Initial commit
This commit is contained in:
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2
.gitignore
vendored
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2
.gitignore
vendored
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__pycache__
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*.~*
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21
README.md
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21
README.md
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# Project vacuumDecay
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Project vacuumDecay is a framework for building AIs for games.
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Avaible architectures are
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- those used in Deep Blue (mini-max / expecti-max)
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- advanced expecti-max exploration based on utility heuristics
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- those used in AlphaGo Zero (knowledge distilation using neural-networks)
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A new AI is created by subclassing the State-class and defining the following functionality (mycelia.py provies a template):
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- initialization (generating the gameboard or similar)
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- getting avaible actions for the current situation (returns an Action-object, which can be subclassed to add additional functionality)
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- applying an action (the state itself should be immutable, a new state should be returned)
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- checking for a winning-condition (should return None if game has not yet ended)
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- (optional) a getter for a string-representation of the current state
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- (optional) a heuristic for the winning-condition (greatly improves capability)
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- (optional) a getter for a tensor that describes the current game state (required for knowledge distilation)
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- (optional) interface to allow a human to select an action
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### Current state of the project
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It currently does not work and implements none of the named functionality in a working fashion.
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Experiment for TicTacToe, Dikehiker and an encryption-breaker for rc4 are being worked on.
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61
dikehiker.py
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61
dikehiker.py
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from vacuumDecay import *
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import numpy as np
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class TTTState(State):
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def __init__(self, turn=0, generation=0, playersNum=4, bank=[2904,3135,2563,0], bet=[0]*4):
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self.turn = turn
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self.generation = generation
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self.playersNum = playersNum
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self.bank = bank
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self.bet = bet
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self.alive = [1]*playersNum
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self.score = self.getScore()
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def mutate(self, action):
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newBank = np.copy(self.bank)
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newBet = np.copy(self.bet)
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newBet[self.turn] = action.data
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newBank[self.turn] = newBank[self.turn]-max(0,newBet[self.turn])
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if self.turn == self.playersNum-1:
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loser = min(range(len(newBet)), key=newBet.__getitem__)
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winer = max(range(len(newBet)), key=newBet.__getitem__)
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self.alive[loser] = False
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newBank[winer]+=500
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return TTTState(turn=(self.turn+1)%self.playersNum, playersNum=self.playersNum, bank=newBank, bet=newBet)
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def getAvaibleActions(self):
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if self.alive[self.turn]:
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for b in range(-self.playersNum-1, self.bank[self.turn]+1):
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yield Action(self.turn, b)
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else:
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yield Action(self.turn, 0)
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def checkWin(self):
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if sum(self.alive)==1:
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for p,a in enumerate(self.alive):
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if a:
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return p
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return None
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def getScore(self):
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return max(self.bank) + sum(self.bank) - self.bank[self.turn]*2
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def __str__(self):
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s = []
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for l in range(len(self.bank)):
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if self.alive[l]:
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s.append(str(self.bet[l])+' -> '+str(self.bank[l]))
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else:
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s.append('<dead>')
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return "\n".join(s)
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def getTensor(self):
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return None
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@classmethod
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def getModel():
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return None
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if __name__=="__main__":
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vd = WeakSolver(TTTState())
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vd.selfPlay()
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72
encBreaker.py
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encBreaker.py
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from vacuumDecay import *
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from arc4 import ARC4
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import copy
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class KnownPlaintextAndKeylen(State, ABC):
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def __init__(self, plaintext, ciphertext, keyLenBits, keyBits=None, turn=0, generation=0, playersNum=1, lastChange=None):
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if keyBits==None:
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keyBits = [0]*keyLenBits
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self.turn = turn
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self.generation = generation
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self.keyBits = keyBits
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self.keyLenBits = keyLenBits
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self.plaintext = plaintext
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self.ciphertext = ciphertext
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self.lastChange = lastChange
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self.decrypt = self._decrypt()
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self.score = self.getScore()
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def mutate(self, action):
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newKeyBits = copy.copy(self.keyBits)
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newKeyBits[action.data] = int(not newKeyBits[action.data])
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return XorKnownPlaintextAndKeylen(self.plaintext, self.ciphertext, self.keyLenBits, newKeyBits, generation=self.generation+1, lastChange = action.data)
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def getAvaibleActions(self):
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for i in range(self.keyLenBits):
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#if self.keyBits[i] == 0:
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if self.lastChange != i:
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yield Action(0, i)
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def getKey(self):
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s = ""
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for i in range(int(self.keyLenBits/8)):
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s += chr(int("".join([str(c) for c in self.keyBits[i*8:][:8]]),2))
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return s
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@abstractmethod
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def _decrypt(self):
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pass
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def checkWin(self):
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return self.decrypt == self.plaintext
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def getScore(self):
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diff = sum([bin(ord(a) ^ ord(b)).count("1") for a,b in zip(self.decrypt, self.plaintext)])
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return diff / (len(self.plaintext)*8)
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def __str__(self):
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return "{"+self.getKey()+"}["+self.decrypt+"]"
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def getTensor(self):
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return torch.tensor(self.keyBits + list(map(int, ''.join([bin(ord(i)).lstrip('0b').rjust(8,'0') for i in self.decrypt]))))
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def getModel(self):
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pass
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def getPriority(self, score):
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return self.score + (1/self.keyLenBits)*0.01*self.generation
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class XorKnownPlaintextAndKeylen(KnownPlaintextAndKeylen):
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def _decrypt(self):
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return ''.join(chr(ord(a) ^ ord(b)) for a,b in zip(self.ciphertext, self.getKey()))
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class RC4KnownPlayintextAndKeylen(KnownPlaintextAndKeylen):
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def _decrypt(self):
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rc4 = ARC4(self.getKey())
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return rc4.decrypt(self.ciphertext).decode("ascii")
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if __name__=="__main__":
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vd = WeakSolver(RC4KnownPlaintextAndKeylen())
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# TODO:
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# - Should use bytes for everything (not array of ints / string)
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mycelia.py
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18
mycelia.py
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class State():
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pass
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class Action():
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pass
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class BotAction():
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pass
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class PlayerAction():
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pass
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class EnvAction():
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pass
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61
tictactoe.py
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61
tictactoe.py
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from vacuumDecay import *
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import numpy as np
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class TTTState(State):
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def __init__(self, turn=0, generation=0, playersNum=2, board=None):
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if type(board) == type(None):
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board = np.array([None]*9)
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self.turn = turn
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self.generation = generation
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self.playersNum = playersNum
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self.board = board
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self.score = self.getScore()
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def mutate(self, action):
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newBoard = np.copy(self.board)
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newBoard[action.data] = self.turn
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return TTTState(turn=(self.turn+1)%self.playersNum, playersNum=self.playersNum, board=newBoard)
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def getAvaibleActions(self):
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for i in range(9):
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if self.board[i]==None:
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yield Action(self.turn, i)
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def checkWin(self):
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s = self.board
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for i in range(3):
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if (s[i] == s[i+3] == s[i+6] != None):
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return s[i]
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if (s[i*3] == s[i*3+1] == s[i*3+2] != None):
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return s[i*3]
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if (s[0] == s[4] == s[8] != None):
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return s[0]
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if (s[2] == s[4] == s[6] != None):
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return s[2]
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for i in range(9):
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if s[i] == None:
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return None
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return -1
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def __str__(self):
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s = []
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for l in range(3):
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s.append(" ".join([str(p) if p!=None else '.' for p in self.board[l*3:][:3]]))
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return "\n".join(s)
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def getTensor(self):
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return torch.tensor([self.turn] + self.board)
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@classmethod
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def getModel():
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return torch.nn.Sequential(
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torch.nn.Linear(10, 10)
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torch.nn.ReLu()
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torch.nn.Linear(10, 3)
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torch.nn.Sigmoid()
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torch.nn.Linear(3,1)
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)
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if __name__=="__main__":
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vd = VacuumDecay(TTTState())
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vd.weakPlay()
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432
vacuumDecay.py
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432
vacuumDecay.py
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import time
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import random
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import threading
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import torch
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#from multiprocessing import Event
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from abc import ABC, abstractmethod
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from threading import Event
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from queue import PriorityQueue, Empty
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class Action():
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# Should hold the data representing an action
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# Actions are applied to a State in State.mutate
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def __init__(self, player, data):
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self.player = player
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self.data = data
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def __eq__(self, other):
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# This should be implemented differently
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# Two actions of different generations will never be compared
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if type(other) != type(self):
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return False
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return str(self.data) == str(other.data)
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def __str__(self):
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# should return visual representation of this action
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# should start with < and end with >
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return "<P"+str(self.player)+"-"+str(self.data)+">"
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class NaiveUniverse():
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def __init__(self):
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pass
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def merge(self, branch):
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return branch
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class BranchUniverse():
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def __init__(self):
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self.branches = {}
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def merge(self, branch):
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tensor = branch.node.state.getTensor()
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match = self.branches.get(tensor)
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if match:
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return match
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else:
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self.branches[tensor] = branch
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class Branch():
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def __new__(self, universe, preState, action): # fancy!
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self.preState = preState
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self.action = action
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postState = preState.mutate(action)
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self.node = Node(postState, universe=universe,
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parent=preState, lastAction=action)
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return universe.merge(self)
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class State(ABC):
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# Hold a representation of the current game-state
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# Allows retriving avaible actions (getAvaibleActions) and applying them (mutate)
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# Mutations return a new State and should not have any effect on the current State
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# Allows checking itself for a win (checkWin) or scoring itself based on a simple heuristic (getScore)
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# The calculated score should be 0 when won; higher when in a worse state; highest for loosing
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# getPriority is used for prioritising certain Nodes / States when expanding / walking the tree
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def __init__(self, turn=0, generation=0, playersNum=2):
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self.turn = turn
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self.generation = generation
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self.playersNum = playersNum
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self.score = self.getScore()
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@abstractmethod
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def mutate(self, action):
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# Returns a new state with supplied action performed
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# self should not be changed
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return State(turn=(self.turn+1) % self.playersNum, generation=self.generation+1, playersNum=self.playersNum)
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@abstractmethod
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def getAvaibleActions(self):
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# Should return an array of all possible actions
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return []
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# improveMe
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def getPriority(self, score):
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# Used for ordering the priority queue
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# Priority should not change for the same root
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# Lower prioritys get worked on first
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# Higher generations should have slightly higher priority
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return score + self.generation*0.1
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@abstractmethod
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def checkWin(self):
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# -1 -> Draw
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# None -> Not ended
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# n e N -> player n won
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return None
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# improveMe
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def getScore(self):
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# 0 <= score <= 1; should return close to zero when we are winning
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w = self.checkWin()
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if w == None:
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return 0.5
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if w == 0:
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return 0
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if w == -1:
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return 0.9
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return 1
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@abstractmethod
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def __str__(self):
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# return visual rep of state
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return "[#]"
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@abstractmethod
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def getTensor(self):
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return torch.tensor([0])
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@classmethod
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def getModel():
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pass
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def getScoreNeural(self):
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pass
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return self.model(self.getTensor())
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class Node():
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def __init__(self, state, universe=None, parent=None, lastAction=None, playersNum=2):
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self.state = state
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if not universe:
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universe = NaiveUniverse()
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# TODO: Maybe add self to new BranchUniverse?
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self.universe = universe
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self.parent = parent
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self.lastAction = lastAction
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self.playersNum = playersNum
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self.childs = None
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self.score = state.getScore()
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self.done = Event()
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self.threads = []
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self.walking = False
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self.alive = True
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def expand(self, shuffle=True):
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actions = self.state.getAvaibleActions()
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if self.childs != None:
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return True
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self.childs = []
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for action in actions:
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self.childs.append(Branch(self.universe, self.state, action))
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if self.childs == []:
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return False
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if shuffle:
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random.shuffle(self.childs)
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return True
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def _perform(self, action):
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if self.childs == None:
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raise PerformOnUnexpandedNodeException()
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elif self.childs == []:
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raise PerformOnTerminalNodeException()
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for child in self.childs:
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if child.node.lastAction == action:
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self.endWalk()
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return child
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raise IllegalActionException()
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def performBot(self):
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if self.state.turn != 0:
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raise NotBotsTurnException()
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if self.childs == None:
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raise PerformOnUnexpandedNodeException()
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if self.childs == []:
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raise PerformOnTerminalNodeException()
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||||
if self.walking:
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||||
self.endWalk()
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bChild = self.childs[0]
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for child in self.childs[1:]:
|
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if not child:
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print(self)
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if child.node.score <= bChild.node.score:
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bChild = child
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return bChild
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def performPlayer(self, action):
|
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if self.state.turn == 0:
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raise NotPlayersTurnException()
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return self._perform(action)
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def getAvaibleActions(self):
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return self.state.getAvaibleActions()
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def getLastAction(self):
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return self.lastAction
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||||
|
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def beginWalk(self, threadNum=1):
|
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if self.walking:
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raise Exception("Already Walking")
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self.walking = True
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||||
self.queue = PriorityQueue()
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||||
self.done.clear()
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self.expand()
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||||
self._activateEdge()
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||||
for i in range(threadNum):
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t = threading.Thread(target=self._worker)
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t.start()
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self.threads.append(t)
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||||
def endWalk(self):
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if not self.walking:
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raise Exception("Not Walking")
|
||||
self.done.set()
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||||
for t in self.threads:
|
||||
t.join()
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||||
self.walking = False
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||||
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||||
def walkUntilDone(self):
|
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if not self.walking:
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self.beginWalk()
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for t in self.threads:
|
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t.join()
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self.done.set()
|
||||
|
||||
def syncWalk(self, time, threads=16):
|
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self.beginWalk(threadNum=threadNum)
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time.sleep(time)
|
||||
self.endWalk()
|
||||
|
||||
def _worker(self):
|
||||
while not self.done.is_set():
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||||
try:
|
||||
node = self.queue.get_nowait()
|
||||
except Empty:
|
||||
continue
|
||||
if node.alive:
|
||||
if node.expand():
|
||||
node._updateScore()
|
||||
if self.done.is_set():
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||||
queque.task_done()
|
||||
break
|
||||
if node.state.checkWin == None:
|
||||
for c in node.childs:
|
||||
self.queue.put(c.node)
|
||||
self.queue.task_done()
|
||||
|
||||
def _activateEdge(self, node=None):
|
||||
if node == None:
|
||||
node = self
|
||||
if node.childs == None:
|
||||
self.queue.put(node)
|
||||
elif node.alive:
|
||||
for c in node.childs:
|
||||
self._activateEdge(node=c.node)
|
||||
|
||||
def __lt__(self, other):
|
||||
# Used for ordering the priority queue
|
||||
return self.state.getPriority(self.score) < other.state.getPriority(self.score)
|
||||
|
||||
# improveMe
|
||||
def _calcAggScore(self):
|
||||
if self.childs != None and self.childs != []:
|
||||
scores = [c.node.score for c in self.childs]
|
||||
if self.state.turn == 0:
|
||||
self.score = min(scores)
|
||||
elif self.playersNum == 2:
|
||||
self.score = max(scores)
|
||||
else:
|
||||
# Note: This might be tweaked
|
||||
self.score = (max(scores) + sum(scores)/len(scores)) / 2
|
||||
|
||||
def _updateScore(self):
|
||||
oldScore = self.score
|
||||
self._calcAggScore()
|
||||
if self.score != oldScore:
|
||||
self._pushScore()
|
||||
|
||||
def _pushScore(self):
|
||||
if self.parent != None:
|
||||
self.parent._updateScore()
|
||||
elif self.score == 0:
|
||||
self.done.set()
|
||||
|
||||
def __str__(self):
|
||||
s = []
|
||||
if self.lastAction == None:
|
||||
s.append("[ {ROOT} ]")
|
||||
else:
|
||||
s.append("[ -> "+str(self.lastAction)+" ]")
|
||||
s.append("[ turn: "+str(self.state.turn)+" ]")
|
||||
s.append(str(self.state))
|
||||
s.append("[ score: "+str(self.score)+" ]")
|
||||
return '\n'.join(s)
|
||||
|
||||
|
||||
class WeakSolver():
|
||||
def __init__(self, state):
|
||||
self.node = Node(state)
|
||||
|
||||
def play(self):
|
||||
while self.node.state.checkWin() == None:
|
||||
self.step()
|
||||
print(self.node)
|
||||
print("[*] " + str(self.node.state.checkWin()) + " won!")
|
||||
if self.node.walking:
|
||||
self.node.endWalk()
|
||||
|
||||
def step(self):
|
||||
if self.node.state.turn == 0:
|
||||
self.botStep()
|
||||
else:
|
||||
self.playerStep()
|
||||
|
||||
def botStep(self):
|
||||
if self.node.walking:
|
||||
self.node.endWalk()
|
||||
self.node.expand()
|
||||
self.node = self.node.performBot().node
|
||||
print("[*] Bot did "+str(self.node.lastAction))
|
||||
|
||||
def playerStep(self):
|
||||
self.node.beginWalk()
|
||||
print(self.node)
|
||||
while True:
|
||||
try:
|
||||
newNode = self.node.performPlayer(
|
||||
Action(self.node.state.turn, int(input("[#]> "))))
|
||||
except IllegalActionException:
|
||||
print("[!] Illegal Action")
|
||||
else:
|
||||
break
|
||||
self.node.endWalk()
|
||||
self.node = newNode
|
||||
|
||||
|
||||
class NeuralTrainer():
|
||||
def __init__(self, StateClass):
|
||||
self.State = StateClass
|
||||
self.model = self.State.buildModel()
|
||||
|
||||
def train(self, states, scores, rounds=2000):
|
||||
loss_fn = torch.nn.MSELoss(reduction='sum')
|
||||
learning_rate = 1e-6
|
||||
for t in range(rounds):
|
||||
y_pred = self.model(states[t % len(states)])
|
||||
y = scores[t % len(states)]
|
||||
loss = loss_fn(y_pred, y)
|
||||
print(t, loss.item())
|
||||
self.model.zeroGrad()
|
||||
loss.backwards()
|
||||
with torch.no_grad():
|
||||
for param in model.parameters():
|
||||
param -= learning_rate * param.grad
|
||||
|
||||
def setWeights(self):
|
||||
pass
|
||||
|
||||
def getWeights(self):
|
||||
pass
|
||||
|
||||
def loadWeights(self):
|
||||
pass
|
||||
|
||||
def storeWeights(self):
|
||||
pass
|
||||
|
||||
|
||||
class SelfPlayDataGen():
|
||||
def __init__(self, StateClass, playersNum, compTime=30):
|
||||
self.State = StateClass
|
||||
self.playersNum = playersNum
|
||||
self.compTime = compTime
|
||||
self.gameStates = []
|
||||
|
||||
def game(self):
|
||||
self.nodes = []
|
||||
for p in range(playersNum):
|
||||
self.nodes.append(Node(self.State(
|
||||
turn=(-p) % self.playersNum, generation=0, playersNum=self.playersNum)))
|
||||
|
||||
while True:
|
||||
if (winner := self.nodes[0].state.checkWin) != None:
|
||||
return winner
|
||||
for n in self.nodes:
|
||||
n.beginWalk()
|
||||
time.sleep(compTime)
|
||||
for n in self.nodes:
|
||||
n.endWalk()
|
||||
self.step()
|
||||
self.gameStates.append(
|
||||
[self.nodes[0].state.getTensor(), self.nodes[0].score])
|
||||
|
||||
def step(self):
|
||||
turn = self.nodes[0].state.turn
|
||||
self.nodes[turn] = self.nodes[turn].performBot()
|
||||
action = self.nodes[turn].lastAction
|
||||
for n in range(self.playersNum):
|
||||
if n != turn:
|
||||
action.player = 0
|
||||
self.nodes[n] = self.nodes[n].performPlayer(action)
|
||||
return self.nodes[0].state.checkWin()
|
||||
|
||||
|
||||
class VacuumDecayException(Exception):
|
||||
pass
|
||||
|
||||
|
||||
class IllegalActionException(VacuumDecayException):
|
||||
pass
|
||||
|
||||
|
||||
class PerformOnUnexpandedNodeException(VacuumDecayException):
|
||||
pass
|
||||
|
||||
|
||||
class PerformOnTerminalNodeException(VacuumDecayException):
|
||||
pass
|
||||
|
||||
|
||||
class IllegalTurnException(VacuumDecayException):
|
||||
pass
|
||||
|
||||
|
||||
class NotBotsTurnException(IllegalTurnException):
|
||||
pass
|
||||
|
||||
|
||||
class NotPlayersTurnException(IllegalTurnException):
|
||||
pass
|
Loading…
Reference in New Issue
Block a user