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5.18 kB
| --- a/envs/connect4_env/server/connect4_environment.py | |
| +++ b/envs/connect4_env/server/connect4_environment.py | |
| def step(self, action: Connect4Action): | |
| col = action.column | |
| - # reward = 0.0 | |
| done = False | |
| + reward = 0.0 | |
| # check action validity | |
| if col < 0 or col >= self.COLUMNS or self.board[0, col] != 0: | |
| self.invalid_move_played = True | |
| - reward = -1 # penalty for invalid move | |
| + reward = -1.0 # penalty for invalid move | |
| done = True | |
| else: | |
| - # drop piece | |
| - for row in range(self.ROWS - 1, -1, -1): | |
| - if self.board[row, col] == 0: | |
| - self.board[row, col] = self.next_player | |
| - break | |
| - | |
| - # check win / full board | |
| - reward, done = self._check_win_or_draw(row, col) | |
| - | |
| - self.next_player *= -1 | |
| + # Agent is always player 1. | |
| + agent_row = self._drop_piece(col, 1) | |
| + reward, done = self._check_win_or_draw(agent_row, col) | |
| + | |
| + # Let the opponent respond when the game is still in progress. | |
| + if not done: | |
| + opponent_col = self._choose_opponent_move() | |
| + if opponent_col is None: | |
| + reward = 0.0 | |
| + done = True | |
| + else: | |
| + opponent_row = self._drop_piece(opponent_col, -1) | |
| + reward, done = self._check_win_or_draw(opponent_row, opponent_col) | |
| + | |
| + # The agent moves first again on the next turn. | |
| + self.next_player = 1 | |
| self._state = Connect4State( | |
| board=self.board.copy().tolist(), | |
| metadata={"next_player": self.next_player}, | |
| ) | |
| - def _check_win_or_draw(self, row, col): | |
| - # Implement 4-in-a-row check (like your Gymnasium code) | |
| + def _drop_piece(self, col, player): | |
| + for row in range(self.ROWS - 1, -1, -1): | |
| + if self.board[row, col] == 0: | |
| + self.board[row, col] = player | |
| + return row | |
| + return -1 | |
| + | |
| + def _find_drop_row(self, col): | |
| + for row in range(self.ROWS - 1, -1, -1): | |
| + if self.board[row, col] == 0: | |
| + return row | |
| + return -1 | |
| + | |
| + def _is_four(self, row, col): | |
| player = self.board[row, col] | |
| directions = [(1, 0), (0, 1), (1, 1), (1, -1)] | |
| for dr, dc in directions: | |
| - count = 0 | |
| - for step in range(-3, 4): | |
| - r, c = row + step * dr, col + step * dc | |
| - if ( | |
| - 0 <= r < self.ROWS | |
| - and 0 <= c < self.COLUMNS | |
| - and self.board[r, c] == player | |
| - ): | |
| - count += 1 | |
| - if count >= 4: | |
| - return 1.0, True | |
| - else: | |
| - count = 0 | |
| + count = 1 | |
| + for step in (-1, 1): | |
| + r, c = row, col | |
| + while True: | |
| + r += step * dr | |
| + c += step * dc | |
| + if ( | |
| + 0 <= r < self.ROWS | |
| + and 0 <= c < self.COLUMNS | |
| + and self.board[r, c] == player | |
| + ): | |
| + count += 1 | |
| + else: | |
| + break | |
| + if count >= 4: | |
| + return True | |
| + return False | |
| + | |
| + def _check_win_or_draw(self, row, col): | |
| + player = self.board[row, col] | |
| + if self._is_four(row, col): | |
| + # +1 when the agent (player 1) wins, -1 when the opponent wins. | |
| + return (1.0 if player == 1 else -1.0), True | |
| if np.all(self.board != 0): | |
| return 0.0, True | |
| return 0.0, False | |
| + | |
| + def _choose_opponent_move(self): | |
| + legal_actions = [c for c in range(self.COLUMNS) if self.board[0, c] == 0] | |
| + if not legal_actions: | |
| + return None | |
| + | |
| + # Allow callers to inject a custom opponent strategy. | |
| + if callable(self._opponent): | |
| + try: | |
| + col = self._opponent(self.board.copy(), legal_actions) | |
| + except TypeError: | |
| + col = self._opponent(legal_actions) | |
| + if col in legal_actions: | |
| + return col | |
| + | |
| + # Prefer an immediate winning move. | |
| + for col in legal_actions: | |
| + row = self._find_drop_row(col) | |
| + self.board[row, col] = -1 | |
| + wins = self._is_four(row, col) | |
| + self.board[row, col] = 0 | |
| + if wins: | |
| + return col | |
| + | |
| + # Otherwise block an immediate agent win. | |
| + for col in legal_actions: | |
| + row = self._find_drop_row(col) | |
| + self.board[row, col] = 1 | |
| + wins = self._is_four(row, col) | |
| + self.board[row, col] = 0 | |
| + if wins: | |
| + return col | |
| + | |
| + # Fall back to the most central available column. | |
| + return min(legal_actions, key=lambda c: (abs(c - 3), c)) | |
| def web_actions( | |
| self, observation: Dict[str, Any] | |