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"""
- This is a simple gomoku game built with Streamlit by TeddyHuang-00 (huang_nan_2019@pku.edu.cn).
- For Gomoku-GPT2, please refer to Young-Jin Ahn (young_ahn@yonsei.ac.kr).

Shared under MIT license
"""

import time
from copy import deepcopy
from uuid import uuid4

import torch
import numpy as np
import streamlit as st
from scipy.signal import convolve
from streamlit import session_state
from streamlit_server_state import server_state, server_state_lock

from ai import (
    BOS_TOKEN_ID,
    generate_gpt2,
    load_model,
)


# Utils
class Room:
    def __init__(self, room_id) -> None:
        self.ROOM_ID = room_id
        self.BOARD = np.zeros(shape=(20, 20), dtype=int)
        self.PLAYER = _BLACK
        self.TURN = self.PLAYER
        self.HISTORY = (0, 0)
        self.WINNER = _BLANK
        self.TIME = time.time()
        self.COORDINATE_1D = [BOS_TOKEN_ID]


gpt2 = load_model()


_BLANK = 0
_BLACK = 1
_WHITE = -1
_PLAYER_SYMBOL = {
    _WHITE: "⚪",
    _BLANK: "➕",
    _BLACK: "⚫",
}
_PLAYER_COLOR = {
    _WHITE: "Gomoku-GPT",
    _BLANK: "Blank",
    _BLACK: "YOU HUMAN",
}
_HORIZONTAL = np.array(
    [
        [0, 0, 0, 0, 0],
        [0, 0, 0, 0, 0],
        [1, 1, 1, 1, 1],
        [0, 0, 0, 0, 0],
        [0, 0, 0, 0, 0],
    ]
)
_VERTICAL = np.array(
    [
        [0, 0, 1, 0, 0],
        [0, 0, 1, 0, 0],
        [0, 0, 1, 0, 0],
        [0, 0, 1, 0, 0],
        [0, 0, 1, 0, 0],
    ]
)
_DIAGONAL_UP_LEFT = np.array(
    [
        [1, 0, 0, 0, 0],
        [0, 1, 0, 0, 0],
        [0, 0, 1, 0, 0],
        [0, 0, 0, 1, 0],
        [0, 0, 0, 0, 1],
    ]
)
_DIAGONAL_UP_RIGHT = np.array(
    [
        [0, 0, 0, 0, 1],
        [0, 0, 0, 1, 0],
        [0, 0, 1, 0, 0],
        [0, 1, 0, 0, 0],
        [1, 0, 0, 0, 0],
    ]
)

_ROOM_COLOR = {
    True: _BLACK,
    False: _WHITE,
}

# Initialize the game
if "ROOM" not in session_state:
    session_state.ROOM = Room("local")
if "OWNER" not in session_state:
    session_state.OWNER = False

# Check server health
if "ROOMS" not in server_state:
    with server_state_lock["ROOMS"]:
        server_state.ROOMS = {}

# # Layout
# Main
TITLE = st.empty()
ROUND_INFO = st.empty()
BOARD_PLATE = [
    [cell.empty() for cell in st.columns([1 for _ in range(20)])] for _ in range(20)
]
WAIT_FOR_OPPONENT = st.empty()

# Sidebar
SCORE_TAG = st.sidebar.empty()
SCORE_PLATE = st.sidebar.columns(2)
PLAY_MODE_INFO = st.sidebar.container()
MULTIPLAYER_TAG = st.sidebar.empty()
with st.sidebar.container():
    ANOTHER_ROUND = st.empty()
    RESTART = st.empty()
    EXIT = st.empty()
GAME_INFO = st.sidebar.container()


# Draw the board
def gomoku():
    """
    Draw the board.

    Handle the main logic.
    """

    # Restart the game
    def restart() -> None:
        """
        Restart the game.
        """
        session_state.ROOM = Room(session_state.ROOM.ROOM_ID)

    # Continue new round
    def another_round() -> None:
        """
        Continue new round.
        """
        session_state.ROOM = deepcopy(session_state.ROOM)
        session_state.ROOM.BOARD = np.zeros(shape=(20, 20), dtype=int)
        session_state.ROOM.PLAYER = -session_state.ROOM.PLAYER
        session_state.ROOM.TURN = session_state.ROOM.PLAYER
        session_state.ROOM.WINNER = _BLANK
        session_state.ROOM.COORDINATE_1D = [BOS_TOKEN_ID]

    # Room status sync
    def sync_room() -> bool:
        room_id = session_state.ROOM.ROOM_ID
        if room_id not in server_state.ROOMS.keys():
            session_state.ROOM = Room("local")
            return False
        elif server_state.ROOMS[room_id].TIME == session_state.ROOM.TIME:
            return False
        elif server_state.ROOMS[room_id].TIME < session_state.ROOM.TIME:
            # Only acquire the lock when writing to the server state
            with server_state_lock["ROOMS"]:
                server_rooms = server_state.ROOMS
                server_rooms[room_id] = session_state.ROOM
                server_state.ROOMS = server_rooms
            return True
        else:
            session_state.ROOM = server_state.ROOMS[room_id]
            return True

    # Check if winner emerge from move
    def check_win() -> int:
        """
        Use convolution to check if any player wins.
        """
        vertical = convolve(
            session_state.ROOM.BOARD,
            _VERTICAL,
            mode="same",
        )
        horizontal = convolve(
            session_state.ROOM.BOARD,
            _HORIZONTAL,
            mode="same",
        )
        diagonal_up_left = convolve(
            session_state.ROOM.BOARD,
            _DIAGONAL_UP_LEFT,
            mode="same",
        )
        diagonal_up_right = convolve(
            session_state.ROOM.BOARD,
            _DIAGONAL_UP_RIGHT,
            mode="same",
        )
        if (
            np.max(
                [
                    np.max(vertical),
                    np.max(horizontal),
                    np.max(diagonal_up_left),
                    np.max(diagonal_up_right),
                ]
            )
            == 5 * _BLACK
        ):
            winner = _BLACK
        elif (
            np.min(
                [
                    np.min(vertical),
                    np.min(horizontal),
                    np.min(diagonal_up_left),
                    np.min(diagonal_up_right),
                ]
            )
            == 5 * _WHITE
        ):
            winner = _WHITE
        else:
            winner = _BLANK
        return winner

    # Triggers the board response on click
    def handle_click(x, y):
        """
        Controls whether to pass on / continue current board / may start new round
        """
        if session_state.ROOM.BOARD[x][y] != _BLANK:
            pass
        elif (
            session_state.ROOM.ROOM_ID in server_state.ROOMS.keys()
            and _ROOM_COLOR[session_state.OWNER]
            != server_state.ROOMS[session_state.ROOM.ROOM_ID].TURN
        ):
            sync_room()

        # normal play situation
        elif session_state.ROOM.WINNER == _BLANK:
            session_state.ROOM = deepcopy(session_state.ROOM)

            session_state.ROOM.BOARD[x][y] = session_state.ROOM.TURN
            session_state.ROOM.COORDINATE_1D.append(x * 20 + y)

            session_state.ROOM.TURN = -session_state.ROOM.TURN
            session_state.ROOM.WINNER = check_win()
            session_state.ROOM.HISTORY = (
                session_state.ROOM.HISTORY[0]
                + int(session_state.ROOM.WINNER == _WHITE),
                session_state.ROOM.HISTORY[1]
                + int(session_state.ROOM.WINNER == _BLACK),
            )
            session_state.ROOM.TIME = time.time()

    # Draw board
    def draw_board(response: bool):
        """construct each buttons for all cells of the board"""

        if response and session_state.ROOM.TURN == 1:  # human turn
            print("Your turn")
            # construction of clickable buttons
            for i, row in enumerate(session_state.ROOM.BOARD):
                for j, cell in enumerate(row):
                    BOARD_PLATE[i][j].button(
                        _PLAYER_SYMBOL[cell],
                        key=f"{i}:{j}",
                        on_click=handle_click,
                        args=(i, j),
                    )

        elif response and session_state.ROOM.TURN == -1:  # AI turn
            print("AI's turn")
            gpt_predictions = generate_gpt2(
                gpt2,
                torch.tensor(session_state.ROOM.COORDINATE_1D).unsqueeze(0),
            )
            print(gpt_predictions)
            gpt_response = gpt_predictions[len(session_state.ROOM.COORDINATE_1D)]
            gpt_i, gpt_j = gpt_response // 20, gpt_response % 20
            print(gpt_i, gpt_j)
            session_state.ROOM.BOARD[gpt_i][gpt_j] = session_state.ROOM.TURN
            session_state.ROOM.COORDINATE_1D.append(gpt_i * 20 + gpt_j)

            # construction of clickable buttons
            for i, row in enumerate(session_state.ROOM.BOARD):
                for j, cell in enumerate(row):
                    if (
                        i * 20 + j
                        in gpt_predictions[: len(session_state.ROOM.COORDINATE_1D)]
                    ):
                        # disable click for GPT choices
                        BOARD_PLATE[i][j].button(
                            _PLAYER_SYMBOL[cell],
                            key=f"{i}:{j}",
                            on_click=False,
                            args=(i, j),
                        )
                    else:
                        # enable click for other cells available for human choices
                        BOARD_PLATE[i][j].button(
                            _PLAYER_SYMBOL[cell],
                            key=f"{i}:{j}",
                            on_click=handle_click,
                            args=(i, j),
                        )

            # change turn
            session_state.ROOM.TURN = -session_state.ROOM.TURN
            session_state.ROOM.WINNER = check_win()
            session_state.ROOM.HISTORY = (
                session_state.ROOM.HISTORY[0]
                + int(session_state.ROOM.WINNER == _WHITE),
                session_state.ROOM.HISTORY[1]
                + int(session_state.ROOM.WINNER == _BLACK),
            )
            session_state.ROOM.TIME = time.time()

        if not response or session_state.ROOM.WINNER != _BLANK:
            print("Game over")
            for i, row in enumerate(session_state.ROOM.BOARD):
                for j, cell in enumerate(row):
                    BOARD_PLATE[i][j].write(
                        _PLAYER_SYMBOL[cell],
                        key=f"{i}:{j}",
                    )

    # Game process control
    def game_control():
        if session_state.ROOM.WINNER != _BLANK:
            draw_board(False)
        else:
            draw_board(True)
        if session_state.ROOM.WINNER != _BLANK or 0 not in session_state.ROOM.BOARD:
            ANOTHER_ROUND.button(
                "Play Next round!",
                on_click=another_round,
                help="Clear board and swap first player",
            )
        if session_state.ROOM.ROOM_ID == "local" or session_state.OWNER:
            RESTART.button(
                "Reset",
                on_click=restart,
                help="Clear the board as well as the scores",
            )

    # Infos
    def draw_info() -> None:
        # Text information
        TITLE.subheader("**🤖 Do you wanna have a bad time?**")
        PLAY_MODE_INFO.write("---\n\n**You are Black, AI is White.**")
        GAME_INFO.markdown(
            """
            ---

            ## Freestyle Gomoku game.


            <a href="https://en.wikipedia.org/wiki/Gomoku#Freestyle_Gomoku" style="color:#FFFFFF">Freestyle Gomoku</a>

            - no restrictions
            - no regrets
            - swap players after one round is over

            ##### Design by <a href="https://github.com/TeddyHuang-00" style="color:#FFFFFF">TeddyHuang-00</a> • <a href="https://github.com/TeddyHuang-00/streamlit-gomoku" style="color:#FFFFFF">Github repo</a>
            ##### Gomoku-GPT by <a href="https://github.com/snoop2head" style="color:#FFFFFF">snoop2head</a> • <a href="https://github.com/snoop2head/" style="color:#FFFFFF">Github repo</a>

            """,
            unsafe_allow_html=True,
        )
        # History scores
        SCORE_TAG.subheader("Scores")
        SCORE_PLATE[0].metric("Gomoku-GPT", session_state.ROOM.HISTORY[0])
        SCORE_PLATE[1].metric("Black", session_state.ROOM.HISTORY[1])

        # Additional information
        if session_state.ROOM.WINNER != _BLANK:
            st.balloons()
            ROUND_INFO.write(
                f"#### **{_PLAYER_COLOR[session_state.ROOM.WINNER]} wins!**\n**Click buttons on the left for more plays.**"
            )

        elif 0 not in session_state.ROOM.BOARD:
            ROUND_INFO.write("#### **Tie**")
        else:
            ROUND_INFO.write(
                f"#### **{_PLAYER_SYMBOL[session_state.ROOM.TURN]} {_PLAYER_COLOR[session_state.ROOM.TURN]}'s turn...**"
            )

    # The main game loop
    game_control()
    draw_info()


if __name__ == "__main__":
    gomoku()