from kivy.graphics.vertex_instructions import SmoothLine, Line from kivy.uix.boxlayout import BoxLayout from kivy.graphics.context_instructions import Color class Controls(BoxLayout): def __init__(self, **kwargs): super(Controls, self).__init__(**kwargs) self.status = None self.status_node = None def set_status(self, msg, at_node=None): self.status = msg self.status_node = at_node or self.parent.game.current_node self.info.text = msg self.update_evaluation() def select_mode(self, mode): if mode == "analyze": self.analyze_tab_button.trigger_action(duration=0) else: self.play_tab_button.trigger_action(duration=0) def show_evaluation_stats(self, node): if node.analysis_ready: self.score.text = node.format_score().replace("-", "\u2013") self.win_rate.text = node.format_win_rate() if node.points_lost is not None: self.points_lost.text = f"{node.points_lost:.1f}" else: self.points_lost.text = f"?" def unlock(self): if self.ai_lock.active: self.ai_lock.checkbox.trigger_action(duration=0) for el in [self.ai_lock.checkbox, self.analyze_tab_button, self.ai_auto.white, self.ai_auto.black, self.ai_move]: el.disabled = False def on_size(self, *args): self.update_evaluation() # handles showing completed analysis and score graph def update_evaluation(self): katrain = self.parent current_node = katrain.game.current_node move = current_node.single_move current_player_is_human_or_both_robots = True # move not self.ai_auto.active(current_node.player) or self.ai_auto.active(1 - current_node.player) # TODO FIX info = "" if current_node is self.status_node: info += self.status + "\n" else: self.status_node = None if current_player_is_human_or_both_robots and not current_node.is_root and move: info += current_node.comment(eval=True, hints=self.hints.active(move.player)) self.points_lost.text = "" if current_player_is_human_or_both_robots: self.show_evaluation_stats(current_node) self.info.text = info game_node = katrain.game.current_node scores = [n.score for n in game_node.nodes_from_root] # TODO: like redo, what is the node to redo / should we append? cache? self.graph.canvas.clear() with self.graph.canvas: pt = [] nnscores = [s for s in scores if s is not None] + [-5, 5] scale = max(max(*nnscores), -min(*nnscores)) * 1.05 xscale = self.graph.width * 0.9 / max(len(scores), 20) ls = 0 for i, s in enumerate(scores): ls = s or ls pt.extend([self.graph.pos[0] + 0.05 * self.graph.width + i * xscale, self.graph.pos[1] + self.graph.height / 2 * (1 + ls / scale)]) Color(0, 0, 0) Line(points=pt, width=1.0) # just set points? if False: # TODO: UNDO AND AI MOVE if current_node.analysis_ready and current_node.parent and current_node.parent.analysis_ready and not current_node.children and not current_node.x_comment.get("undo"): # handle automatic undo if self.auto_undo.active(move.player) and not self.ai_auto.active(move.player) and not current_node.auto_undid: ts = self.train_settings # TODO: is this overly generous wrt low visit outdated evaluations? evaluation = current_node.evaluation if current_node.evaluation is not None else 1 # assume move is fine if temperature is negative move_eval = max(evaluation, current_node.outdated_evaluation or 0) points_lost = (current_node.parent or current_node).temperature_stats[2] * (1 - move_eval) if move_eval < ts["undo_eval_threshold"] and points_lost >= ts["undo_point_threshold"]: if self.num_undos(current_node) == 0: current_node.x_comment["undid"] = f"Move was below threshold, but no undo granted (probability is {ts['num_undo_prompts']:.0%}).\n" self.update_evaluation() else: current_node.auto_undid = True self.parent.game.undo() if len(current_node.parent.children) >= ts["num_undo_prompts"] + 1: best_move = sorted([m for m in current_node.parent.children], key=lambda m: -(m.evaluation_info[0] or 0))[0] best_move.x_comment["undo_autoplay"] = f"Automatically played as best option after max. {ts['num_undo_prompts']} undo(s).\n" self.parent.game.play(best_move) self.update_evaluation() return # ai player doesn't technically need parent ready, but don't want to override waiting for undo current_node = self.parent.game.current_node # this effectively checks undo didn't just happen if self.ai_auto.active(move.opponent) and not self.parent.game.game_ended: if current_node.children: self.info.text = "AI paused since moves were undone. Press 'AI Move' or choose a move for the AI to continue playing." else: self._do_aimove()