Rename ai_server.py to game_logic.py
Browse files- ai_server.py +0 -6
- game_logic.py +188 -0
ai_server.py
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from flask import Flask
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app = Flask(__name__)
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@app.route('/')
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def hello():
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return "Minimal Flask App Test"
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game_logic.py
ADDED
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# game_logic.py
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import numpy as np
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import random
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import math
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# --- PARSING ---
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def parse_board_hex(hex_string: str) -> np.ndarray:
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"""Converts 16-char hex string (exponents) to 4x4 numpy array (values)."""
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if len(hex_string) != 16:
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raise ValueError("Board string must be 16 characters long")
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board = np.zeros((4, 4), dtype=int)
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for i, char in enumerate(hex_string):
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exponent = int(char, 16)
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value = 0
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if exponent > 0:
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# handle potential float issues with 2**exp for large numbers
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value = 1 << exponent # 2**exponent
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row, col = divmod(i, 4)
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board[row, col] = value
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return board
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def get_empty_cells(board: np.ndarray):
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"""Returns a list of (row, col) tuples for empty cells."""
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return list(zip(*np.where(board == 0)))
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# --- MOVE LOGIC ---
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# Core idea: implement move_left, all others are transformations
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def _compress(row):
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"""Move all non-zero tiles to the left."""
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new_row = [i for i in row if i != 0]
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new_row.extend([0] * (4 - len(new_row)))
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return new_row
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def _merge(row):
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"""Merge identical adjacent tiles (left to right), returns new row and score gained."""
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score = 0
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new_row = list(row) # copy
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for i in range(3):
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if new_row[i] == new_row[i+1] and new_row[i] != 0:
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new_row[i] *= 2
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score += new_row[i]
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new_row[i+1] = 0
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return new_row, score
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def move_left(board: np.ndarray):
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"""Executes a left move, returns (new_board, changed, score_gained)."""
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new_board = np.zeros_like(board)
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total_score = 0
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changed = False
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for i in range(4):
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row = board[i]
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compressed_row = _compress(row)
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merged_row, score = _merge(compressed_row)
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final_row = _compress(merged_row) # Compress again after merge
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new_board[i] = final_row
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total_score += score
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if not np.array_equal(row, final_row):
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changed = True
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return new_board, changed, total_score
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# Transformations for other moves
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def _transpose(board):
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return np.transpose(board)
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def _reverse_rows(board):
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return np.array([row[::-1] for row in board])
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def move_right(board: np.ndarray):
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reversed_board = _reverse_rows(board)
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new_board, changed, score = move_left(reversed_board)
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return _reverse_rows(new_board), changed, score
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def move_up(board: np.ndarray):
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transposed_board = _transpose(board)
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new_board, changed, score = move_left(transposed_board)
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return _transpose(new_board), changed, score
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def move_down(board: np.ndarray):
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transposed_board = _transpose(board)
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new_board, changed, score = move_right(transposed_board) # Use move_right on transposed
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return _transpose(new_board), changed, score
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MOVE_MAP = {
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'u': move_up,
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'd': move_down,
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'l': move_left,
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'r': move_right,
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}
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DIRECTIONS = ['u', 'd', 'l', 'r']
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def get_possible_moves(board: np.ndarray):
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"""Returns a list of (direction_char, new_board, score) for all VALID moves."""
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possible = []
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for direction in DIRECTIONS:
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move_func = MOVE_MAP[direction]
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new_board, changed, score = move_func(board)
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if changed:
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possible.append({'dir': direction, 'board': new_board, 'score': score})
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return possible
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def is_game_over(board: np.ndarray):
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"""Check if any move is possible."""
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if get_empty_cells(board): # If there are empty cells, moves are possible
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return False
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# check if any adjacent tiles can merge
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for move_func in MOVE_MAP.values():
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_, changed, _ = move_func(board)
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if changed:
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return False
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return True # No empty cells and no merges possible
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# --- HEURISTIC EVALUATION ---
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# CRITICAL: A good AI needs a good heuristic!
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# Score alone is bad. Combine score, empty cells, smoothness, monotonicity.
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def evaluate_board(board: np.ndarray, score_gained:int=0) -> float:
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""" Assign a score to a board state. Higher is better."""
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empty_cells = len(get_empty_cells(board))
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if empty_cells == 0 and is_game_over(board):
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return -100000.0 # Severe penalty for game over
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# Simple heuristic: prioritise empty cells and add score
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# More complex: add penalties if large tiles are not in corners,
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# or if rows/cols are not monotonic (always increasing or decreasing)
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# or if adjacent tiles have large differences (smoothness)
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# Calculate smoothness penalty (difference between neighbours)
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smoothness_penalty = 0
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for r in range(4):
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for c in range(4):
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if board[r,c] > 0:
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log_val = math.log2(board[r,c])
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# Check right
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if c + 1 < 4 and board[r, c+1] > 0:
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smoothness_penalty += abs(log_val - math.log2(board[r, c+1]))
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# Check down
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if r + 1 < 4 and board[r+1, c] > 0:
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smoothness_penalty += abs(log_val - math.log2(board[r+1, c]))
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# Very basic Monotonicity (penalty if not increasing/decreasing)
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# This could be much more sophisticated (e.g., snake pattern)
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mono_penalty = 0
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# Columns
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for c in range(4):
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for r in range(3):
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if board[r,c] > 0 and board[r+1,c] > 0 and board[r+1,c] > board[r,c] : # decreasing down
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mono_penalty += math.log2(board[r+1,c]) - math.log2(board[r,c])
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# Could add check for increasing too
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# Rows
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for r in range(4):
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for c in range(3):
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if board[r,c] > 0 and board[r,c+1] > 0 and board[r, c+1] > board[r,c]: # decreasing right
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mono_penalty += math.log2(board[r,c+1]) - math.log2(board[r,c])
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# Could add check for increasing too
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# Max tile value bonus
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max_tile_bonus = math.log2(board.max()) if board.max() > 0 else 0
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# Weights - TUNE THESE!
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EMPTY_WEIGHT = 200.0
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SMOOTH_WEIGHT = 0.5
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MONO_WEIGHT = 1.5
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MAX_TILE_WEIGHT = 1.0
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# SCORE_WEIGHT = 1.0 # Using score directly can be misleading, prefer structural properties
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# Avoid log2(0) if board is all zero
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if board.max() == 0: return 0.0
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heuristic_score = (
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empty_cells * EMPTY_WEIGHT
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# + score_gained * SCORE_WEIGHT # score gained on the move leading here
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+ max_tile_bonus * MAX_TILE_WEIGHT
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- smoothness_penalty * SMOOTH_WEIGHT
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- mono_penalty * MONO_WEIGHT
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)
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return heuristic_score
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# Example usage for testing
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# if __name__ == "__main__":
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# b = parse_board_hex("0000000000100010")
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# print("Start:\n", b)
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# nb, ch, sc = move_up(b)
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# print("Up:\n", nb, ch, sc)
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# print("Score:", evaluate_board(nb, sc))
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# print("Possible:", [p['dir'] for p in get_possible_moves(b)])
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# print("GameOver:", is_game_over(parse_board_hex("123456789ABCDEFA")))
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