ahorn.GameBase package

Submodules

ahorn.GameBase.Action module

class ahorn.GameBase.Action.Action

Bases: object

An action modifies one game state into the other.

execute(state)

Perform the action on a given state

State:
The state that must be modified
State:
The modified state

ahorn.GameBase.Actor module

class ahorn.GameBase.Actor.Actor

Bases: object

An actor performs actions and drives a game from state to state.

get_action(state)

Return the action the actor wants to take in a given state.

State:
The state in which the actor must perform an action
action: Action
The action the actor wants to take in this state.

ahorn.GameBase.Player module

class ahorn.GameBase.Player.Player

Bases: ahorn.GameBase.Actor.Actor

A player is an actor that actively decides which action to take

ahorn.GameBase.State module

class ahorn.GameBase.State.State(players)

Bases: object

Describes the attributes of a game at a particular time

copy(other)

Copy the content of another state into this state

Deep copy, i.e. modifying the copied state can not influence the content of the original state.

other : State
The state from which to copy the content
get_actor()

Return the actor that must perform an action in this state.

Actor
The actor that must perform an action in this state.

Return the legal actions a player can take in this state.

actor: Actor
the actor who wants to know which actions he can take
actions: List
a list of Actions
get_players()

Return a list of all the players in the game.

List<Player>
A list of all the players in the game.
get_random(player)

Get a random sample from the information set of the current state.

This method can be used to hide certain attributes of the state, such as opponent’s cards. In case of games with perfect information this information contains only the state itself, and a copy of the state itself is returned.

player: Player
The information set is created from the point of view of this actor
State
A random sample from the information set
get_utility(player)

Return the utility a given player receives.

If the state is final, returns a utility, else returns None

player: Player
The player for which to find the utility
utility: int
The utility received by the player, or None
is_final()

Return true if the state is final, i.e. the game is over

bool
True if the state is final, false otherwise
str(player)

String representation of this state, from the eyes of a given player.

A string representation of the state, from the eyes of a given player. In games of incomplete information, this should hide the opponent cards, the deck, etc. In games of complete information, ignore the player.

The string representation should be hashable, i.e. all states with the same hash should be in the same information set.

player: Player
The player from who’s eyes the state should be represented
str
String representation of this state.

Module contents