shortlist / fixes /connect4_env.patch
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--- a/envs/connect4_env/server/connect4_environment.py
+++ b/envs/connect4_env/server/connect4_environment.py
@@ -40,25 +40,31 @@
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(),
@@ -79,27 +85,84 @@
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]