai(valid_moves)
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-
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self.make_move(*move)
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return move
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@@ -130,7 +120,6 @@ class GoGame:
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self.board[move] = 0
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return move
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self.board[move] = 0
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-
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opponent = -self.current_player
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self.current_player = opponent
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for move in valid_moves:
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@@ -142,90 +131,49 @@ class GoGame:
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return move
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self.board[move] = 0
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self.current_player = -opponent
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-
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return self.medium_ai(valid_moves)
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def create_board_image(board, last_move=None, hover_pos=None):
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cell_size = 60
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margin = 40
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total_size = board.shape[0] * cell_size + 2 * margin
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-
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# Create wooden background.
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image = np.full((total_size, total_size, 3), [219, 179, 119], dtype=np.uint8)
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-
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# Draw grid with thicker lines.
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for i in range(board.shape[0]):
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cv2.line(image,
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-
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-
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(0, 0, 0),
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2)
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cv2.line(image,
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(margin, margin + i * cell_size),
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(total_size - margin, margin + i * cell_size),
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(0, 0, 0),
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2)
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-
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# Draw star points (hoshi).
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star_points = [(2, 2), (2, 6), (4, 4), (6, 2), (6, 6)]
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for point in star_points:
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cv2.circle(image,
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4,
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(0, 0, 0),
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-1,
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cv2.LINE_AA)
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-
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# Draw hover position indicator.
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if hover_pos:
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hover_row, hover_col = hover_pos
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center = (margin + hover_col * cell_size, margin + hover_row * cell_size)
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overlay = image.copy()
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# Draw a semi-transparent preview.
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cv2.circle(overlay, center, 23, (0, 0, 0), -1, cv2.LINE_AA)
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image = cv2.addWeighted(overlay, 0.5, image, 0.5, 0)
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cv2.circle(image, center, 23, (255, 255, 255), 1, cv2.LINE_AA)
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-
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# Draw stones with enhanced 3D effect.
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for i in range(board.shape[0]):
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for j in range(board.shape[1]):
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if board[i, j] != 0:
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center = (margin + j * cell_size, margin + i * cell_size)
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-
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# Shadow effect.
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cv2.circle(image,
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(center[0] + 2, center[1] + 2),
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23,
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(0, 0, 0),
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-1,
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cv2.LINE_AA)
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-
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# Stone.
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stone_color = (0, 0, 0) if board[i, j] == 1 else (255, 255, 255)
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cv2.circle(image, center, 23, stone_color, -1, cv2.LINE_AA)
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-
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8,
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(240, 240, 240),
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-1,
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cv2.LINE_AA)
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else: # Black stone highlight.
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cv2.circle(image,
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(center[0] - 5, center[1] - 5),
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8,
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(40, 40, 40),
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-1,
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cv2.LINE_AA)
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-
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# Highlight last move.
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if last_move:
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row, col = last_move
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center = (margin + col * cell_size, margin + row * cell_size)
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cv2.circle(image, center, 5, (255, 0, 0), -1, cv2.LINE_AA)
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-
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return Image.fromarray(image)
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class GradioGoGame:
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@@ -233,47 +181,35 @@ class GradioGoGame:
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self.game = GoGame()
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self.difficulty = Difficulty.EASY
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self.hover_pos = None
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-
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def process_click(self, evt: gr.SelectData
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cell_size = 60
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margin = 40
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-
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# evt.index returns pixel coordinates as (x, y).
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# Convert to board coordinates:
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col = round((evt.index[0] - margin) / cell_size)
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row = round((evt.index[1] - margin) / cell_size)
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-
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if not (0 <= row < self.game.size and 0 <= col < self.game.size):
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return create_board_image(self.game.board, self.game.last_move), "Invalid click position"
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-
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self.difficulty = Difficulty(difficulty)
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-
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if not self.game.make_move(row, col):
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return create_board_image(self.game.board, self.game.last_move), "Invalid move (occupied or suicide)"
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-
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# AI Move.
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ai_move = self.game.ai_move(self.difficulty)
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if ai_move is None:
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return create_board_image(self.game.board, self.game.last_move), "Game Over"
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-
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status = f"Black captures: {self.game.captured_white} | White captures: {self.game.captured_black}"
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return create_board_image(self.game.board, self.game.last_move), f"AI moved to: {ai_move}\n{status}"
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-
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def update_hover(self, evt: gr.SelectData):
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cell_size = 60
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margin = 40
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-
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# Convert pixel position to board coordinates.
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col = round((evt.index[0] - margin) / cell_size)
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row = round((evt.index[1] - margin) / cell_size)
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-
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if 0 <= row < self.game.size and 0 <= col < self.game.size:
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self.hover_pos = (row, col)
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else:
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self.hover_pos = None
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-
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return create_board_image(self.game.board, self.game.last_move, self.hover_pos)
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-
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def reset_game(self):
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self.game = GoGame()
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self.hover_pos = None
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def create_interface():
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game = GradioGoGame()
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-
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with gr.Blocks(theme=gr.themes.Soft()) as interface:
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gr.Markdown("""
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# Go Game vs AI
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@@ -292,7 +227,6 @@ def create_interface():
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- Capture enemy stones by surrounding them.
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- Stones must have liberties (empty adjacent points) to survive.
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""")
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-
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with gr.Row():
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with gr.Column(scale=2):
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board_output = gr.Image(
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@@ -308,7 +242,6 @@ def create_interface():
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value="Click on an intersection to place a stone",
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lines=2
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)
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-
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with gr.Column(scale=1):
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difficulty = gr.Radio(
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choices=[d.value for d in Difficulty],
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@@ -316,26 +249,22 @@ def create_interface():
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label="AI Difficulty"
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)
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reset_btn = gr.Button("Reset Game", variant="secondary")
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-
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# Use .select() for click events on the interactive image.
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board_output.select(
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game.process_click,
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-
inputs=[
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outputs=[board_output, msg_output]
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)
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-
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# Use .mousemove() for hover updates (if supported by your Gradio version).
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board_output.mousemove(
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game.update_hover,
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inputs=board_output,
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outputs=board_output
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)
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reset_btn.click(
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game.reset_game,
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outputs=[board_output, msg_output]
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)
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-
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return interface
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if __name__ == "__main__":
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color = self.board[x, y]
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if color == 0:
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return set()
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group = {(x, y)}
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frontier = [(x, y)]
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while frontier:
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current = frontier.pop()
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for nx, ny in self.get_neighbors(*current):
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def is_valid_move(self, x, y):
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if self.board[x, y] != 0:
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return False
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# Make a temporary move.
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self.board[x, y] = self.current_player
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valid = self.has_liberties(x, y)
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captures_enemy = self.capture_stones() > 0
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# Undo temporary move.
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self.board[x, y] = 0
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return valid or captures_enemy
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def make_move(self, x, y):
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if not self.is_valid_move(x, y):
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return False
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self.board[x, y] = self.current_player
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captured = self.capture_stones()
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if self.current_player == 1:
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self.captured_white += captured
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else:
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self.captured_black += captured
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self.last_move = (x, y)
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self.current_player *= -1
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return True
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empty_positions = list(zip(*np.where(self.board == 0)))
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if not empty_positions:
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return None
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valid_moves = [pos for pos in empty_positions if self.is_valid_move(*pos)]
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if not valid_moves:
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return None
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if difficulty == Difficulty.EASY:
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move = random.choice(valid_moves)
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elif difficulty == Difficulty.MEDIUM:
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move = self.medium_ai(valid_moves)
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else:
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move = self.hard_ai(valid_moves)
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self.make_move(*move)
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return move
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self.board[move] = 0
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return move
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self.board[move] = 0
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opponent = -self.current_player
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self.current_player = opponent
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for move in valid_moves:
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return move
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self.board[move] = 0
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self.current_player = -opponent
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return self.medium_ai(valid_moves)
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def create_board_image(board, last_move=None, hover_pos=None):
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cell_size = 60
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margin = 40
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total_size = board.shape[0] * cell_size + 2 * margin
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# Create wooden background.
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image = np.full((total_size, total_size, 3), [219, 179, 119], dtype=np.uint8)
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+
# Draw grid.
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for i in range(board.shape[0]):
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cv2.line(image, (margin + i * cell_size, margin), (margin + i * cell_size, total_size - margin), (0, 0, 0), 2)
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cv2.line(image, (margin, margin + i * cell_size), (total_size - margin, margin + i * cell_size), (0, 0, 0), 2)
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+
# Draw star points.
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star_points = [(2, 2), (2, 6), (4, 4), (6, 2), (6, 6)]
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for point in star_points:
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+
cv2.circle(image, (margin + point[1] * cell_size, margin + point[0] * cell_size), 4, (0, 0, 0), -1, cv2.LINE_AA)
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# Draw hover indicator, if any.
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if hover_pos:
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hover_row, hover_col = hover_pos
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center = (margin + hover_col * cell_size, margin + hover_row * cell_size)
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overlay = image.copy()
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cv2.circle(overlay, center, 23, (0, 0, 0), -1, cv2.LINE_AA)
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image = cv2.addWeighted(overlay, 0.5, image, 0.5, 0)
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cv2.circle(image, center, 23, (255, 255, 255), 1, cv2.LINE_AA)
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+
# Draw stones.
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for i in range(board.shape[0]):
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for j in range(board.shape[1]):
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if board[i, j] != 0:
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center = (margin + j * cell_size, margin + i * cell_size)
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# Shadow effect.
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cv2.circle(image, (center[0] + 2, center[1] + 2), 23, (0, 0, 0), -1, cv2.LINE_AA)
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stone_color = (0, 0, 0) if board[i, j] == 1 else (255, 255, 255)
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cv2.circle(image, center, 23, stone_color, -1, cv2.LINE_AA)
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# 3D highlight.
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if board[i, j] == -1:
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cv2.circle(image, (center[0] - 5, center[1] - 5), 8, (240, 240, 240), -1, cv2.LINE_AA)
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else:
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cv2.circle(image, (center[0] - 5, center[1] - 5), 8, (40, 40, 40), -1, cv2.LINE_AA)
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# Highlight last move.
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if last_move:
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row, col = last_move
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center = (margin + col * cell_size, margin + row * cell_size)
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cv2.circle(image, center, 5, (255, 0, 0), -1, cv2.LINE_AA)
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return Image.fromarray(image)
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class GradioGoGame:
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self.game = GoGame()
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self.difficulty = Difficulty.EASY
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self.hover_pos = None
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+
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+
def process_click(self, evt: gr.SelectData):
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cell_size = 60
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margin = 40
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# evt.index returns pixel coordinates as (x, y). Convert to board coordinates.
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col = round((evt.index[0] - margin) / cell_size)
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row = round((evt.index[1] - margin) / cell_size)
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if not (0 <= row < self.game.size and 0 <= col < self.game.size):
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return create_board_image(self.game.board, self.game.last_move), "Invalid click position"
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if not self.game.make_move(row, col):
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return create_board_image(self.game.board, self.game.last_move), "Invalid move (occupied or suicide)"
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# AI Move.
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ai_move = self.game.ai_move(self.difficulty)
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if ai_move is None:
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return create_board_image(self.game.board, self.game.last_move), "Game Over"
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status = f"Black captures: {self.game.captured_white} | White captures: {self.game.captured_black}"
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return create_board_image(self.game.board, self.game.last_move), f"AI moved to: {ai_move}\n{status}"
|
| 201 |
+
|
| 202 |
def update_hover(self, evt: gr.SelectData):
|
| 203 |
cell_size = 60
|
| 204 |
margin = 40
|
|
|
|
|
|
|
| 205 |
col = round((evt.index[0] - margin) / cell_size)
|
| 206 |
row = round((evt.index[1] - margin) / cell_size)
|
|
|
|
| 207 |
if 0 <= row < self.game.size and 0 <= col < self.game.size:
|
| 208 |
self.hover_pos = (row, col)
|
| 209 |
else:
|
| 210 |
self.hover_pos = None
|
|
|
|
| 211 |
return create_board_image(self.game.board, self.game.last_move, self.hover_pos)
|
| 212 |
+
|
| 213 |
def reset_game(self):
|
| 214 |
self.game = GoGame()
|
| 215 |
self.hover_pos = None
|
|
|
|
| 217 |
|
| 218 |
def create_interface():
|
| 219 |
game = GradioGoGame()
|
|
|
|
| 220 |
with gr.Blocks(theme=gr.themes.Soft()) as interface:
|
| 221 |
gr.Markdown("""
|
| 222 |
# Go Game vs AI
|
|
|
|
| 227 |
- Capture enemy stones by surrounding them.
|
| 228 |
- Stones must have liberties (empty adjacent points) to survive.
|
| 229 |
""")
|
|
|
|
| 230 |
with gr.Row():
|
| 231 |
with gr.Column(scale=2):
|
| 232 |
board_output = gr.Image(
|
|
|
|
| 242 |
value="Click on an intersection to place a stone",
|
| 243 |
lines=2
|
| 244 |
)
|
|
|
|
| 245 |
with gr.Column(scale=1):
|
| 246 |
difficulty = gr.Radio(
|
| 247 |
choices=[d.value for d in Difficulty],
|
|
|
|
| 249 |
label="AI Difficulty"
|
| 250 |
)
|
| 251 |
reset_btn = gr.Button("Reset Game", variant="secondary")
|
| 252 |
+
# Update difficulty when the radio value changes.
|
| 253 |
+
def update_difficulty(value):
|
| 254 |
+
game.difficulty = Difficulty(value)
|
| 255 |
+
return value
|
| 256 |
+
difficulty.change(update_difficulty, inputs=[difficulty], outputs=[difficulty])
|
| 257 |
# Use .select() for click events on the interactive image.
|
| 258 |
board_output.select(
|
| 259 |
game.process_click,
|
| 260 |
+
inputs=[], # No additional inputs: the event data is passed automatically.
|
| 261 |
outputs=[board_output, msg_output]
|
| 262 |
)
|
| 263 |
+
# (Removed mousemove event since gr.Image doesn't support it in your version.)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 264 |
reset_btn.click(
|
| 265 |
game.reset_game,
|
| 266 |
outputs=[board_output, msg_output]
|
| 267 |
)
|
|
|
|
| 268 |
return interface
|
| 269 |
|
| 270 |
if __name__ == "__main__":
|