├── .gitignore
├── minimax.pickle
├── README.md
├── specific_games.py
├── move_sequence_draw.py
├── find_strategy_overlap.py
├── boardstates.py
├── minimax.py
├── audiovisualize.py
├── game_extrapolation.py
├── utils.py
├── draw_game_states.py
├── draw_states_tree.py
└── LICENSE.txt
/.gitignore:
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1 | .idea
2 | __pycache__
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/minimax.pickle:
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https://raw.githubusercontent.com/MarcTheSpark/TicTacToe/HEAD/minimax.pickle
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/README.md:
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1 | Tic-Tac-Toe Analysis and Music
2 | ------------------------------
3 |
4 | The official git repo for the videos "There are exactly 14 different games of Tic-Tac-Toe" and "Actually, maybe
5 | there's only one game of Tic-Tac-Toe".
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/specific_games.py:
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1 | import numpy as np
2 |
3 |
4 | start_game = np.array(
5 | [[[0, 0, 0],
6 | [0, 0, 0],
7 | [0, 0, 0]]]
8 | )
9 |
10 | start_with_center = np.array(
11 | [[[0, 0, 0],
12 | [0, 0, 0],
13 | [0, 0, 0]],
14 | [[0, 0, 0],
15 | [0, 1, 0],
16 | [0, 0, 0]]]
17 | )
18 |
19 | start_with_edge = np.array(
20 | [[[0, 0, 0],
21 | [0, 0, 0],
22 | [0, 0, 0]],
23 | [[0, 0, 0],
24 | [1, 0, 0],
25 | [0, 0, 0]]]
26 | )
27 |
28 | start_with_corner = np.array(
29 | [[[0, 0, 0],
30 | [0, 0, 0],
31 | [0, 0, 0]],
32 | [[1, 0, 0],
33 | [0, 0, 0],
34 | [0, 0, 0]]]
35 | )
36 |
37 | start_with_corner_middle = np.array(
38 | [[[0, 0, 0],
39 | [0, 0, 0],
40 | [0, 0, 0]],
41 | [[1, 0, 0],
42 | [0, 0, 0],
43 | [0, 0, 0]],
44 | [[1, 0, 0],
45 | [0, -1, 0],
46 | [0, 0, 0]]]
47 | )
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/move_sequence_draw.py:
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1 | from game_extrapolation import extrapolate_all_games, remove_near_duplicates
2 | from specific_games import start_game
3 | from utils import flat_format
4 | import numpy as np
5 |
6 |
7 | games = extrapolate_all_games([start_game], prune_symmetrical=True, skill=4)
8 | games = remove_near_duplicates(games)
9 |
10 |
11 | flattened = [flat_format(x) for x in games]
12 | move_sequences = [[int(np.argwhere(array[i] != array[i-1])[0]) + 1 for i in range(1, len(array))]
13 | for array in flattened]
14 |
15 |
16 | all_moves = {}
17 | for move_sequence in move_sequences:
18 | current_move_dict = all_moves
19 | for move in move_sequence:
20 | if move not in current_move_dict:
21 | current_move_dict[move] = {}
22 | current_move_dict = current_move_dict[move]
23 |
24 |
25 | # -------------------------- Pygame script -------------------------------
26 |
27 | import pygame
28 |
29 | SCREEN_DIM = 1920, 1080
30 | MARGINS = 100, 100
31 |
32 | x_step = (SCREEN_DIM[0] - 2 * MARGINS[0]) / 8
33 | y_step = (SCREEN_DIM[1] - 2 * MARGINS[1]) / 8
34 |
35 |
36 | def draw_move_lines(screen, move_dict, origin=None):
37 | if origin:
38 | for x in move_dict:
39 | endpoint = origin[0] + x_step, MARGINS[1] + (x - 1) * y_step
40 | pygame.draw.line(screen, (255, 255, 255), origin, endpoint, 2)
41 | draw_move_lines(screen, move_dict[x], endpoint)
42 | else:
43 | for x in move_dict:
44 | draw_move_lines(screen, move_dict[x], (MARGINS[0], MARGINS[1] + (x - 1) * y_step))
45 |
46 |
47 | def main():
48 | # Initialize pygame
49 | pygame.init()
50 |
51 | # Set up the display
52 | screen = pygame.display.set_mode(SCREEN_DIM)
53 |
54 | # Set running to True to keep the window open
55 | running = True
56 | while running:
57 | for event in pygame.event.get():
58 | if event.type == pygame.QUIT:
59 | running = False
60 |
61 | # Fill the screen with a black color
62 | screen.fill((0, 0, 0))
63 |
64 | # Draw a single white line segment
65 | draw_move_lines(screen, all_moves)
66 |
67 | # Update the display
68 | pygame.display.flip()
69 |
70 | pygame.quit()
71 |
72 |
73 | if __name__ == "__main__":
74 | main()
75 |
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/find_strategy_overlap.py:
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1 | from boardstates import BoardStatesList
2 | from minimax import get_best_moves
3 | from game_extrapolation import find_winning_locations, find_win_setup_locations, find_open_locations
4 | import numpy as np
5 | from utils import square_format
6 |
7 |
8 | def get_heuristic_moves(current_board, skill=0):
9 | """
10 | Extrapolates next possible moves. If skill is 0, then any move is considered.
11 | If skill is 1, then we will at least take a win if it's available on our turn.
12 | If skill is 2, then we will avoid, if possible, giving our opponent a winning move.
13 | If skill is 3, then we try to set up a 2 in a row, if possible
14 | If skill is 4, then we try to do a fork if possible and if not try for 2 in a row
15 | If skill is 5, then we do any move that is included in skill=3 or a minimax move
16 | If skill is 6, then we do any move that is included in skill=4 or a minimax move
17 | If skill is 7, then we do pure minimax play
18 | """
19 |
20 | whose_turn = 1 if np.sum(current_board) % 2 == 0 else -1
21 |
22 | winning_moves = find_winning_locations(current_board)
23 | player_wins, opponent_wins = winning_moves if whose_turn == 1 else winning_moves[::-1]
24 |
25 | if skill >= 1 and len(player_wins) > 0:
26 | return player_wins
27 | elif skill >= 2 and len(opponent_wins) > 0:
28 | return opponent_wins
29 | elif skill >= 3:
30 | # using more "sophisticated" strategies
31 | if skill >= 7:
32 | # Perfect (minimax) skill (what does this mean exactly)
33 | return get_best_moves(current_board)
34 | elif skill >= 6:
35 | # Minimax
36 | minimax_next_moves = get_best_moves(current_board)
37 | # Heuristic (fork if we can)
38 | good_plays = find_win_setup_locations(current_board, whose_turn, only_the_best=True)
39 | # mix of minimax and heuristic
40 | return sorted(set(good_plays + minimax_next_moves))
41 | elif skill >= 5:
42 | # Minimax
43 | minimax_next_moves = get_best_moves(current_board)
44 | # Heuristic (fork if we can)
45 | good_plays = find_win_setup_locations(current_board, whose_turn, only_the_best=False)
46 | # mix of minimax and heuristic
47 | return sorted(set(good_plays + minimax_next_moves))
48 | else:
49 | good_plays = find_win_setup_locations(current_board, whose_turn, only_the_best=skill >= 4)
50 | if len(good_plays) > 0:
51 | return good_plays
52 | else:
53 | return find_open_locations(current_board)
54 | else:
55 | return find_open_locations(current_board)
56 |
57 |
58 | for state in BoardStatesList.complete().board_states[3]:
59 | heuristic_moves = set(get_heuristic_moves(square_format(state), 4))
60 | best_moves = set(get_best_moves(state))
61 | num_open_moves = len(find_open_locations(state))
62 | # union should not be everything, neither should be a subset of the other
63 | if best_moves.issubset(heuristic_moves) or heuristic_moves.issubset(best_moves) or len(heuristic_moves.union(best_moves)) == num_open_moves:
64 | continue
65 | print(state)
66 | print(heuristic_moves)
67 | print(best_moves)
68 | print("---")
69 |
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/boardstates.py:
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1 | from itertools import combinations
2 | import math
3 | import numpy as np
4 | from utils import square_format, tuple_format
5 |
6 |
7 | def get_all_rotations_and_reflections(board_state: tuple):
8 | board_state = square_format(board_state)
9 | return set(
10 | tuple_format(np.flip(np.rot90(board_state, rot, axes=(0, 1)), 1)) if flip
11 | else tuple_format(np.rot90(board_state, rot, axes=(0, 1)))
12 | for rot in range(4)
13 | for flip in range(2)
14 | )
15 |
16 |
17 | def get_standard_form(board_state):
18 | return min(get_all_rotations_and_reflections(board_state))
19 |
20 |
21 | def get_all_board_states_after_move_n(n):
22 | """
23 | Returns a list of board states after the nth move as a 9-tuple
24 | """
25 | board_states = []
26 | num_x_moves = math.ceil(n / 2)
27 | num_o_moves = n - num_x_moves
28 | for x_moves in combinations(range(1, 10), num_x_moves):
29 | remaining_moves = tuple(x for x in range(1, 10) if x not in x_moves)
30 | for o_moves in combinations(remaining_moves, num_o_moves):
31 | board_states.append(tuple(1 if i in x_moves else -1 if i in o_moves else 0 for i in range(1, 10)))
32 | return board_states
33 |
34 |
35 | class BoardStatesList:
36 |
37 | def __init__(self, board_states_after_each_move):
38 | self.board_states = [[tuple_format(board) for board in sorted(x)] for x in board_states_after_each_move]
39 | while len(self.board_states) < 10:
40 | self.board_states.append([])
41 |
42 | @classmethod
43 | def from_games(cls, games):
44 | """
45 | Get a list of all board states used in the given games.
46 | """
47 | used_states = [set() for _ in range(10)]
48 | for game in games:
49 | for i, state in enumerate(game):
50 | used_states[i].add(state)
51 | return cls(used_states)
52 |
53 | def standard_forms_only(self):
54 | """
55 | Returns a copy of the same board states list pruned to only contain the standard rotation/reflection
56 | of each board state.
57 | """
58 | return BoardStatesList([
59 | tuple(sorted(set(
60 | get_standard_form(board_state)
61 | for board_state in board_states_after_move_n
62 | )))
63 | for board_states_after_move_n in self.board_states
64 | ])
65 |
66 | def get_state_index(self, board_state):
67 | """Given a board state as a 9-tuple, returns its move number and index."""
68 | move_num = sum(abs(x) for x in board_state)
69 | this_move_states = self.board_states[move_num]
70 | try:
71 | return move_num, this_move_states.index(board_state)
72 | except ValueError:
73 | return None
74 |
75 | def index_sequence_to_board_sequence(self, state_sequence):
76 | return [self.board_states[i][state_num] for i, state_num in enumerate(state_sequence)]
77 |
78 | @classmethod
79 | def complete(cls):
80 | return cls([get_all_board_states_after_move_n(n) for n in range(10)])
81 |
82 | def sizes_per_move(self):
83 | return tuple(len(x) for x in self.board_states)
84 |
85 | def __repr__(self):
86 | return f"BoardStatesIndex({self.board_states})"
87 |
88 |
89 | if __name__ == '__main__':
90 | complete_index = BoardStatesList.complete()
91 | print(complete_index)
92 | print(complete_index.sizes_per_move())
93 | print(complete_index.standard_forms_only().sizes_per_move())
94 | print(complete_index.get_state_index((0, 0, 1, 0, -1, 0, 0, 0, 0)))
95 | print(get_standard_form((0, 0, 1, 0, -1, 0, 0, 0, 0)))
96 |
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/minimax.py:
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1 | import numpy as np
2 | import math
3 | import boardstates
4 | import pickle
5 | from functools import cache
6 | from utils import check_win, find_open_locations, square_format, tuple_format
7 |
8 |
9 | X_WIN_SCORE = 10
10 | O_WIN_SCORE = -10
11 | DRAW_SCORE = 0
12 |
13 |
14 | def get_board_score(board):
15 | if check_win(board, 1):
16 | return X_WIN_SCORE
17 | elif check_win(board, -1):
18 | return O_WIN_SCORE
19 | elif np.sum(np.abs(board)) == 9:
20 | return DRAW_SCORE
21 | else:
22 | return None
23 |
24 |
25 | def get_move_array(i, j, value):
26 | """Returns a 2d TTT board with all zeros except for value at coordinates i, j"""
27 | out = np.zeros((3, 3), dtype=int)
28 | out[i, j] = value
29 | return out
30 |
31 |
32 | @cache
33 | def minimax(current_board: tuple, current_player: int):
34 | """
35 | Takes a board as a 9-tuple and a player (1 or -1) and returns the score
36 | """
37 | if get_board_score(current_board) is not None:
38 | return get_board_score(current_board)
39 |
40 | current_board_square = square_format(current_board)
41 |
42 | if current_player == 1:
43 | # x is playing; we want to maximize score
44 | return max(minimax(tuple_format(current_board_square + get_move_array(i, j, 1)), -current_player)
45 | for (i, j) in find_open_locations(current_board_square))
46 | else:
47 | # O is playing; we want to maximize score
48 | return min(minimax(tuple_format(current_board_square + get_move_array(i, j, -1)), -current_player)
49 | for (i, j) in find_open_locations(current_board_square))
50 |
51 |
52 | def calc_best_moves(board, player):
53 | board = square_format(board)
54 | if player == 1:
55 | best_score = -math.inf
56 | best_moves = []
57 | for (i, j) in find_open_locations(board):
58 | next_board_tuple = tuple_format(board + get_move_array(i, j, player))
59 | board_score = minimax(next_board_tuple, -player)
60 | if board_score == best_score:
61 | best_moves.append(next_board_tuple)
62 | elif board_score > best_score:
63 | best_moves = [next_board_tuple]
64 | best_score = board_score
65 | else: # player == -1
66 | best_score = math.inf
67 | best_moves = []
68 | for (i, j) in find_open_locations(board):
69 | next_board_tuple = tuple_format(board + get_move_array(i, j, player))
70 | board_score = minimax(next_board_tuple, -player)
71 | if board_score == best_score:
72 | best_moves.append(next_board_tuple)
73 | elif board_score < best_score:
74 | best_moves = [next_board_tuple]
75 | best_score = board_score
76 |
77 | return best_moves
78 |
79 |
80 | def get_all_rotations_and_reflections(square_board):
81 | return [
82 | np.flip(np.rot90(square_board, rot, axes=(0, 1)), 1) if flip
83 | else np.rot90(square_board, rot, axes=(0, 1))
84 | for rot in range(4)
85 | for flip in range(2)
86 | ]
87 |
88 |
89 | if __name__ == '__main__':
90 | best_moves_dict = {}
91 | for i, states_after_move_n in enumerate(boardstates.BoardStatesList.complete().board_states):
92 | for state in tuple_format(states_after_move_n):
93 | best_moves_dict[state] = calc_best_moves(state, 1 if i % 2 == 0 else -1)
94 | with open('minimax.pickle', 'wb') as handle:
95 | pickle.dump(best_moves_dict, handle, protocol=pickle.HIGHEST_PROTOCOL)
96 |
97 | else:
98 | with open('minimax.pickle', 'rb') as handle:
99 | best_moves_dict = pickle.load(handle)
100 |
101 |
102 | def get_best_moves(board):
103 | board = tuple_format(board)
104 | next_moves = [np.array(next_board) for next_board in best_moves_dict[board]]
105 | next_move_indices = [int(np.where(next_move != board)[0]) for next_move in next_moves]
106 | return [divmod(x, 3) for x in next_move_indices]
107 |
108 |
109 | if __name__ == '__main__':
110 | print(get_best_moves((0, 1, 0, -1, 0, 0, 0, 0, 0)))
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/audiovisualize.py:
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1 | import pygame
2 | import numpy as np
3 | import time
4 | from specific_games import start_with_center, start_game
5 | from game_extrapolation import extrapolate_all_games, remove_near_duplicates
6 | from scamp import Session, wait, wait_for_children_to_finish
7 |
8 |
9 | the_20_games = extrapolate_all_games([start_with_center], skill=4)
10 | the_14_games = remove_near_duplicates(the_20_games)
11 | games = the_14_games
12 |
13 | # # One random game
14 | # game = np.array(
15 | # [[[0, 0, 0],
16 | # [0, 0, 0],
17 | # [0, 0, 0]],
18 | # [[0, 0, 0],
19 | # [1, 0, 0],
20 | # [0, 0, 0]],
21 | # [[0, 0, 0],
22 | # [1, -1, 0],
23 | # [0, 0, 0]],
24 | # [[0, 0, 0],
25 | # [1, -1, 0],
26 | # [0, 0, 1]],
27 | # [[0, -1, 0],
28 | # [1, -1, 0],
29 | # [0, 0, 1]],
30 | # [[0, -1, 0],
31 | # [1, -1, 0],
32 | # [0, 1, 1]],
33 | # [[0, -1, 0],
34 | # [1, -1, 0],
35 | # [-1, 1, 1]],
36 | # [[0, -1, 0],
37 | # [1, -1, 0],
38 | # [-1, 1, 1]]]
39 | # )
40 | # game_iter = iter([game])
41 |
42 |
43 | # # tons of games in random order
44 | # all_games = extrapolate_all_games([start_game], skill=2)
45 | # import random
46 | # random.shuffle(all_games)
47 | # game_iter = iter(all_games)
48 |
49 |
50 | # Initialize Pygame
51 | pygame.init()
52 |
53 | # Constants
54 | WIDTH, HEIGHT = 900, 900
55 | LINE_WIDTH = 10
56 | BOARD_ROWS, BOARD_COLS = 3, 3
57 | SQUARE_SIZE = WIDTH // BOARD_COLS
58 | WHITE = (255, 255, 255)
59 | BLACK = (0, 0, 0)
60 | O_COLOR = (0, 255, 0)
61 | X_COLOR = (255, 150, 50)
62 |
63 | # Set up the screen
64 | screen = pygame.display.set_mode((WIDTH, HEIGHT))
65 | pygame.display.set_caption("Tic Tac Toe Animation")
66 |
67 |
68 | def draw_board(x0, y0, width, height):
69 | square_size = width // BOARD_COLS
70 | screen.fill(BLACK, rect=(x0, y0, width, height))
71 | for row in range(1, BOARD_ROWS):
72 | pygame.draw.line(screen, WHITE, (x0, row * square_size), (width, row * square_size), LINE_WIDTH)
73 | for col in range(1, BOARD_COLS):
74 | pygame.draw.line(screen, WHITE, (col * square_size, y0), (col * square_size, height), LINE_WIDTH)
75 |
76 |
77 | def draw_xo(game_state, x0, y0, width, height, winning_line=None, winning_player=None):
78 | square_size = width // BOARD_COLS
79 | for row in range(BOARD_ROWS):
80 | for col in range(BOARD_COLS):
81 | center = (int(col * square_size + square_size // 2), int(row * square_size + square_size // 2))
82 | if game_state[row][col] == -1:
83 | color = O_COLOR if (winning_player == -1 and is_winning_square(row, col, winning_line)) else WHITE
84 | pygame.draw.circle(screen, color, center, square_size * 0.4, LINE_WIDTH)
85 | elif game_state[row][col] == 1:
86 | color = X_COLOR if (winning_player == 1 and is_winning_square(row, col, winning_line)) else WHITE
87 | margin = square_size * 0.1
88 | pygame.draw.line(screen, color, (col * square_size + margin, row * square_size + margin),
89 | (col * square_size + square_size - margin,
90 | row * square_size + square_size - margin), int(LINE_WIDTH * 1.2))
91 | pygame.draw.line(screen, color,
92 | (col * square_size + margin, row * square_size + square_size - margin),
93 | (col * square_size + square_size - margin, row * square_size + margin),
94 | int(LINE_WIDTH * 1.2))
95 |
96 |
97 | def check_winner(game_state):
98 | """
99 | Returns the coordinates of the start and end of the winning line, or (None, None) if no winning line
100 | Kinda a weird way of formatting this information?
101 | """
102 | # Check rows and columns
103 | for i in range(3):
104 | if abs(game_state[i, :].sum()) == 3: # Check rows
105 | return ((i, 0), (i, 2)), game_state[i, 0]
106 | if abs(game_state[:, i].sum()) == 3: # Check columns
107 | return ((0, i), (2, i)), game_state[0, i]
108 |
109 | # Check diagonals
110 | if abs(np.diag(game_state).sum()) == 3:
111 | return ((0, 0), (2, 2)), game_state[0, 0]
112 | if abs(np.diag(np.fliplr(game_state)).sum()) == 3:
113 | return ((0, 2), (2, 0)), game_state[0, 2]
114 |
115 | return None, None # No winner
116 |
117 |
118 | def is_winning_square(row, col, winning_line):
119 | """
120 | Checks if this square is on the given winning line.
121 | """
122 | if not winning_line:
123 | return False
124 | ((start_row, start_col), (end_row, end_col)) = winning_line
125 | if start_row == end_row: # Winning row
126 | return row == start_row
127 | elif start_col == end_col: # Winning column
128 | return col == start_col
129 | elif start_row < end_row and start_col < end_col: # Diagonal from top-left to bottom-right
130 | return row == col
131 | else: # Diagonal from top-right to bottom-left
132 | return row + col == 2
133 |
134 |
135 | s = Session().run_as_server()
136 | s.print_available_midi_output_devices()
137 | ohs = s.new_midi_part("midi through Port-0")
138 | exes = s.new_midi_part("midi through Port-1")
139 | ohs_long = s.new_midi_part("midi through Port-2")
140 | exes_long = s.new_midi_part("midi through Port-3")
141 |
142 |
143 | def coords_to_pitch(coords):
144 | return 70 - 4.98 * coords[1] + 3.86 * coords[0]
145 |
146 |
147 | def roll_chord(inst, pitches, volume=1, spacing=0.07, length=1):
148 | length_left = length
149 | for pitch in pitches:
150 | inst.play_note(pitch, volume, length_left, blocking=False)
151 | wait(spacing)
152 | length_left -= spacing
153 | wait_for_children_to_finish()
154 |
155 |
156 | def animate_game(all_games, frame_dur):
157 | last_state = None
158 | for game_state in all_games:
159 | winning_line, winning_player = check_winner(game_state)
160 | if last_state is not None:
161 | delta = game_state - last_state
162 | coords = list(zip(*np.where(delta != 0)))[0]
163 | if winning_line:
164 | inst = ohs_long if np.sum(delta) == -1 else exes_long
165 | coords1, coords3 = winning_line
166 | coords2 = ((coords1[0] + coords3[0]) / 2, (coords1[1] + coords3[1]) / 2)
167 | chord = [coords_to_pitch(coord) for coord in (coords1, coords2, coords3)]
168 | inst.play_chord(chord, [0.2, 1.0], frame_dur/3)
169 | # s.fork(roll_chord, (inst, chord, 0.7))
170 | else:
171 | inst = ohs if np.sum(delta) == -1 else exes
172 | inst.play_note(coords_to_pitch(coords), 0.6, frame_dur / 3)
173 | last_state = game_state
174 | draw_board(0, 0, WIDTH, HEIGHT)
175 | draw_xo(game_state, 0, 0, WIDTH, HEIGHT, winning_line, winning_player)
176 | pygame.display.update()
177 | time.sleep(frame_dur)
178 |
179 |
180 | for game in games:
181 | for event in pygame.event.get():
182 | if event.type == pygame.QUIT:
183 | break
184 |
185 | # Start the animation (adjust frame_dur as needed)
186 | animate_game(game, frame_dur=0.2)
187 | time.sleep(0.6)
188 |
189 | pygame.quit()
190 |
--------------------------------------------------------------------------------
/game_extrapolation.py:
--------------------------------------------------------------------------------
1 | """There are exactly 20 different* games of Tic-Tac-Toe"""
2 |
3 | import numpy as np
4 | from minimax import get_best_moves
5 | from utils import (find_open_locations, is_game_over, find_winning_locations, find_win_setup_locations, are_symmetrical,
6 | check_win_status, summarize_games, print_games_summary)
7 | from specific_games import start_game, start_with_center
8 |
9 |
10 | def extrapolate_one_step(game, skill=0):
11 | """
12 | Extrapolates next possible moves. If skill is 0, then any move is considered.
13 | If skill is 1, then we will at least take a win if it's available on our turn.
14 | If skill is 2, then we will avoid, if possible, giving our opponent a winning move.
15 | If skill is 3, then we try to set up a 2 in a row, if possible
16 | If skill is 4, then we try to do a fork if possible and if not try for 2 in a row
17 | If skill is 5, then we do any move that is included in skill=3 or a minimax move
18 | If skill is 6, then we do any move that is included in skill=4 or a minimax move
19 | If skill is 7, then we do pure minimax play
20 | """
21 | extrapolated = []
22 | # Determine whose turn it is (1 for O's turn, -1 for X's turn)
23 | current_board = game[-1]
24 | whose_turn = 1 if np.sum(current_board) % 2 == 0 else -1
25 |
26 | winning_moves = find_winning_locations(current_board)
27 | player_wins, opponent_wins = winning_moves if whose_turn == 1 else winning_moves[::-1]
28 |
29 | if skill >= 1 and len(player_wins) > 0:
30 | next_moves = player_wins
31 | elif skill >= 2 and len(opponent_wins) > 0:
32 | next_moves = opponent_wins
33 | elif skill >= 3:
34 | # using more "sophisticated" strategies
35 | if skill >= 7:
36 | # Perfect (minimax) skill (what does this mean exactly)
37 | next_moves = get_best_moves(current_board)
38 | elif skill >= 6:
39 | # Minimax
40 | minimax_next_moves = get_best_moves(current_board)
41 | # Heuristic (fork if we can)
42 | good_plays = find_win_setup_locations(current_board, whose_turn, only_the_best=True)
43 | # mix of minimax and heuristic
44 | next_moves = sorted(set(good_plays + minimax_next_moves))
45 | elif skill >= 5:
46 | # Minimax
47 | minimax_next_moves = get_best_moves(current_board)
48 | # Heuristic (fork if we can)
49 | good_plays = find_win_setup_locations(current_board, whose_turn, only_the_best=False)
50 | # mix of minimax and heuristic
51 | next_moves = sorted(set(good_plays + minimax_next_moves))
52 | else:
53 | good_plays = find_win_setup_locations(current_board, whose_turn, only_the_best=skill >= 4)
54 | if len(good_plays) > 0:
55 | next_moves = good_plays
56 | else:
57 | next_moves = find_open_locations(current_board)
58 | else:
59 | next_moves = find_open_locations(current_board)
60 |
61 |
62 | for i, j in next_moves:
63 | # Create a new board with the current move
64 | new_board = np.copy(current_board)
65 | new_board[i, j] = whose_turn
66 | # Create a new game state by adding the new board to the game history
67 | new_game = np.concatenate((game, [new_board]), axis=0)
68 | extrapolated.append(new_game)
69 | return extrapolated
70 |
71 |
72 | def prune_symmetrical_games(games_list):
73 | to_remove = set() # A set to keep track of indices of games to be removed
74 | n = len(games_list)
75 |
76 | for i in range(n):
77 | if i in to_remove:
78 | continue # Skip if this game is already marked for removal
79 |
80 | for j in range(i + 1, n):
81 | if j in to_remove:
82 | continue # Skip if the other game is already marked for removal
83 |
84 | if are_symmetrical(games_list[i], games_list[j]):
85 | to_remove.add(j) # Mark the symmetrical game for removal
86 |
87 | # Removing the marked games
88 | # Since removing by index can be tricky (as the list size changes), we'll do it in a reversed order
89 | for index in sorted(to_remove, reverse=True):
90 | del games_list[index]
91 |
92 | return games_list
93 |
94 |
95 | def extrapolate_all_games(unfinished_games, skill=0, prune_symmetrical=True, show_log=True):
96 |
97 | finished_games = []
98 |
99 | for game in reversed(unfinished_games):
100 | if is_game_over(game):
101 | unfinished_games.remove(game)
102 | finished_games.append(game)
103 |
104 | while len(unfinished_games) > 0:
105 | if show_log:
106 | print(f"PRE: {len(unfinished_games)}, {len(finished_games)}")
107 | unfinished_games = [
108 | extrapolated_game
109 | for game in unfinished_games
110 | for extrapolated_game in
111 | (prune_symmetrical_games(extrapolate_one_step(game, skill=skill))
112 | if prune_symmetrical else extrapolate_one_step(game, skill=skill))
113 | ]
114 | if show_log:
115 | print(f"EXTRAPOLATE: {len(unfinished_games)}, {len(finished_games)}")
116 | for i in reversed(range(len(unfinished_games))):
117 | if is_game_over(unfinished_games[i]):
118 | finished_games.append(unfinished_games[i])
119 | del unfinished_games[i]
120 | if show_log:
121 | print(f"PRUNE ENDED: {len(unfinished_games)}, {len(finished_games)}")
122 | return finished_games
123 |
124 |
125 | def remove_near_duplicates(games):
126 | """
127 | Remove games that are duplicates up until the last two moves.
128 |
129 | :param games: A list of 3D NumPy arrays representing Tic-Tac-Toe games.
130 | :return: A list of games with near duplicates removed.
131 | """
132 | indices_to_remove = set()
133 |
134 | for i in range(len(games)):
135 | if i in indices_to_remove:
136 | continue # Skip if this game is already marked for removal
137 |
138 | for j in range(i + 1, len(games)):
139 | if j in indices_to_remove:
140 | continue # Skip if the other game is already marked for removal
141 |
142 | # Compare the games up to the penultimate move
143 | game_i_slice = games[i][:-2, :, :]
144 | game_j_slice = games[j][:-2, :, :]
145 |
146 | if check_win_status(games[i]) == check_win_status(games[j]) and np.array_equal(game_i_slice, game_j_slice):
147 | indices_to_remove.add(j) # Mark the duplicate game for removal
148 |
149 | # Create a new list of unique games
150 | unique_games = [games[i] for i in range(len(games)) if i not in indices_to_remove]
151 |
152 | return unique_games
153 |
154 |
155 | if __name__ == '__main__':
156 | # 9! = 362880, but this doesn't account for games that end early
157 | print(len(extrapolate_all_games([start_game], prune_symmetrical=False)), "games in total") # 255168
158 | print(len(extrapolate_all_games([start_game])), "games in total") # 31896
159 | print(len(extrapolate_all_games([start_game], skill=1)), "games with idiotic moves removed") # 6956
160 | print(len(extrapolate_all_games([start_game], skill=2)), "games with dumb moves removed") # 2936
161 | print(len(extrapolate_all_games([start_game], skill=3)), "games with decent player") # 146
162 | print(len(extrapolate_all_games([start_game], skill=4)), "games with good player") # 102
163 | games = extrapolate_all_games([start_with_center], skill=4)
164 | games = remove_near_duplicates(games)
165 |
--------------------------------------------------------------------------------
/utils.py:
--------------------------------------------------------------------------------
1 | import numpy as np
2 |
3 |
4 | # ------------------ Formatting Utils ------------------------
5 |
6 |
7 | def flat_format(game_or_board: np.ndarray):
8 | if not isinstance(game_or_board, np.ndarray):
9 | game_or_board = np.array(game_or_board)
10 | if game_or_board.shape[-1:] == (9, ):
11 | return game_or_board
12 | else:
13 | return game_or_board.reshape(game_or_board.shape[:-2] + (9,))
14 |
15 |
16 | def square_format(game_or_board: np.ndarray):
17 | if not isinstance(game_or_board, np.ndarray):
18 | game_or_board = np.array(game_or_board)
19 | if game_or_board.shape[-2:] == (3, 3):
20 | return game_or_board
21 | else:
22 | return game_or_board.reshape(game_or_board.shape[:-1] + (3, 3))
23 |
24 |
25 | def ndarray_to_tuple(arr):
26 | if arr.ndim == 1:
27 | return tuple(arr)
28 | return tuple(ndarray_to_tuple(arr[i]) for i in range(len(arr)))
29 |
30 |
31 | def tuple_format(game_or_board):
32 | return ndarray_to_tuple(flat_format(game_or_board))
33 |
34 |
35 | # -------------------------- board utils ----------------------------
36 |
37 |
38 | def check_win(board, player):
39 | board = square_format(board)
40 | # Check rows, columns, and diagonals for a win
41 | for i in range(3):
42 | if all(board[i, :] == player) or all(board[:, i] == player):
43 | return True
44 | if all(np.diag(board) == player) or all(np.diag(np.fliplr(board)) == player):
45 | return True
46 | return False
47 |
48 |
49 | def find_open_locations(board):
50 | """Find coordinates of all the zeros for a square formatted board"""
51 | board = square_format(board)
52 | return [(i, j) for i in range(3) for j in range(3) if board[i, j] == 0]
53 |
54 |
55 | def check_win(board, player):
56 | board = square_format(board)
57 | # Check rows, columns, and diagonals for a win
58 | for i in range(3):
59 | if all(board[i, :] == player) or all(board[:, i] == player):
60 | return True
61 | if all(np.diag(board) == player) or all(np.diag(np.fliplr(board)) == player):
62 | return True
63 | return False
64 |
65 |
66 | def find_winning_locations(board):
67 | """
68 | Identify all O-win-locations and X-win-locations on a Tic-Tac-Toe board.
69 |
70 | :param board: A 3x3 NumPy array representing the Tic-Tac-Toe board.
71 | :return: Two lists containing the coordinates of winning locations for O and X.
72 | """
73 | board = square_format(board)
74 |
75 | o_wins = []
76 | x_wins = []
77 |
78 | for i, j in find_open_locations(board):
79 | if board[i, j] == 0:
80 | # Check for O win
81 | temp_board = np.copy(board)
82 | temp_board[i, j] = 1 # Place an O
83 | if check_win(temp_board, 1):
84 | o_wins.append((i, j))
85 |
86 | # Check for X win
87 | temp_board[i, j] = -1 # Place an X
88 | if check_win(temp_board, -1):
89 | x_wins.append((i, j))
90 |
91 | return o_wins, x_wins
92 |
93 |
94 | def find_win_setup_locations(board, player, only_the_best=False):
95 | setup_to_win = []
96 | threshold = 1
97 | for i, j in find_open_locations(board):
98 | # Check for O win
99 | temp_board = np.copy(board)
100 | temp_board[i, j] = player # Place an O
101 |
102 | index = 0 if player == 1 else 1
103 | num_win_locations = len(find_winning_locations(temp_board)[index])
104 | if num_win_locations >= threshold:
105 | if only_the_best and num_win_locations > threshold:
106 | threshold = num_win_locations # needs to be at least as good as the next best one
107 | setup_to_win.clear()
108 | setup_to_win.append((i, j))
109 | return setup_to_win
110 |
111 |
112 | # ---------------------------------- Game utils ------------------------------------------
113 |
114 |
115 | def are_symmetrical(game1, game2):
116 | """
117 | Check if two Tic-Tac-Toe games are rotationally or mirror symmetrical.
118 |
119 | :param game1: A 3D NumPy array representing the first Tic-Tac-Toe game (nx3x3).
120 | :param game2: A 3D NumPy array representing the second Tic-Tac-Toe game (nx3x3).
121 | :return: True if the games are symmetrical, False otherwise.
122 | """
123 | game1 = square_format(game1)
124 | game2 = square_format(game2)
125 |
126 | # Check if game lengths are different
127 | if game1.shape[0] != game2.shape[0]:
128 | return False
129 |
130 | # Check for direct, rotational, and mirror symmetry
131 | for k in range(0, 4): # Rotations of 90, 180, 270 degrees
132 | rotated_game2 = np.rot90(game2, k, axes=(1, 2))
133 | if np.array_equal(game1, rotated_game2) or \
134 | np.array_equal(game1, np.flip(rotated_game2, 2)):
135 | return True
136 |
137 | return False
138 |
139 |
140 | def is_valid_game(game):
141 | """
142 | Check if a Tic-Tac-Toe game is valid. (Probably not perfect.)
143 |
144 | :param game: A 3D NumPy array representing the Tic-Tac-Toe game (nx3x3).
145 | :return: True if the game is valid, False otherwise.
146 | """
147 | game = square_format(game)
148 |
149 | # Start with an empty board
150 | if not np.array_equal(game[0], np.zeros((3, 3))):
151 | return False
152 |
153 | for i in range(1, game.shape[0]):
154 | # Check the sum for odd and even turns
155 | if np.sum(game[i]) != i % 2:
156 | return False
157 |
158 | # Check that there is exactly one difference from the previous turn
159 | if np.sum(np.abs(game[i] - game[i - 1])) != 1:
160 | return False
161 |
162 | return True
163 |
164 |
165 | def check_win_status(game):
166 | """
167 | Check if a Tic-Tac-Toe game is over and if so, who won
168 |
169 | :param game: A 3D NumPy array representing a Tic-Tac-Toe game (nx3x3).
170 | :return: -1 if X's win, 1 if O's win, and 0 if draw; False if not over
171 | """
172 | game = square_format(game)
173 |
174 | last_board = game[-1]
175 | if check_win(last_board, 1):
176 | return 1 # O wins
177 | elif check_win(last_board, -1):
178 | return -1 # X wins
179 | elif np.sum(np.abs(last_board)) == 9:
180 | return 0 # draw
181 | else:
182 | return None # unfinished
183 |
184 |
185 | def is_game_over(game):
186 | """
187 | Check if a Tic-Tac-Toe game is over by examining the last frame.
188 |
189 | :param game: A 3D NumPy array representing a Tic-Tac-Toe game (nx3x3).
190 | :return: True if the game is over (win or draw), False otherwise.
191 | """
192 | game = square_format(game)
193 | return check_win_status(game) is not None
194 |
195 |
196 | def _find_differing_indices(tuple1, tuple2):
197 | return [i for i, (x, y) in enumerate(zip(tuple1, tuple2)) if x != y]
198 |
199 |
200 | def get_move_sequence(game):
201 | game = tuple_format(game)
202 | return tuple(_find_differing_indices(game[i], game[i+1])[0] for i in range(len(game) - 1))
203 |
204 | # ---------------------------------------- stats ----------------------------------------------
205 |
206 |
207 | def summarize_games(games):
208 | total_games = len(games)
209 | first_player_wins = len([x for x in games if check_win_status(x) == 1])
210 | second_player_wins = len([x for x in games if check_win_status(x) == -1])
211 | ties = len([x for x in games if check_win_status(x) == 0])
212 | return total_games, first_player_wins, second_player_wins, ties
213 |
214 |
215 | def print_games_summary(games):
216 | total_games, first_player_wins, second_player_wins, ties = summarize_games(games)
217 | print(f"{total_games} total games")
218 | print(f"First player wins {first_player_wins} games ({first_player_wins/total_games:.1%})")
219 | print(f"Second player wins {second_player_wins} games ({second_player_wins/total_games:.1%})")
220 | print(f"Tied {ties} games ({ties/total_games:.1%})")
--------------------------------------------------------------------------------
/draw_game_states.py:
--------------------------------------------------------------------------------
1 | import pygame
2 | import numpy as np
3 | from boardstates import BoardStatesList
4 | from utils import square_format
5 |
6 |
7 | pygame.init()
8 |
9 | WIDTH, HEIGHT = 1920, 1080
10 |
11 | screen = pygame.display.set_mode((WIDTH, HEIGHT), pygame.FULLSCREEN | pygame.HWSURFACE | pygame.DOUBLEBUF)
12 | pygame.display.set_caption("Tic Tac Toe States")
13 |
14 | clock = pygame.time.Clock()
15 |
16 | LINE_WIDTH = 12
17 | BOARD_ROWS, BOARD_COLS = 3, 3
18 | SQUARE_SIZE = WIDTH // BOARD_COLS
19 | WHITE = (255, 255, 255)
20 | BLACK = (0, 0, 0)
21 | O_COLOR = (0, 255, 0)
22 | X_COLOR = (255, 150, 50)
23 |
24 |
25 | def draw_board(x0, y0, width, height):
26 | square_size = width // BOARD_COLS
27 | screen.fill(BLACK, rect=(x0, y0, width, height))
28 | for row in range(1, BOARD_ROWS):
29 | pygame.draw.line(screen, WHITE, (x0, row * square_size), (width, row * square_size), LINE_WIDTH)
30 | for col in range(1, BOARD_COLS):
31 | pygame.draw.line(screen, WHITE, (col * square_size, y0), (col * square_size, height), LINE_WIDTH)
32 |
33 |
34 | def check_winner(game_state):
35 | """
36 | Returns the coordinates of the start and end of the winning line, or (None, None) if no winning line
37 | Kinda a weird way of formatting this information?
38 | """
39 | # Check rows and columns
40 | for i in range(3):
41 | if abs(game_state[i, :].sum()) == 3: # Check rows
42 | return ((i, 0), (i, 2)), game_state[i, 0]
43 | if abs(game_state[:, i].sum()) == 3: # Check columns
44 | return ((0, i), (2, i)), game_state[0, i]
45 |
46 | # Check diagonals
47 | if abs(np.diag(game_state).sum()) == 3:
48 | return ((0, 0), (2, 2)), game_state[0, 0]
49 | if abs(np.diag(np.fliplr(game_state)).sum()) == 3:
50 | return ((0, 2), (2, 0)), game_state[0, 2]
51 |
52 | return None, None # No winner
53 |
54 |
55 | def is_winning_square(row, col, winning_line):
56 | """
57 | Checks if this square is on the given winning line.
58 | """
59 | if not winning_line:
60 | return False
61 | ((start_row, start_col), (end_row, end_col)) = winning_line
62 | if start_row == end_row: # Winning row
63 | return row == start_row
64 | elif start_col == end_col: # Winning column
65 | return col == start_col
66 | elif start_row < end_row and start_col < end_col: # Diagonal from top-left to bottom-right
67 | return row == col
68 | else: # Diagonal from top-right to bottom-left
69 | return row + col == 2
70 |
71 |
72 | def draw_board(x0, y0, width, height):
73 | square_size = width // BOARD_COLS
74 | screen.fill((0, 0, 0), rect=(x0, y0, width, height))
75 | for row in range(1, BOARD_ROWS):
76 | pygame.draw.line(screen, WHITE, (x0, y0 + row * square_size), (x0 + width, y0 + row * square_size), LINE_WIDTH)
77 | for col in range(1, BOARD_COLS):
78 | pygame.draw.line(screen, WHITE, (x0 + col * square_size, y0), (x0 + col * square_size, y0 + height), LINE_WIDTH)
79 |
80 |
81 | def draw_xo(game_state, x0, y0, width, height, winning_line=None, winning_player=None):
82 | square_size = width // BOARD_COLS
83 | for row in range(BOARD_ROWS):
84 | for col in range(BOARD_COLS):
85 | center = (int(x0 + col * square_size + square_size // 2), int(y0 + row * square_size + square_size // 2))
86 | if game_state[row][col] == -1:
87 | color = O_COLOR if (winning_player == -1 and is_winning_square(row, col, winning_line)) else WHITE
88 | pygame.draw.circle(screen, color, center, square_size * 0.4, LINE_WIDTH)
89 | elif game_state[row][col] == 1:
90 | color = X_COLOR if (winning_player == 1 and is_winning_square(row, col, winning_line)) else WHITE
91 | margin = square_size * 0.1
92 | pygame.draw.line(screen, color, (x0 + col * square_size + margin, y0 + row * square_size + margin),
93 | (x0 + col * square_size + square_size - margin,
94 | y0 + row * square_size + square_size - margin), int(LINE_WIDTH * 1.2))
95 | pygame.draw.line(screen, color,
96 | (x0 + col * square_size + margin, y0 + row * square_size + square_size - margin),
97 | (x0 + col * square_size + square_size - margin, y0 + row * square_size + margin),
98 | int(LINE_WIDTH * 1.2))
99 |
100 |
101 | def calculate_image_positions(canvas_width, canvas_height, num_images, overall_padding, inter_rect_padding_percent):
102 | """
103 | From ChatGPT. overall_padding is in px, inter_rect_padding_percent is in % of rect_width
104 | """
105 | if not hasattr(overall_padding, '__len__'):
106 | overall_padding = (overall_padding, overall_padding)
107 |
108 | if len(overall_padding) < 4:
109 | overall_padding *= 2
110 |
111 | # Adjust canvas size for overall padding
112 | adj_width = canvas_width - overall_padding[0] - overall_padding[2]
113 | adj_height = canvas_height - overall_padding[1] - overall_padding[3]
114 |
115 | # Find the best fit for rows and columns
116 | best_layout = (0, 0)
117 | max_size = 0
118 | for rows in range(1, num_images + 1):
119 | cols = -(-num_images // rows) # Ceiling division
120 | if rows * cols >= num_images:
121 | # Calculate size considering inter-rectangle padding
122 | size = min(adj_width // cols,
123 | adj_height // rows)
124 | if size > max_size:
125 | max_size = size
126 | best_layout = (rows, cols)
127 |
128 | rows, cols = best_layout
129 | inter_rect_padding = inter_rect_padding_percent * max_size
130 | size = min((adj_width - (cols - 1) * inter_rect_padding) // cols,
131 | (adj_height - (rows - 1) * inter_rect_padding) // rows)
132 |
133 | # Centering adjustment
134 | total_width = cols * size + (cols - 1) * inter_rect_padding
135 | total_height = rows * size + (rows - 1) * inter_rect_padding
136 | start_x = overall_padding[0] + (adj_width - total_width) // 2
137 | start_y = overall_padding[1] + (adj_height - total_height) // 2
138 |
139 | # Generate coordinates for each image
140 | positions = []
141 | for i in range(num_images):
142 | row = i // cols
143 | col = i % cols
144 | x = start_x + col * (size + inter_rect_padding)
145 | y = start_y + row * (size + inter_rect_padding)
146 | positions.append((x, y, size, size))
147 |
148 | return positions
149 |
150 |
151 | font = pygame.font.Font(None, 80)
152 |
153 |
154 | def draw_states(which_move):
155 | global LINE_WIDTH
156 | screen.fill((0, 0, 0))
157 | states_to_draw = square_format(all_board_states.board_states[which_move])
158 |
159 | board_rects = calculate_image_positions(WIDTH, HEIGHT, len(states_to_draw), (150, 120, 150, 40), 0.1)
160 | LINE_WIDTH = max(1, int(12 * board_rects[0][3] / HEIGHT))
161 |
162 | text = font.render(f"Move {current_state} {len(all_board_states.board_states[current_state])} state" + ("s" if len(all_board_states.board_states[current_state]) > 1 else ""), True, (255, 255, 255))
163 | screen.blit(text, ((WIDTH - text.get_width()) / 2, 30))
164 |
165 | for board_state, rect in zip(states_to_draw, board_rects):
166 | draw_board(*rect)
167 | winning_line, winning_player = check_winner(board_state)
168 | draw_xo(board_state, *rect, winning_line, winning_player)
169 | pygame.display.update()
170 |
171 |
172 | all_board_states = BoardStatesList.complete().standard_forms_only()
173 | current_state = 0
174 | draw_states(current_state)
175 |
176 | running = True
177 | while running:
178 | for event in pygame.event.get():
179 | if event.type == pygame.QUIT:
180 | running = False
181 | # Check for keypress event
182 | if event.type == pygame.KEYDOWN:
183 | # Here you can check which key was pressed
184 | if event.key == pygame.K_ESCAPE:
185 | running = False # Exit the loop if ESC is pressed
186 | elif event.key == pygame.K_SPACE:
187 | current_state += 1
188 | try:
189 | draw_states(current_state)
190 | except IndexError:
191 | running = False
192 | break
193 | else:
194 | print(f"Key {pygame.key.name(event.key)} pressed")
195 |
196 | clock.tick(60)
197 |
--------------------------------------------------------------------------------
/draw_states_tree.py:
--------------------------------------------------------------------------------
1 | import dataclasses
2 |
3 | from boardstates import BoardStatesList, get_standard_form
4 | from game_extrapolation import (extrapolate_all_games, remove_near_duplicates, start_game, start_with_center,
5 | check_win_status)
6 | from utils import tuple_format, square_format, get_move_sequence
7 | import numpy as np
8 | import time
9 |
10 |
11 | FRAME_DUR = 0.18
12 |
13 | games = [tuple_format(game) for game in extrapolate_all_games([start_game], skill=7)]
14 | # Start with center truncated vs non-truncated is very interesting/revealing
15 |
16 | used_states = BoardStatesList.from_games(games)
17 | used_states_standard_forms = used_states.standard_forms_only()
18 |
19 | games_state_indices = [tuple(used_states_standard_forms.get_state_index(get_standard_form(board_state))[1]
20 | for board_state in game)
21 | for game in games]
22 |
23 | highlighted_games = [-1]
24 |
25 | # ---------------- Filter down games by paring down games that have the same standardized index sequence -------------
26 |
27 | pared_down_indices = []
28 | pared_down_games = []
29 | index_set = set()
30 |
31 | for game, state_index in zip(games, games_state_indices):
32 | if state_index not in index_set:
33 | pared_down_indices.append(state_index)
34 | pared_down_games.append(game)
35 | index_set.add(state_index)
36 |
37 | games_state_indices = pared_down_indices
38 | games = pared_down_games
39 |
40 | # --------------------------------- win statuses and game moves --------------------------------------
41 |
42 | game_win_statuses = [check_win_status(game) for game in games]
43 | game_move_sequences = [get_move_sequence(game) for game in games]
44 |
45 |
46 | # --------------------------------------- truncate ---------------------------------------------
47 |
48 | def truncate_sequences(game_sequences, game_results):
49 | prefix_map = {}
50 |
51 | # Step 1: Create initial prefix map
52 | for sequence, result in zip(game_sequences, game_results):
53 | for i in range(1, len(sequence) + 1):
54 | prefix = sequence[:i]
55 | if prefix in prefix_map:
56 | prefix_map[prefix].add(result)
57 | else:
58 | prefix_map[prefix] = {result}
59 |
60 | # Step 2: Truncate sequences
61 | truncated_sequences = {}
62 | for sequence, result in zip(game_sequences, game_results):
63 | for i in range(1, len(sequence) + 1):
64 | prefix = sequence[:i]
65 | if len(prefix_map[prefix]) == 1 and result in prefix_map[prefix]:
66 | truncated_sequences[prefix] = result
67 | break
68 |
69 | return truncated_sequences
70 |
71 |
72 | truncated_sequence_dict = truncate_sequences(games_state_indices, game_win_statuses)
73 |
74 | truncated_game_state_indices = list(truncated_sequence_dict.keys())
75 | truncated_game_win_statuses = list(truncated_sequence_dict.values())
76 | truncated_games = [used_states_standard_forms.index_sequence_to_board_sequence(truncated_game_state_index_sequence)
77 | for truncated_game_state_index_sequence in truncated_game_state_indices]
78 |
79 | original_game_stata_indices = games_state_indices
80 | original_game_win_statuses = game_win_statuses
81 | original_games = games
82 |
83 | # ------------------------------ pygame ----------------------------------
84 |
85 | import pygame
86 | import pygame.draw
87 |
88 | # Initialize Pygame
89 | pygame.init()
90 |
91 | # Get the screen resolution of your monitor
92 | infoObject = pygame.display.Info()
93 | SCREEN_WIDTH, SCREEN_HEIGHT = infoObject.current_w, infoObject.current_h
94 |
95 | WORLD_WIDTH, WORLD_HEIGHT = 16, 9
96 | CELL_SIZE = SCREEN_WIDTH / 16
97 |
98 | # Zoom and pan variables
99 | zoom = 1
100 | pan_x = 0
101 | pan_y = 0
102 |
103 |
104 | # --------------------- world drawing utilities ---------------------
105 |
106 | # Function to convert world coordinates to screen coordinates
107 | def world_to_screen(x, y):
108 | screen_x = x * CELL_SIZE * zoom + pan_x
109 | screen_y = y * CELL_SIZE * zoom + pan_y
110 | return int(screen_x), int(screen_y)
111 |
112 |
113 | def world_to_screen_width(width):
114 | return max(1, int(width * CELL_SIZE * zoom))
115 |
116 |
117 | # Wrapper for rect
118 | def world_rect(surface, color, world_rect, width=0, **kwargs):
119 | screen_rect = pygame.Rect(
120 | world_to_screen(world_rect[0], world_rect[1]),
121 | (world_rect[2] * CELL_SIZE * zoom, world_rect[3] * CELL_SIZE * zoom)
122 | )
123 | return pygame.draw.rect(surface, color, screen_rect, world_to_screen_width(width), **kwargs)
124 |
125 |
126 | # Wrapper for line
127 | def world_line(surface, color, start_pos, end_pos, width=1):
128 | screen_start = world_to_screen(*start_pos)
129 | screen_end = world_to_screen(*end_pos)
130 | return pygame.draw.line(surface, color, screen_start, screen_end, world_to_screen_width(width))
131 |
132 |
133 | # Wrapper for circle
134 | def world_circle(surface, color, center, radius, width=0, **kwargs):
135 | screen_center = world_to_screen(*center)
136 | screen_radius = radius * CELL_SIZE * zoom
137 | return pygame.draw.circle(surface, color, screen_center, screen_radius, world_to_screen_width(width), **kwargs)
138 |
139 |
140 | # Wrapper for ellipse
141 | def world_ellipse(surface, color, world_rect, width=0):
142 | # Convert the world rectangle to screen rectangle
143 | screen_rect = pygame.Rect(
144 | world_to_screen(world_rect[0], world_rect[1]),
145 | (world_rect[2] * CELL_SIZE * zoom, world_rect[3] * CELL_SIZE * zoom)
146 | )
147 | return pygame.draw.ellipse(surface, color, screen_rect, width)
148 |
149 |
150 | # Wrapper for polygon
151 | def world_polygon(surface, color, points, width=0, **kwargs):
152 | screen_points = [world_to_screen(*point) for point in points]
153 | return pygame.draw.polygon(surface, color, screen_points, world_to_screen_width(width), **kwargs)
154 |
155 | # ------------------ game animation -------------------------
156 |
157 | ORIGIN = 60, SCREEN_HEIGHT * 0.65 - 60
158 | WIDTH, HEIGHT = SCREEN_HEIGHT * 0.35, SCREEN_HEIGHT * 0.35
159 | LINE_WIDTH = 5
160 | BOARD_ROWS, BOARD_COLS = 3, 3
161 | SQUARE_SIZE = WIDTH // BOARD_COLS
162 | WHITE = (255, 255, 255)
163 | BLACK = (0, 0, 0)
164 | O_COLOR = (0, 255, 0)
165 | X_COLOR = (255, 150, 50)
166 |
167 |
168 | def draw_board(x0, y0, width, height):
169 | square_size = width // BOARD_COLS
170 | screen.fill((0, 0, 0), rect=(x0, y0, width, height))
171 | for row in range(1, BOARD_ROWS):
172 | pygame.draw.line(screen, WHITE, (x0, y0 + row * square_size), (x0 + width, y0 + row * square_size), LINE_WIDTH)
173 | for col in range(1, BOARD_COLS):
174 | pygame.draw.line(screen, WHITE, (x0 + col * square_size, y0), (x0 + col * square_size, y0 + height), LINE_WIDTH)
175 |
176 |
177 | def draw_xo(game_state, x0, y0, width, height, winning_line=None, winning_player=None):
178 | square_size = width // BOARD_COLS
179 | for row in range(BOARD_ROWS):
180 | for col in range(BOARD_COLS):
181 | center = (int(x0 + col * square_size + square_size // 2), int(y0 + row * square_size + square_size // 2))
182 | if game_state[row][col] == -1:
183 | color = O_COLOR if (winning_player == -1 and is_winning_square(row, col, winning_line)) else WHITE
184 | pygame.draw.circle(screen, color, center, square_size * 0.4, LINE_WIDTH)
185 | elif game_state[row][col] == 1:
186 | color = X_COLOR if (winning_player == 1 and is_winning_square(row, col, winning_line)) else WHITE
187 | margin = square_size * 0.1
188 | pygame.draw.line(screen, color, (x0 + col * square_size + margin, y0 + row * square_size + margin),
189 | (x0 + col * square_size + square_size - margin,
190 | y0 + row * square_size + square_size - margin), int(LINE_WIDTH * 1.2))
191 | pygame.draw.line(screen, color,
192 | (x0 + col * square_size + margin, y0 + row * square_size + square_size - margin),
193 | (x0 + col * square_size + square_size - margin, y0 + row * square_size + margin),
194 | int(LINE_WIDTH * 1.2))
195 |
196 |
197 | def check_winner(game_state):
198 | # Check rows and columns
199 | for i in range(3):
200 | if abs(game_state[i, :].sum()) == 3: # Check rows
201 | return ((i, 0), (i, 2)), game_state[i, 0]
202 | if abs(game_state[:, i].sum()) == 3: # Check columns
203 | return ((0, i), (2, i)), game_state[0, i]
204 |
205 | # Check diagonals
206 | if abs(np.diag(game_state).sum()) == 3:
207 | return ((0, 0), (2, 2)), game_state[0, 0]
208 | if abs(np.diag(np.fliplr(game_state)).sum()) == 3:
209 | return ((0, 2), (2, 0)), game_state[0, 2]
210 |
211 | return None, None # No winner
212 |
213 |
214 | def is_winning_square(row, col, winning_line):
215 | if not winning_line:
216 | return False
217 | ((start_row, start_col), (end_row, end_col)) = winning_line
218 | if start_row == end_row: # Winning row
219 | return row == start_row
220 | elif start_col == end_col: # Winning column
221 | return col == start_col
222 | elif start_row < end_row and start_col < end_col: # Diagonal from top-left to bottom-right
223 | return row == col
224 | else: # Diagonal from top-right to bottom-left
225 | return row + col == 2
226 |
227 |
228 | from scamp import *
229 |
230 | s = Session().run_as_server()
231 | ohs = s.new_midi_part("midi through Port-0")
232 | exes = s.new_midi_part("midi through Port-1")
233 | ohs_long = s.new_midi_part("midi through Port-2")
234 | exes_long = s.new_midi_part("midi through Port-3")
235 |
236 |
237 | def coords_to_pitch(coords):
238 | return 70 - 4.98 * coords[1] + 3.86 * coords[0]
239 |
240 |
241 | def roll_chord(inst, pitches, volume=1, spacing=0.07, length=1):
242 | length_left = length
243 | for pitch in pitches:
244 | inst.play_note(pitch, volume, length_left, blocking=False)
245 | wait(spacing)
246 | length_left -= spacing
247 | wait_for_children_to_finish()
248 |
249 |
250 | @dataclasses.dataclass
251 | class GameAnimation:
252 | game_state: np.ndarray
253 | winning_line: tuple
254 | winning_player: int
255 |
256 | def draw(self):
257 | draw_board(*ORIGIN, WIDTH, HEIGHT)
258 | draw_xo(self.game_state, *ORIGIN, WIDTH, HEIGHT, self.winning_line, self.winning_player)
259 |
260 | i, game_state_index = used_states_standard_forms.get_state_index(get_standard_form(self.game_state))
261 | num_states_this_move = used_states_standard_forms.sizes_per_move()[i]
262 | x_step, y_step = DRAW_BOX[2] / 9, DRAW_BOX[3] / num_states_this_move
263 | this_point = DRAW_BOX[0] + i * x_step, DRAW_BOX[1] + game_state_index * y_step
264 | world_ellipse(screen, (255, 255, 0), (this_point[0] - 0.07, this_point[1] - 0.07, 0.14, 0.14))
265 |
266 |
267 | game_animation: GameAnimation = None
268 |
269 |
270 | def animate_game(game, frame_dur):
271 | global game_animation
272 | last_state = None
273 | for game_state in game:
274 | winning_line, winning_player = check_winner(game_state)
275 | if last_state is not None:
276 | delta = game_state - last_state
277 | coords = list(zip(*np.where(delta != 0)))[0]
278 | if winning_line:
279 | inst = ohs_long if np.sum(delta) == -1 else exes_long
280 | coords1, coords3 = winning_line
281 | coords2 = ((coords1[0] + coords3[0]) / 2, (coords1[1] + coords3[1]) / 2)
282 | chord = [coords_to_pitch(coord) for coord in (coords1, coords2, coords3)]
283 | inst.play_chord(chord, [0.2, 1.0], frame_dur / 3)
284 | else:
285 | inst = ohs if np.sum(delta) == -1 else exes
286 | inst.play_note(coords_to_pitch(coords), 0.6, frame_dur / 3)
287 | game_animation = GameAnimation(game_state, winning_line, winning_player)
288 | last_state = game_state
289 |
290 | wait(frame_dur)
291 | wait(frame_dur * 2)
292 | game_animation = None
293 |
294 |
295 | # ------------------- line drawings ------------------------
296 |
297 | DRAW_BOX = (1, 0.5, 14, 8)
298 |
299 |
300 | def draw_game_state_sequence(state_sequence, surface, color=(255, 255, 255), cap_color=(255, 255, 255), width=0.02):
301 | last_point = None
302 | x_step = DRAW_BOX[2] / 9
303 | for i, (game_state_index, num_states_this_move) in enumerate(zip(state_sequence, used_states_standard_forms.sizes_per_move())):
304 | y_step = DRAW_BOX[3] / num_states_this_move
305 | this_point = DRAW_BOX[0] + i * x_step, DRAW_BOX[1] + game_state_index * y_step
306 | if last_point:
307 | world_line(surface, color, last_point, this_point, width=width)
308 | world_ellipse(surface, color, (this_point[0] - 0.03, this_point[1] - 0.03, 0.06, 0.06))
309 | last_point = this_point
310 | world_ellipse(surface, cap_color, (this_point[0] - 0.05, this_point[1] - 0.05, 0.1, 0.1))
311 |
312 |
313 | def draw_games(screen):
314 | highlights = []
315 | for i, (this_game_indices, win_status) in enumerate(zip(games_state_indices, game_win_statuses)):
316 | cap_color = (255, 150, 50) if win_status == 1 else \
317 | (0, 255, 0) if win_status == -1 else \
318 | (255, 255, 255)
319 | if i in highlighted_games:
320 | highlights.append((i, (this_game_indices, win_status)))
321 | continue
322 | draw_game_state_sequence(this_game_indices, screen, cap_color=cap_color, width=0.005)
323 |
324 | for i, (this_game_indices, win_status) in highlights:
325 | cap_color = (255, 150, 50) if win_status == 1 else \
326 | (0, 255, 0) if win_status == -1 else \
327 | (255, 255, 255)
328 | draw_game_state_sequence(this_game_indices, screen, color=(255, 255, 0), cap_color=cap_color, width=0.02)
329 |
330 |
331 | # ------------------- pygame main ---------------------------
332 |
333 | clock = pygame.time.Clock()
334 |
335 | # Set up the display
336 | screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.FULLSCREEN | pygame.HWSURFACE | pygame.DOUBLEBUF)
337 |
338 | KEY_REPEAT_DELAY = 500
339 | KEY_REPEAT_INTERVAL = 100
340 | key_repeat_countdown = None
341 |
342 | # Main loop
343 | running = True
344 | while running:
345 | for event in pygame.event.get():
346 | if event.type == pygame.QUIT:
347 | running = False
348 |
349 | elif event.type == pygame.MOUSEWHEEL:
350 | if pygame.key.get_mods() & pygame.KMOD_CTRL:
351 | # Capture the current mouse position
352 | mouse_x, mouse_y = pygame.mouse.get_pos()
353 |
354 | # Convert mouse position to world coordinates before zoom
355 | world_mouse_x_before = (mouse_x - pan_x) / (CELL_SIZE * zoom)
356 | world_mouse_y_before = (mouse_y - pan_y) / (CELL_SIZE * zoom)
357 |
358 | # Calculate the zoom factor
359 | old_zoom = zoom
360 | zoom *= 1 + event.y * (0.09 if pygame.key.get_mods() & pygame.KMOD_SHIFT else 0.03)
361 | zoom = max(0.01, min(zoom, 50))
362 |
363 | # Convert mouse position to world coordinates after zoom
364 | world_mouse_x_after = (mouse_x - pan_x) / (CELL_SIZE * zoom)
365 | world_mouse_y_after = (mouse_y - pan_y) / (CELL_SIZE * zoom)
366 |
367 | # Adjust pan to keep the mouse position constant in world coordinates
368 | pan_x += (world_mouse_x_after - world_mouse_x_before) * CELL_SIZE * zoom
369 | pan_y += (world_mouse_y_after - world_mouse_y_before) * CELL_SIZE * zoom
370 | else:
371 | pan_x += -event.x * 20 * zoom ** 0.5
372 | pan_y += event.y * 20 * zoom ** 0.5
373 |
374 | dt = clock.tick(60)
375 |
376 | keys = pygame.key.get_pressed()
377 |
378 | if not any(pygame.key.get_pressed()):
379 | key_repeat_countdown = None
380 | elif key_repeat_countdown is None or key_repeat_countdown < 0:
381 | if keys[pygame.K_UP]:
382 | highlighted_games[0] = len(games) - 1
383 | elif keys[pygame.K_DOWN]:
384 | highlighted_games[0] = 0
385 | elif keys[pygame.K_LEFT]:
386 | highlighted_games[0] = max(highlighted_games[0] - 1, -1)
387 | elif keys[pygame.K_RIGHT]:
388 | highlighted_games[0] = min(highlighted_games[0] + 1, len(games) - 1)
389 | elif keys[pygame.K_t]:
390 | if games_state_indices == original_game_stata_indices:
391 | games_state_indices = truncated_game_state_indices
392 | game_win_statuses = truncated_game_win_statuses
393 | games = truncated_games
394 | highlighted_games = [-1]
395 | else:
396 | games_state_indices = original_game_stata_indices
397 | game_win_statuses = original_game_win_statuses
398 | games = original_games
399 | highlighted_games = [-1]
400 |
401 | elif keys[pygame.K_SPACE]:
402 | s.fork(animate_game, (square_format(games[highlighted_games[0]]), FRAME_DUR))
403 | key_repeat_countdown = KEY_REPEAT_DELAY if key_repeat_countdown is None else KEY_REPEAT_INTERVAL
404 |
405 | if key_repeat_countdown is not None:
406 | key_repeat_countdown -= dt
407 |
408 | # Clear screen
409 | screen.fill((0, 0, 0))
410 |
411 | # draw_games_state_tree(screen)
412 | draw_games(screen)
413 |
414 | if game_animation:
415 | game_animation.draw()
416 |
417 | # Update the display
418 | pygame.display.flip()
419 |
420 | # Quit Pygame
421 | pygame.quit()
422 |
--------------------------------------------------------------------------------
/LICENSE.txt:
--------------------------------------------------------------------------------
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112 | 1. Source Code.
113 |
114 | The "source code" for a work means the preferred form of the work
115 | for making modifications to it. "Object code" means any non-source
116 | form of a work.
117 |
118 | A "Standard Interface" means an interface that either is an official
119 | standard defined by a recognized standards body, or, in the case of
120 | interfaces specified for a particular programming language, one that
121 | is widely used among developers working in that language.
122 |
123 | The "System Libraries" of an executable work include anything, other
124 | than the work as a whole, that (a) is included in the normal form of
125 | packaging a Major Component, but which is not part of that Major
126 | Component, and (b) serves only to enable use of the work with that
127 | Major Component, or to implement a Standard Interface for which an
128 | implementation is available to the public in source code form. A
129 | "Major Component", in this context, means a major essential component
130 | (kernel, window system, and so on) of the specific operating system
131 | (if any) on which the executable work runs, or a compiler used to
132 | produce the work, or an object code interpreter used to run it.
133 |
134 | The "Corresponding Source" for a work in object code form means all
135 | the source code needed to generate, install, and (for an executable
136 | work) run the object code and to modify the work, including scripts to
137 | control those activities. However, it does not include the work's
138 | System Libraries, or general-purpose tools or generally available free
139 | programs which are used unmodified in performing those activities but
140 | which are not part of the work. For example, Corresponding Source
141 | includes interface definition files associated with source files for
142 | the work, and the source code for shared libraries and dynamically
143 | linked subprograms that the work is specifically designed to require,
144 | such as by intimate data communication or control flow between those
145 | subprograms and other parts of the work.
146 |
147 | The Corresponding Source need not include anything that users
148 | can regenerate automatically from other parts of the Corresponding
149 | Source.
150 |
151 | The Corresponding Source for a work in source code form is that
152 | same work.
153 |
154 | 2. Basic Permissions.
155 |
156 | All rights granted under this License are granted for the term of
157 | copyright on the Program, and are irrevocable provided the stated
158 | conditions are met. This License explicitly affirms your unlimited
159 | permission to run the unmodified Program. The output from running a
160 | covered work is covered by this License only if the output, given its
161 | content, constitutes a covered work. This License acknowledges your
162 | rights of fair use or other equivalent, as provided by copyright law.
163 |
164 | You may make, run and propagate covered works that you do not
165 | convey, without conditions so long as your license otherwise remains
166 | in force. You may convey covered works to others for the sole purpose
167 | of having them make modifications exclusively for you, or provide you
168 | with facilities for running those works, provided that you comply with
169 | the terms of this License in conveying all material for which you do
170 | not control copyright. Those thus making or running the covered works
171 | for you must do so exclusively on your behalf, under your direction
172 | and control, on terms that prohibit them from making any copies of
173 | your copyrighted material outside their relationship with you.
174 |
175 | Conveying under any other circumstances is permitted solely under
176 | the conditions stated below. Sublicensing is not allowed; section 10
177 | makes it unnecessary.
178 |
179 | 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
180 |
181 | No covered work shall be deemed part of an effective technological
182 | measure under any applicable law fulfilling obligations under article
183 | 11 of the WIPO copyright treaty adopted on 20 December 1996, or
184 | similar laws prohibiting or restricting circumvention of such
185 | measures.
186 |
187 | When you convey a covered work, you waive any legal power to forbid
188 | circumvention of technological measures to the extent such circumvention
189 | is effected by exercising rights under this License with respect to
190 | the covered work, and you disclaim any intention to limit operation or
191 | modification of the work as a means of enforcing, against the work's
192 | users, your or third parties' legal rights to forbid circumvention of
193 | technological measures.
194 |
195 | 4. Conveying Verbatim Copies.
196 |
197 | You may convey verbatim copies of the Program's source code as you
198 | receive it, in any medium, provided that you conspicuously and
199 | appropriately publish on each copy an appropriate copyright notice;
200 | keep intact all notices stating that this License and any
201 | non-permissive terms added in accord with section 7 apply to the code;
202 | keep intact all notices of the absence of any warranty; and give all
203 | recipients a copy of this License along with the Program.
204 |
205 | You may charge any price or no price for each copy that you convey,
206 | and you may offer support or warranty protection for a fee.
207 |
208 | 5. Conveying Modified Source Versions.
209 |
210 | You may convey a work based on the Program, or the modifications to
211 | produce it from the Program, in the form of source code under the
212 | terms of section 4, provided that you also meet all of these conditions:
213 |
214 | a) The work must carry prominent notices stating that you modified
215 | it, and giving a relevant date.
216 |
217 | b) The work must carry prominent notices stating that it is
218 | released under this License and any conditions added under section
219 | 7. This requirement modifies the requirement in section 4 to
220 | "keep intact all notices".
221 |
222 | c) You must license the entire work, as a whole, under this
223 | License to anyone who comes into possession of a copy. This
224 | License will therefore apply, along with any applicable section 7
225 | additional terms, to the whole of the work, and all its parts,
226 | regardless of how they are packaged. This License gives no
227 | permission to license the work in any other way, but it does not
228 | invalidate such permission if you have separately received it.
229 |
230 | d) If the work has interactive user interfaces, each must display
231 | Appropriate Legal Notices; however, if the Program has interactive
232 | interfaces that do not display Appropriate Legal Notices, your
233 | work need not make them do so.
234 |
235 | A compilation of a covered work with other separate and independent
236 | works, which are not by their nature extensions of the covered work,
237 | and which are not combined with it such as to form a larger program,
238 | in or on a volume of a storage or distribution medium, is called an
239 | "aggregate" if the compilation and its resulting copyright are not
240 | used to limit the access or legal rights of the compilation's users
241 | beyond what the individual works permit. Inclusion of a covered work
242 | in an aggregate does not cause this License to apply to the other
243 | parts of the aggregate.
244 |
245 | 6. Conveying Non-Source Forms.
246 |
247 | You may convey a covered work in object code form under the terms
248 | of sections 4 and 5, provided that you also convey the
249 | machine-readable Corresponding Source under the terms of this License,
250 | in one of these ways:
251 |
252 | a) Convey the object code in, or embodied in, a physical product
253 | (including a physical distribution medium), accompanied by the
254 | Corresponding Source fixed on a durable physical medium
255 | customarily used for software interchange.
256 |
257 | b) Convey the object code in, or embodied in, a physical product
258 | (including a physical distribution medium), accompanied by a
259 | written offer, valid for at least three years and valid for as
260 | long as you offer spare parts or customer support for that product
261 | model, to give anyone who possesses the object code either (1) a
262 | copy of the Corresponding Source for all the software in the
263 | product that is covered by this License, on a durable physical
264 | medium customarily used for software interchange, for a price no
265 | more than your reasonable cost of physically performing this
266 | conveying of source, or (2) access to copy the
267 | Corresponding Source from a network server at no charge.
268 |
269 | c) Convey individual copies of the object code with a copy of the
270 | written offer to provide the Corresponding Source. This
271 | alternative is allowed only occasionally and noncommercially, and
272 | only if you received the object code with such an offer, in accord
273 | with subsection 6b.
274 |
275 | d) Convey the object code by offering access from a designated
276 | place (gratis or for a charge), and offer equivalent access to the
277 | Corresponding Source in the same way through the same place at no
278 | further charge. You need not require recipients to copy the
279 | Corresponding Source along with the object code. If the place to
280 | copy the object code is a network server, the Corresponding Source
281 | may be on a different server (operated by you or a third party)
282 | that supports equivalent copying facilities, provided you maintain
283 | clear directions next to the object code saying where to find the
284 | Corresponding Source. Regardless of what server hosts the
285 | Corresponding Source, you remain obligated to ensure that it is
286 | available for as long as needed to satisfy these requirements.
287 |
288 | e) Convey the object code using peer-to-peer transmission, provided
289 | you inform other peers where the object code and Corresponding
290 | Source of the work are being offered to the general public at no
291 | charge under subsection 6d.
292 |
293 | A separable portion of the object code, whose source code is excluded
294 | from the Corresponding Source as a System Library, need not be
295 | included in conveying the object code work.
296 |
297 | A "User Product" is either (1) a "consumer product", which means any
298 | tangible personal property which is normally used for personal, family,
299 | or household purposes, or (2) anything designed or sold for incorporation
300 | into a dwelling. In determining whether a product is a consumer product,
301 | doubtful cases shall be resolved in favor of coverage. For a particular
302 | product received by a particular user, "normally used" refers to a
303 | typical or common use of that class of product, regardless of the status
304 | of the particular user or of the way in which the particular user
305 | actually uses, or expects or is expected to use, the product. A product
306 | is a consumer product regardless of whether the product has substantial
307 | commercial, industrial or non-consumer uses, unless such uses represent
308 | the only significant mode of use of the product.
309 |
310 | "Installation Information" for a User Product means any methods,
311 | procedures, authorization keys, or other information required to install
312 | and execute modified versions of a covered work in that User Product from
313 | a modified version of its Corresponding Source. The information must
314 | suffice to ensure that the continued functioning of the modified object
315 | code is in no case prevented or interfered with solely because
316 | modification has been made.
317 |
318 | If you convey an object code work under this section in, or with, or
319 | specifically for use in, a User Product, and the conveying occurs as
320 | part of a transaction in which the right of possession and use of the
321 | User Product is transferred to the recipient in perpetuity or for a
322 | fixed term (regardless of how the transaction is characterized), the
323 | Corresponding Source conveyed under this section must be accompanied
324 | by the Installation Information. But this requirement does not apply
325 | if neither you nor any third party retains the ability to install
326 | modified object code on the User Product (for example, the work has
327 | been installed in ROM).
328 |
329 | The requirement to provide Installation Information does not include a
330 | requirement to continue to provide support service, warranty, or updates
331 | for a work that has been modified or installed by the recipient, or for
332 | the User Product in which it has been modified or installed. Access to a
333 | network may be denied when the modification itself materially and
334 | adversely affects the operation of the network or violates the rules and
335 | protocols for communication across the network.
336 |
337 | Corresponding Source conveyed, and Installation Information provided,
338 | in accord with this section must be in a format that is publicly
339 | documented (and with an implementation available to the public in
340 | source code form), and must require no special password or key for
341 | unpacking, reading or copying.
342 |
343 | 7. Additional Terms.
344 |
345 | "Additional permissions" are terms that supplement the terms of this
346 | License by making exceptions from one or more of its conditions.
347 | Additional permissions that are applicable to the entire Program shall
348 | be treated as though they were included in this License, to the extent
349 | that they are valid under applicable law. If additional permissions
350 | apply only to part of the Program, that part may be used separately
351 | under those permissions, but the entire Program remains governed by
352 | this License without regard to the additional permissions.
353 |
354 | When you convey a copy of a covered work, you may at your option
355 | remove any additional permissions from that copy, or from any part of
356 | it. (Additional permissions may be written to require their own
357 | removal in certain cases when you modify the work.) You may place
358 | additional permissions on material, added by you to a covered work,
359 | for which you have or can give appropriate copyright permission.
360 |
361 | Notwithstanding any other provision of this License, for material you
362 | add to a covered work, you may (if authorized by the copyright holders of
363 | that material) supplement the terms of this License with terms:
364 |
365 | a) Disclaiming warranty or limiting liability differently from the
366 | terms of sections 15 and 16 of this License; or
367 |
368 | b) Requiring preservation of specified reasonable legal notices or
369 | author attributions in that material or in the Appropriate Legal
370 | Notices displayed by works containing it; or
371 |
372 | c) Prohibiting misrepresentation of the origin of that material, or
373 | requiring that modified versions of such material be marked in
374 | reasonable ways as different from the original version; or
375 |
376 | d) Limiting the use for publicity purposes of names of licensors or
377 | authors of the material; or
378 |
379 | e) Declining to grant rights under trademark law for use of some
380 | trade names, trademarks, or service marks; or
381 |
382 | f) Requiring indemnification of licensors and authors of that
383 | material by anyone who conveys the material (or modified versions of
384 | it) with contractual assumptions of liability to the recipient, for
385 | any liability that these contractual assumptions directly impose on
386 | those licensors and authors.
387 |
388 | All other non-permissive additional terms are considered "further
389 | restrictions" within the meaning of section 10. If the Program as you
390 | received it, or any part of it, contains a notice stating that it is
391 | governed by this License along with a term that is a further
392 | restriction, you may remove that term. If a license document contains
393 | a further restriction but permits relicensing or conveying under this
394 | License, you may add to a covered work material governed by the terms
395 | of that license document, provided that the further restriction does
396 | not survive such relicensing or conveying.
397 |
398 | If you add terms to a covered work in accord with this section, you
399 | must place, in the relevant source files, a statement of the
400 | additional terms that apply to those files, or a notice indicating
401 | where to find the applicable terms.
402 |
403 | Additional terms, permissive or non-permissive, may be stated in the
404 | form of a separately written license, or stated as exceptions;
405 | the above requirements apply either way.
406 |
407 | 8. Termination.
408 |
409 | You may not propagate or modify a covered work except as expressly
410 | provided under this License. Any attempt otherwise to propagate or
411 | modify it is void, and will automatically terminate your rights under
412 | this License (including any patent licenses granted under the third
413 | paragraph of section 11).
414 |
415 | However, if you cease all violation of this License, then your
416 | license from a particular copyright holder is reinstated (a)
417 | provisionally, unless and until the copyright holder explicitly and
418 | finally terminates your license, and (b) permanently, if the copyright
419 | holder fails to notify you of the violation by some reasonable means
420 | prior to 60 days after the cessation.
421 |
422 | Moreover, your license from a particular copyright holder is
423 | reinstated permanently if the copyright holder notifies you of the
424 | violation by some reasonable means, this is the first time you have
425 | received notice of violation of this License (for any work) from that
426 | copyright holder, and you cure the violation prior to 30 days after
427 | your receipt of the notice.
428 |
429 | Termination of your rights under this section does not terminate the
430 | licenses of parties who have received copies or rights from you under
431 | this License. If your rights have been terminated and not permanently
432 | reinstated, you do not qualify to receive new licenses for the same
433 | material under section 10.
434 |
435 | 9. Acceptance Not Required for Having Copies.
436 |
437 | You are not required to accept this License in order to receive or
438 | run a copy of the Program. Ancillary propagation of a covered work
439 | occurring solely as a consequence of using peer-to-peer transmission
440 | to receive a copy likewise does not require acceptance. However,
441 | nothing other than this License grants you permission to propagate or
442 | modify any covered work. These actions infringe copyright if you do
443 | not accept this License. Therefore, by modifying or propagating a
444 | covered work, you indicate your acceptance of this License to do so.
445 |
446 | 10. Automatic Licensing of Downstream Recipients.
447 |
448 | Each time you convey a covered work, the recipient automatically
449 | receives a license from the original licensors, to run, modify and
450 | propagate that work, subject to this License. You are not responsible
451 | for enforcing compliance by third parties with this License.
452 |
453 | An "entity transaction" is a transaction transferring control of an
454 | organization, or substantially all assets of one, or subdividing an
455 | organization, or merging organizations. If propagation of a covered
456 | work results from an entity transaction, each party to that
457 | transaction who receives a copy of the work also receives whatever
458 | licenses to the work the party's predecessor in interest had or could
459 | give under the previous paragraph, plus a right to possession of the
460 | Corresponding Source of the work from the predecessor in interest, if
461 | the predecessor has it or can get it with reasonable efforts.
462 |
463 | You may not impose any further restrictions on the exercise of the
464 | rights granted or affirmed under this License. For example, you may
465 | not impose a license fee, royalty, or other charge for exercise of
466 | rights granted under this License, and you may not initiate litigation
467 | (including a cross-claim or counterclaim in a lawsuit) alleging that
468 | any patent claim is infringed by making, using, selling, offering for
469 | sale, or importing the Program or any portion of it.
470 |
471 | 11. Patents.
472 |
473 | A "contributor" is a copyright holder who authorizes use under this
474 | License of the Program or a work on which the Program is based. The
475 | work thus licensed is called the contributor's "contributor version".
476 |
477 | A contributor's "essential patent claims" are all patent claims
478 | owned or controlled by the contributor, whether already acquired or
479 | hereafter acquired, that would be infringed by some manner, permitted
480 | by this License, of making, using, or selling its contributor version,
481 | but do not include claims that would be infringed only as a
482 | consequence of further modification of the contributor version. For
483 | purposes of this definition, "control" includes the right to grant
484 | patent sublicenses in a manner consistent with the requirements of
485 | this License.
486 |
487 | Each contributor grants you a non-exclusive, worldwide, royalty-free
488 | patent license under the contributor's essential patent claims, to
489 | make, use, sell, offer for sale, import and otherwise run, modify and
490 | propagate the contents of its contributor version.
491 |
492 | In the following three paragraphs, a "patent license" is any express
493 | agreement or commitment, however denominated, not to enforce a patent
494 | (such as an express permission to practice a patent or covenant not to
495 | sue for patent infringement). To "grant" such a patent license to a
496 | party means to make such an agreement or commitment not to enforce a
497 | patent against the party.
498 |
499 | If you convey a covered work, knowingly relying on a patent license,
500 | and the Corresponding Source of the work is not available for anyone
501 | to copy, free of charge and under the terms of this License, through a
502 | publicly available network server or other readily accessible means,
503 | then you must either (1) cause the Corresponding Source to be so
504 | available, or (2) arrange to deprive yourself of the benefit of the
505 | patent license for this particular work, or (3) arrange, in a manner
506 | consistent with the requirements of this License, to extend the patent
507 | license to downstream recipients. "Knowingly relying" means you have
508 | actual knowledge that, but for the patent license, your conveying the
509 | covered work in a country, or your recipient's use of the covered work
510 | in a country, would infringe one or more identifiable patents in that
511 | country that you have reason to believe are valid.
512 |
513 | If, pursuant to or in connection with a single transaction or
514 | arrangement, you convey, or propagate by procuring conveyance of, a
515 | covered work, and grant a patent license to some of the parties
516 | receiving the covered work authorizing them to use, propagate, modify
517 | or convey a specific copy of the covered work, then the patent license
518 | you grant is automatically extended to all recipients of the covered
519 | work and works based on it.
520 |
521 | A patent license is "discriminatory" if it does not include within
522 | the scope of its coverage, prohibits the exercise of, or is
523 | conditioned on the non-exercise of one or more of the rights that are
524 | specifically granted under this License. You may not convey a covered
525 | work if you are a party to an arrangement with a third party that is
526 | in the business of distributing software, under which you make payment
527 | to the third party based on the extent of your activity of conveying
528 | the work, and under which the third party grants, to any of the
529 | parties who would receive the covered work from you, a discriminatory
530 | patent license (a) in connection with copies of the covered work
531 | conveyed by you (or copies made from those copies), or (b) primarily
532 | for and in connection with specific products or compilations that
533 | contain the covered work, unless you entered into that arrangement,
534 | or that patent license was granted, prior to 28 March 2007.
535 |
536 | Nothing in this License shall be construed as excluding or limiting
537 | any implied license or other defenses to infringement that may
538 | otherwise be available to you under applicable patent law.
539 |
540 | 12. No Surrender of Others' Freedom.
541 |
542 | If conditions are imposed on you (whether by court order, agreement or
543 | otherwise) that contradict the conditions of this License, they do not
544 | excuse you from the conditions of this License. If you cannot convey a
545 | covered work so as to satisfy simultaneously your obligations under this
546 | License and any other pertinent obligations, then as a consequence you may
547 | not convey it at all. For example, if you agree to terms that obligate you
548 | to collect a royalty for further conveying from those to whom you convey
549 | the Program, the only way you could satisfy both those terms and this
550 | License would be to refrain entirely from conveying the Program.
551 |
552 | 13. Use with the GNU Affero General Public License.
553 |
554 | Notwithstanding any other provision of this License, you have
555 | permission to link or combine any covered work with a work licensed
556 | under version 3 of the GNU Affero General Public License into a single
557 | combined work, and to convey the resulting work. The terms of this
558 | License will continue to apply to the part which is the covered work,
559 | but the special requirements of the GNU Affero General Public License,
560 | section 13, concerning interaction through a network will apply to the
561 | combination as such.
562 |
563 | 14. Revised Versions of this License.
564 |
565 | The Free Software Foundation may publish revised and/or new versions of
566 | the GNU General Public License from time to time. Such new versions will
567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 |
635 | Copyright (C)
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | Copyright (C)
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
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