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Sleeping
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Update app.py
Browse files
app.py
CHANGED
@@ -33,7 +33,7 @@ class GoGame:
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if color == 0:
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return set()
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-
group =
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frontier = [(x, y)]
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while frontier:
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@@ -66,18 +66,15 @@ class GoGame:
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def is_valid_move(self, x, y):
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if self.board[x, y] != 0:
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return False
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-
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# Make temporary move
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self.board[x, y] = self.current_player
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-
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# Check for suicide rule
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has_liberties = self.has_liberties(x, y)
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captures_enemy = self.capture_stones() > 0
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-
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# Undo temporary move and captures
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self.board[x, y] = 0
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-
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return
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def make_move(self, x, y):
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if not self.is_valid_move(x, y):
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@@ -115,7 +112,6 @@ class GoGame:
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return move
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def medium_ai(self, valid_moves):
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# Prioritize moves near the last human move
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if self.last_move:
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lx, ly = self.last_move
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valid_moves.sort(key=lambda p: abs(p[0] - lx) + abs(p[1] - ly))
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@@ -128,7 +124,6 @@ class GoGame:
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return valid_moves[0]
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def hard_ai(self, valid_moves):
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# Check for capturing moves
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for move in valid_moves:
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self.board[move] = self.current_player
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if self.capture_stones() > 0:
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@@ -136,7 +131,6 @@ class GoGame:
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return move
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self.board[move] = 0
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-
# Check for moves that prevent capture
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opponent = -self.current_player
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self.current_player = opponent
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for move in valid_moves:
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@@ -156,10 +150,10 @@ def create_board_image(board, last_move=None, hover_pos=None):
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margin = 40
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total_size = board.shape[0] * cell_size + 2 * margin
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# Create wooden background
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image = np.full((total_size, total_size, 3), [219, 179, 119], dtype=np.uint8)
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# Draw grid with thicker lines
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for i in range(board.shape[0]):
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cv2.line(image,
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(margin + i * cell_size, margin),
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@@ -172,7 +166,7 @@ def create_board_image(board, last_move=None, hover_pos=None):
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(0, 0, 0),
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2)
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# Draw star points (hoshi)
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star_points = [(2, 2), (2, 6), (4, 4), (6, 2), (6, 6)]
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for point in star_points:
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cv2.circle(image,
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@@ -182,59 +176,55 @@ def create_board_image(board, last_move=None, hover_pos=None):
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-1,
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cv2.LINE_AA)
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# Draw hover position indicator
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if hover_pos:
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-
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center = (margin +
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# Draw semi-transparent stone preview
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color = (0, 0, 0) if board.sum() == 0 or board.sum() == 1 else (255, 255, 255)
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cv2.circle(image, center, 23, color, -1, cv2.LINE_AA)
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cv2.circle(image, center, 23, (255, 255, 255), 1, cv2.LINE_AA)
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# Add transparency
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overlay = image.copy()
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-
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image = cv2.addWeighted(overlay, 0.5, image, 0.5, 0)
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# Draw stones with enhanced 3D effect
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for i in range(board.shape[0]):
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for j in range(board.shape[1]):
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if board[i, j] != 0:
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center = (margin + j * cell_size, margin + i * cell_size)
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# Shadow effect
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cv2.circle(image,
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-
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# Stone
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cv2.circle(image, center, 23,
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# Highlight for 3D effect
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if board[i, j] == -1: # White
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cv2.circle(image,
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else: # Black
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cv2.circle(image,
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-
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-
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-
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-
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# Highlight last move
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if last_move:
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-
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center = (margin +
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cv2.circle(image, center, 5, color, -1, cv2.LINE_AA)
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return Image.fromarray(image)
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@@ -247,42 +237,38 @@ class GradioGoGame:
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def process_click(self, evt: gr.SelectData, difficulty):
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cell_size = 60
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margin = 40
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-
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#
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-
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-
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if not (0 <=
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return create_board_image(self.game.board, self.game.last_move), "Invalid click position"
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-
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self.difficulty = Difficulty(difficulty)
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-
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if not self.game.
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return create_board_image(self.game.board, self.game.last_move), "Invalid move"
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-
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#
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self.game.
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print(f"AI moved to: {ai_move}")
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return create_board_image(self.game.board, self.game.last_move), "Move registered"
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-
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def update_hover(self, evt: gr.SelectData):
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# Convert mouse position to board coordinates
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cell_size = 60
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margin = 40
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-
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-
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if 0 <= x < self.game.size and 0 <= y < self.game.size:
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self.hover_pos = (x, y)
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else:
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self.hover_pos = None
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@@ -298,13 +284,13 @@ def create_interface():
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with gr.Blocks(theme=gr.themes.Soft()) as interface:
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gr.Markdown("""
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# Go Game vs AI
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Play the ancient game of Go against an AI opponent. Black plays first.
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Rules
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- Click on any intersection to place a stone
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- Capture enemy stones by surrounding them
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- Stones must have liberties (empty adjacent points) to survive
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""")
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with gr.Row():
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@@ -324,21 +310,21 @@ def create_interface():
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)
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with gr.Column(scale=1):
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-
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reset_btn = gr.Button("Reset Game", variant="secondary")
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#
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board_output.
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game.process_click,
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inputs=[board_output, difficulty],
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outputs=[board_output, msg_output]
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)
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board_output.mousemove(
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game.update_hover,
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inputs=board_output,
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@@ -354,4 +340,4 @@ def create_interface():
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if __name__ == "__main__":
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interface = create_interface()
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interface.launch()
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if color == 0:
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return set()
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group = {(x, y)}
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frontier = [(x, y)]
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while frontier:
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def is_valid_move(self, x, y):
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if self.board[x, y] != 0:
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return False
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# Make a temporary move.
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self.board[x, y] = self.current_player
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valid = self.has_liberties(x, y)
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captures_enemy = self.capture_stones() > 0
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# Undo temporary move.
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self.board[x, y] = 0
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return valid or captures_enemy
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def make_move(self, x, y):
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if not self.is_valid_move(x, y):
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return move
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def medium_ai(self, valid_moves):
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if self.last_move:
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lx, ly = self.last_move
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valid_moves.sort(key=lambda p: abs(p[0] - lx) + abs(p[1] - ly))
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return valid_moves[0]
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def hard_ai(self, valid_moves):
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for move in valid_moves:
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self.board[move] = self.current_player
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if self.capture_stones() > 0:
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return move
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self.board[move] = 0
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opponent = -self.current_player
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self.current_player = opponent
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for move in valid_moves:
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margin = 40
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total_size = board.shape[0] * cell_size + 2 * margin
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# Create wooden background.
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image = np.full((total_size, total_size, 3), [219, 179, 119], dtype=np.uint8)
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# Draw grid with thicker lines.
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for i in range(board.shape[0]):
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cv2.line(image,
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(margin + i * cell_size, margin),
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(0, 0, 0),
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2)
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# Draw star points (hoshi).
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star_points = [(2, 2), (2, 6), (4, 4), (6, 2), (6, 6)]
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for point in star_points:
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cv2.circle(image,
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-1,
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cv2.LINE_AA)
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# Draw hover position indicator.
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if hover_pos:
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hover_row, hover_col = hover_pos
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center = (margin + hover_col * cell_size, margin + hover_row * cell_size)
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overlay = image.copy()
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# Draw a semi-transparent preview.
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cv2.circle(overlay, center, 23, (0, 0, 0), -1, cv2.LINE_AA)
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image = cv2.addWeighted(overlay, 0.5, image, 0.5, 0)
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cv2.circle(image, center, 23, (255, 255, 255), 1, cv2.LINE_AA)
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# Draw stones with enhanced 3D effect.
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for i in range(board.shape[0]):
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for j in range(board.shape[1]):
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if board[i, j] != 0:
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center = (margin + j * cell_size, margin + i * cell_size)
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# Shadow effect.
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cv2.circle(image,
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(center[0] + 2, center[1] + 2),
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23,
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(0, 0, 0),
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-1,
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cv2.LINE_AA)
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# Stone.
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stone_color = (0, 0, 0) if board[i, j] == 1 else (255, 255, 255)
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cv2.circle(image, center, 23, stone_color, -1, cv2.LINE_AA)
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# Highlight for 3D effect.
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if board[i, j] == -1: # White stone highlight.
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cv2.circle(image,
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(center[0] - 5, center[1] - 5),
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8,
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(240, 240, 240),
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-1,
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cv2.LINE_AA)
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else: # Black stone highlight.
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cv2.circle(image,
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(center[0] - 5, center[1] - 5),
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8,
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(40, 40, 40),
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-1,
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cv2.LINE_AA)
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# Highlight last move.
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if last_move:
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row, col = last_move
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center = (margin + col * cell_size, margin + row * cell_size)
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cv2.circle(image, center, 5, (255, 0, 0), -1, cv2.LINE_AA)
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return Image.fromarray(image)
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def process_click(self, evt: gr.SelectData, difficulty):
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cell_size = 60
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margin = 40
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# evt.index returns pixel coordinates as (x, y).
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# Convert to board coordinates:
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col = round((evt.index[0] - margin) / cell_size)
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row = round((evt.index[1] - margin) / cell_size)
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if not (0 <= row < self.game.size and 0 <= col < self.game.size):
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return create_board_image(self.game.board, self.game.last_move), "Invalid click position"
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+
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self.difficulty = Difficulty(difficulty)
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if not self.game.make_move(row, col):
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return create_board_image(self.game.board, self.game.last_move), "Invalid move (occupied or suicide)"
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# AI Move.
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ai_move = self.game.ai_move(self.difficulty)
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if ai_move is None:
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return create_board_image(self.game.board, self.game.last_move), "Game Over"
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status = f"Black captures: {self.game.captured_white} | White captures: {self.game.captured_black}"
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return create_board_image(self.game.board, self.game.last_move), f"AI moved to: {ai_move}\n{status}"
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def update_hover(self, evt: gr.SelectData):
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cell_size = 60
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margin = 40
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# Convert pixel position to board coordinates.
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col = round((evt.index[0] - margin) / cell_size)
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row = round((evt.index[1] - margin) / cell_size)
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if 0 <= row < self.game.size and 0 <= col < self.game.size:
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self.hover_pos = (row, col)
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else:
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self.hover_pos = None
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with gr.Blocks(theme=gr.themes.Soft()) as interface:
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gr.Markdown("""
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# Go Game vs AI
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Play the ancient game of Go against an AI opponent. Black plays first.
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**Rules:**
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- Click on any intersection to place a stone.
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- Capture enemy stones by surrounding them.
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- Stones must have liberties (empty adjacent points) to survive.
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""")
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with gr.Row():
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)
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with gr.Column(scale=1):
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difficulty = gr.Radio(
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choices=[d.value for d in Difficulty],
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value=Difficulty.EASY.value,
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label="AI Difficulty"
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)
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reset_btn = gr.Button("Reset Game", variant="secondary")
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# Use .select() for click events on the interactive image.
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board_output.select(
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game.process_click,
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inputs=[board_output, difficulty],
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outputs=[board_output, msg_output]
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)
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# Use .mousemove() for hover updates (if supported by your Gradio version).
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board_output.mousemove(
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game.update_hover,
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inputs=board_output,
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if __name__ == "__main__":
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interface = create_interface()
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interface.launch()
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