' + size * '{}')
return ('').format(*squares)
def square_html(sq) -> str:
"An HTML representation of a square."
color, size, text = (bonus_colors[sq] if sq in EMPTY else ('gold', 120, sq))
return ('''{}{}'''
.format(color, size, text, POINTS[text] or ''))
bonus_colors = {
DL: ('lightblue', 66, 'DL'),
TL: ('lightgreen', 66, 'TL'),
DW: ('lightcoral', 66, 'DW'),
TW: ('orange', 66, 'TW'),
SL: ('whitesmoke', 66, ''),
STAR: ('violet', 99, '✭')}
# We'll define the standard boards for Words with Friends® and Scrabble®:
# In[14]:
WWF = Board("""
█ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █
█ . . . ≡ . . ∴ . ∴ . . ≡ . . . █
█ . . : . . = . . . = . . : . . █
█ . : . . : . . . . . : . . : . █
█ ≡ . . ∴ . . . = . . . ∴ . . ≡ █
█ . . : . . . : . : . . . : . . █
█ . = . . . ∴ . . . ∴ . . . = . █
█ ∴ . . . : . . . . . : . . . ∴ █
█ . . . = . . . * . . . = . . . █
█ ∴ . . . : . . . . . : . . . ∴ █
█ . = . . . ∴ . . . ∴ . . . = . █
█ . . : . . . : . : . . . : . . █
█ ≡ . . ∴ . . . = . . . ∴ . . ≡ █
█ . : . . : . . . . . : . . : . █
█ . . : . . = . . . = . . : . . █
█ . . . ≡ . . ∴ . ∴ . . ≡ . . . █
█ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █
""".split(), bingo=35)
WWF
# In[15]:
SCRABBLE = Board("""
█ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █
█ ≡ . . : . . . ≡ . . . : . . ≡ █
█ . = . . . ∴ . . . ∴ . . . = . █
█ . . = . . . : . : . . . = . . █
█ : . . = . . . : . . . = . . : █
█ . . . . = . . . . . = . . . . █
█ . ∴ . . . ∴ . . . ∴ . . . ∴ . █
█ . . : . . . : . : . . . : . . █
█ ≡ . . : . . . * . . . : . . ≡ █
█ . . : . . . : . : . . . : . . █
█ . ∴ . . . ∴ . . . ∴ . . . ∴ . █
█ . . . . = . . . . . = . . . . █
█ : . . = . . . : . . . = . . : █
█ . . = . . . : . : . . . = . . █
█ . = . . . ∴ . . . ∴ . . . = . █
█ ≡ . . : . . . ≡ . . . : . . ≡ █
█ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █ █
""".split(), bingo=50)
SCRABBLE
# # Plays
#
# A `Play` describes the placement of tiles on the board. We will implement `Play` as a named tuple of four components:
# - `start`: the index number of the square that holds the first letter in the word.
# - `dir`: the direction, with 1 indicating `ACROSS` and `board.down` (normally, 17) indicating `DOWN`.
# - `letters`: the letters of the word, in order, as a `str`. Blanks are lowercase. Some letters are from the rack; some may have been on the board.
# - `rack`: the letters that would remain in the player's rack after making this play. Not strictly necessary as part of the play, but useful information.
#
# The function `make_play` returns a new board with the play made on it. It does not do any checking to see if the play is legal.
# In[16]:
Play = namedtuple('Play', 'start, dir, letters, rack')
def make_play(board, play) -> Board:
"Make the play on a copy of board and return the copy."
copy = Board(board)
end = play.start + len(play.letters) * play.dir
copy[play.start:end:play.dir] = play.letters
return copy
# # Example Board
#
# Let's test out what we've done so far. I'll take some words from a previous game and put them on `board`:
# In[17]:
DOWN = WWF.down
plays = {Play(145, DOWN, 'ENTER', ''),
Play(144, ACROSS, 'BE', ''),
Play(138, DOWN, 'GAVE', ''),
Play(158, DOWN, 'MUSES', ''),
Play(172, ACROSS, 'VIRULeNT', ''),
Play(213, ACROSS, 'RED', ''),
Play(147, DOWN, 'CHILDREN', ''),
Play(164, ACROSS, 'HEARD', ''),
Play(117, DOWN, 'BRIDLES', ''),
Play(131, ACROSS, 'TOUR', '')}
board = Board(WWF)
for play in plays:
board = make_play(board, play)
board
# # Strategy for Finding All Legal Plays
#
# This is our strategy for finding all possible legal plays on a board:
#
# 1. Find all *anchor squares* on the board. An anchor square is an empty square that is adjacent to a letter on the board—every legal move must place a letter on an anchor square. (One exception: on the game's first play, there are no letters on the board, and the `STAR` square in the center counts as the only anchor square.)
# 2. Using just the letters in the rack, find all *prefixes* of words in the dictionary. For example, with the rack `ABC`, we find that `B`, `BA`, and `BAC` are all prefixes of the word `BACK` (and the rack contains other prefixes of other words as well, such as `CA` and `CAB`).
# 3. For each anchor square and for both directions (across and down):
# - Try each prefix before the anchor (that is, to the left or above the anchor). Don't allow a prefix to extend to another anchor or off the board. That means we won't have to worry about *cross words* for the prefix. If there are already letters on the board before the anchor point, use them as the (only possible) prefix rather than using the prefixes from the rack. For each prefix that fits:
# - Starting at the anchor, march across (or down) one square at a time, trying to fill empty squares with each possible letter from the rack that forms a valid prefix of a word in the dictionary. If the march hits letters that are already on the board, make sure they form a valid prefix too. Also check that any cross words are valid words. When we make a complete word (with an empty or `OFF` square ahead), yield the play that made the word.
#
# So, each legal play will have zero or more prefix letters (which either all come from the rack or all were already on the board), followed by one letter from the rack covering an anchor square, followed by zero or more additional letters (which can be a mix of letters from the rack and letters already on the board). A legal play must be proceeded and followed by either an empty or `OFF` square.
# # Anchor Squares
#
# An anchor square is either the star in the middle of the board, or an empty square that is adjacent to a letter:
# In[18]:
def is_anchor(board, s) -> bool:
"Is this square next to a letter already on the board? (Or is it a '*')?"
return (board[s] == STAR or
board[s] in EMPTY and any(board[s + d].isalpha() for d in board.directions))
def all_anchors(board) -> list:
"A list of all anchor squares on the board."
return [s for s in range(len(board)) if is_anchor(board, s)]
# In[19]:
# The only anchor on an empty board is the star in the middle
all_anchors(WWF)
# # Prefixes
#
# Here we define the set of all prefixes of all words in the dictionary, and investigate the set:
# In[20]:
def dict_prefixes(dictionary) -> set:
"The set of all prefixes of each word in a dictionary."
return {word[:i] for word in dictionary for i in range(len(word))}
PREFIXES = dict_prefixes(DICTIONARY)
# In[21]:
len(PREFIXES)
# In[22]:
random.sample(PREFIXES, 10)
# Here are all the prefixes from a tiny dictionary of three words. Note that the empty string is a prefix, and `HELP` is included because it is a prefix of `HELPER`, but `HELPER` is not included because there is no letter we can add to `HELPER` to make a word in this dictionary:
# In[23]:
dict_prefixes({'HELLO', 'HELP', 'HELPER'})
# The function `rack_prefixes` gives the set of prefixes that can be made just from the letters in the rack (returning them in shortest-first order). Most of the work is done by `extend_prefixes`, which accumulates a set of prefixes into `results`. The function `remove(tiles, rack)` removes letters from a rack (after they have been played).
# In[24]:
def rack_prefixes(rack) -> set:
"All word prefixes that can be made by the rack."
return sorted(set(extend_prefixes('', rack, set())), key=len)
def extend_prefixes(prefix, rack, results) -> set:
"Add possible prefixes to `results`."
if prefix.upper() in PREFIXES:
results.add(prefix)
for L in letters(rack):
extend_prefixes(prefix+L, remove(L, rack), results)
return results
def remove(tiles, rack) -> str:
"Return a copy of rack with the given tile(s) removed."
for tile in tiles:
if tile.islower(): tile = BLANK
rack = rack.replace(tile, '', 1)
return rack
# In[25]:
rack = 'ABC'
rack_prefixes(rack)
# The number of prefixes in a rack is usually on the order of a hundred or two:
# In[26]:
len(rack_prefixes('LETTERS'))
# In[27]:
len(rack_prefixes('ERYINNA'))
# In[28]:
len(rack_prefixes('XNMNAIE'))
# Unless there is a blank in the rack, in which case it is more like a thousand or two:
# In[29]:
len(rack_prefixes('LETTER_'))
# In[30]:
len(rack_prefixes('ERYINN_'))
# # Plays on Example Board
#
# Let's work through the process of finding plays on the example `board`. First, we'll find all the anchors:
# In[31]:
anchors = all_anchors(board)
len(anchors)
# To visualize these anchors, we'll make each one be a star, on a copy of `board`:
# In[32]:
board2 = Board(board)
for a in anchors:
board2[a] = STAR
board2
# Now we'll define a rack, and find all the prefixes for the rack:
# In[33]:
rack = 'ABCHKNQ'
prefixes = rack_prefixes(rack)
len(prefixes)
# In[34]:
' '.join(prefixes)
# We won't go through all the anchor/prefix combinations; we'll just pick one: the anchor above the `M` in `MUSES`:
# In[35]:
board3 = Board(board)
anchor = 141
board3[anchor] = STAR
board3
# There's only room for prefixes of length 0 or 1, because anything longer than that would hit the anchor to the right of the `G` in `GAVE`; to avoid duplication of effort, we only allow words to run into other anchors on the right, not the left. Let's try the 1-letter prefix `B` first:
# In[36]:
board3[140] = 'B'
board3
# Now we can start to march forward. On the anchor square we can place any letter from the rack that makes a valid prefix, and that also turns `".MUSES"` into a valid word. There's only one such letter, `A`:
# In[37]:
board3[141] = 'A'
assert 'BA' in PREFIXES and is_word('A' + 'MUSES')
board3
# We can continue marching forward, trying letters from the rack that form valid prefixes. Let's try the combination `CK`:
# In[38]:
board3[142:144] = 'CK'
assert 'BACKBE' in PREFIXES
board3
# We've spelled the word `BACK`, but we can't count it as a legal play, because there isn't an empty square to the right of `BACK`; there are two existing letters, `BE`. Fortunately, `BACKBE` is a valid prefix, so we can continue to the next empty square, where we can choose an `N`:
# In[39]:
board3[146] = 'N'
assert 'BACKBENC' in PREFIXES
board3
# We continue to the next square (a double word square), and place an `H`, which completes a word, `BACKBENCH` (with an empty square to the right), and simultaneously makes a cross word, `THE`:
# In[40]:
board3[148] = 'H'
assert is_word('BACKBENCH') and is_word('THE')
board3
# We've found a valid play; we can now backtrack to consider other letters for this and other prefix/anchor combinations. Now let's code this up!
#
# # Code for Finding All Plays
#
# The function `all_plays` generates all legal plays by looking at every anchor square, trying all prefix plays, and then trying to extend each one, one letter at a time. (Note that it also generates the empty play, because a player always has the option of passing.)
# In[41]:
def all_plays(board, rack):
"""Generate all plays that can be played on board with this rack.
Try placing every possible prefix before every anchor point;
then extend one letter at a time, looking for valid plays."""
yield Play(0, ACROSS, '', rack) # The empty play (no letters, no points)
prefixes = rack_prefixes(rack)
for anchor in all_anchors(board):
for dir in (ACROSS, board.down):
for play in prefix_plays(prefixes, board, anchor, dir, rack):
yield from extend_play(board, play)
# Now for the function `prefix_plays`, which returns a list of all partial plays consisting of a prefix placed before the anchor. Note that these are not *legal* plays; they are *partial* plays, some of which will end up being extended into legal plays.
#
# There are two cases: if there are letters on the board immediately before the anchor, then those letters form the only allowable prefix. If not, we can use any prefix from the rack up to `maxlen`, which is the number of empty squares that do not run into another anchor, nor off the board.
# In[42]:
def prefix_plays(prefixes, board, anchor, dir, rack):
"Return all Plays of a prefix to the left/above anchor."
if board[anchor-dir].isalpha(): # Prefix already on the board; only 1 prefix
start = scan_letters(board, anchor, -dir)
yield Play(start, dir, cat(board[start:anchor:dir]), rack)
else: # Prefixes from rack fit in space before anchor
maxlen = (anchor - scan_to_anchor(board, anchor, -dir)) // dir
for prefix in prefixes:
if len(prefix) > maxlen:
return
yield Play(anchor - len(prefix) * dir, dir, prefix, remove(prefix, rack))
# Now `extend_play` takes a partial play, determines the square, `s`, that is one square past the end of the play, and tries all possible letters there. If adding a letter forms a valid prefix (and also does not form an invalid cross word), then we continue on (by calling `extend_play` recursively). If adding the letter forms a valid word, we yield the play.
# In[43]:
def extend_play(board, play):
"Explore all ways of adding to end of play; return ones that form full words."
s = play.start + play.dir * len(play.letters)
if board[s] == OFF: return
cword = crossword(board, s, play.dir)
possible_letters = board[s].upper() if board[s].isalpha() else letters(play.rack)
for L in possible_letters:
prefix2 = play.letters + L
if prefix2.upper() in PREFIXES and valid_crossword(cword, L):
rack2 = play.rack if board[s].isalpha() else remove(L, play.rack)
play2 = Play(play.start, play.dir, prefix2, rack2)
if is_word(prefix2) and not board[s + play.dir].isalpha():
yield play2
yield from extend_play(board, play2)
def scan_letters(board, s, dir) -> Square:
"Return the last square number going from s in dir that is a letter."
while board[s + dir].isalpha():
s += dir
return s
def scan_to_anchor(board, s, dir) -> Square:
"Return the last square number going from s in dir that is not an anchor nor off board."
while board[s + dir] != OFF and not is_anchor(board, s + dir):
s += dir
return s
# # Crosswords
#
# If adding a letter in, say, the `ACROSS` direction also adds on to a word in the `DOWN` direction, then we need to make sure that this *cross word* is also valid. The function `crossword` finds the cross word at square `s` and returns it with a `'.'` indicating the empty square where the new letter will be placed, so we would get `'.MUSES'` and `'T.E'` for the two crosswords in the `'BACKBENCH'` play.
# In[44]:
def crossword(board, s, dir) -> str:
"""The word that intersects s in the other direction from dir.
Use '.' for the one square that is missing a letter."""
def canonical(L): return L if L.isalpha() else '.'
d = other(dir, board)
start = scan_letters(board, s, -d)
end = scan_letters(board, s, d)
return cat(canonical(board[s]) for s in range(start, end+d, d))
def valid_crossword(cword, L) -> bool:
"Is placing letter L valid (with respective to the crossword)?"
return len(cword) == 1 or is_word(cword.replace('.', L))
def other(dir, board) -> Direction:
"The other direction (across/down) on the board."
return board.down if dir == ACROSS else ACROSS
# In[45]:
crossword(board, 141, ACROSS)
# In[46]:
crossword(board, 148, ACROSS)
# The function `valid_crossword` checks if replacing the empty square with a specific letter will form a valid word:
# In[47]:
valid_crossword('.MUSES', 'A')
# We can now see all the prefix plays for the anchor at 141 (just above `MUSES`):
# In[48]:
set(prefix_plays(rack_prefixes(rack), board, 141, 1, rack))
# And we can see all the ways to extend the play of `'B'` there:
# In[49]:
set(extend_play(board, Play(start=140, dir=1, letters='B', rack='ACHKNQ')))
# # Scoring
#
# Now we'll show how to count up the points made by a play. The score is the sum of the word score for the play, plus the sum of the word scores for any cross words, plus a bingo score if all seven letters are used. The word score is the sum of the letter scores (where each letter score may be doubled or tripled by a bonus square when the letter is first played on the square), all multiplied by any word bonus(es) encountered by the newly-placed letters.
# In[50]:
def score(board, play) -> int:
"The number of points scored by making this play on the board."
return (word_score(board, play)
+ bingo(board, play)
+ sum(word_score(board, cplay)
for cplay in cross_plays(board, play)))
def word_score(board, play) -> int:
"Points for a single word, counting word- and letter-bonuses."
total, word_bonus = 0, 1
for (s, L) in enumerate_play(play):
sq = board[s]
word_bonus *= (3 if sq == TW else 2 if sq == DW else 1)
total += POINTS[L] * (3 if sq == TL else 2 if sq == DL else 1)
return word_bonus * total
def bingo(board, play) -> int:
"A bonus for using 7 letters from the rack."
return (board.bingo if (play.rack == '' and letters_played(board, play) == 7)
else 0)
# Here are the various helper functions:
# In[51]:
def letters_played(board, play) -> int:
"The number of letters played from the rack."
return sum(board[s] in EMPTY for (s, L) in enumerate_play(play))
def enumerate_play(play) -> list:
"List (square_number, letter) pairs for each tile in the play."
return [(play.start + i * play.dir, play.letters[i])
for i in range(len(play.letters))]
def cross_plays(board, play):
"Generate all plays for words that cross this play."
cross = other(play.dir, board)
for (s, L) in enumerate_play(play):
if board[s] in EMPTY and (board[s-cross].isalpha() or board[s+cross].isalpha()):
start, end = scan_letters(board, s, -cross), scan_letters(board, s, cross)
before, after = cat(board[start:s:cross]), cat(board[s+cross:end+cross:cross])
yield Play(start, cross, before + L + after, play.rack)
# What should the `BACKBENCH` play score? The word covers two double-word bonuses, but no letter bonuses. The sum of the letter point values is 3+1+3+5+3+1+1+3+4 = 24, and 24×2×2 = 96. The cross word `AMUSES` scores 8, and `THE` is on a double word bonus, so it scores 6×2 = 12. There is one letter remaining in the rack, so no bingo, just a total score of 96 + 8 + 12 = 116.
# In[52]:
score(board, Play(start=140, dir=1, letters='BACKBENCH', rack='Q'))
# We can find the highest scoring play by enumerating all plays and taking the one with the maximum score:
# In[53]:
def highest_scoring_play(board, rack) -> Play:
"Return the Play that gives the most points."
return max(all_plays(board, rack), key=lambda play: score(board, play))
# In[54]:
highest_scoring_play(board, rack)
# In[55]:
make_play(board, Play(start=140, dir=1, letters='BACKBENCH', rack='Q'))
# # Playing a Game
#
# Now let's play a complete game. We start with a bag of tiles with the official Scrabble® distribution:
# In[56]:
BAG = 9*'A' + 12*'E' + 9*'I' + 8*'O' + 'BBCCDDDDFFGGGHHJKLLLLMMNNNNNNPPQRRRRRRSSSSTTTTTTUUUUVVWWXYYZ__'
# Then the function `play_game` will take a list of *player strategies* as input, and play those strategies against each other over the course of a game. A strategy is a function that takes a board and a rack as input and returns a play. For example, `highest_scoring_play` is a strategy. If the optional argument `verbose` is true, then the board is displayed after each play.
# In[57]:
def play_game(strategies=[highest_scoring_play, highest_scoring_play],
board=WWF, verbose=True) -> list:
"A number of players play a game; return a list of their scores."
board = Board(board)
bag = list(BAG)
random.shuffle(bag)
scores = [0 for _ in strategies]
racks = [replenish('', bag) for _ in strategies]
while True:
old_board = board
for (p, strategy) in enumerate(strategies):
board = make_one_play(board, p, strategy, scores, racks, bag, verbose)
if racks[p] == '':
# Player p has gone out; game over
return subtract_remaining_tiles(racks, scores, p)
if old_board == board:
# No player has a move; game over
return scores
def make_one_play(board, p, strategy, scores, racks, bag, verbose) -> Board:
"""One player, player p, chooses a move according to the strategy.
We make the move, replenish the rack, update scores, and return the new Board."""
rack = racks[p]
play = strategy(board, racks[p])
racks[p] = replenish(play.rack, bag)
points = score(board, play)
is_bingo = ('(BINGO!)' if bingo(board, play) else '')
scores[p]+= points
board = make_play(board, play)
if verbose:
display(HTML('Player {} with rack {} makes {} for {} points {}; draws: {}; scores: {}'
.format(p, rack, play, points, is_bingo, racks[p], scores)),
board)
return board
def subtract_remaining_tiles(racks, scores, p) -> list:
"Subtract point values from each player and give them to player p."
for i in range(len(racks)):
points = sum(POINTS[L] for L in racks[i])
scores[i] -= points
scores[p] += points
return scores
def replenish(rack, bag) -> str:
"Fill rack with 7 letters (as long as there are letters left in the bag)."
while len(rack) < 7 and bag:
rack += bag.pop()
return rack
# In[58]:
get_ipython().run_cell_magic('javascript', '', 'IPython.OutputArea.auto_scroll_threshold = 9999;\n')
# In[59]:
play_game()
# That was an exciting high-scoring game, but it was just one game. Let's get statistics for both players over, say, 10 games:
# In[60]:
get_ipython().run_cell_magic('time', '', "\ngames = 10\n\nscores = [score for game in range(games) \n for score in play_game(verbose=False)]\n\nprint('min: {}, median: {}, mean: {}, max: {}'.format(\n min(scores), median(scores), mean(scores), max(scores)))\n")
# # Tests
#
# I *should* have a complete test suite. Instead, all I have this minimal suite, plus the confidence I gained from seeing the game play.
# In[61]:
def sames(A, B): return sorted(A) == sorted(B)
def test():
"Unit tests."
assert is_word('WORD')
assert is_word('LETTERs')
assert is_word('ETHyLENEDIAMINETETRAACETATES')
assert not is_word('ALFABET')
rack = 'ABCHKNQ'
assert sames(letters(rack), rack)
assert sames(letters('ABAC_'), 'ABCabcdefghijklmnopqrstuvwxyz')
assert dict_prefixes({'HELLO', 'HELP', 'HELPER'}) == {
'', 'H', 'HE', 'HEL', 'HELL', 'HELP', 'HELPE'}
assert set(rack_prefixes('ABC')) == {'', 'C', 'B', 'A', 'AB', 'CA', 'AC', 'BA', 'BAC', 'CAB'}
assert len(rack_prefixes('LETTERS')) == 155
assert len(rack_prefixes('LETTER_')) == 1590
assert remove('SET', 'EELRTTS') == 'ELRT'
remove('TREaT', 'EELRTT_') == 'EL'
assert len(WWF) == len(SCRABBLE) == 17 * 17
assert all(sq in EMPTY or sq == OFF for sq in WWF + SCRABBLE)
DOWN = WWF.down
plays = {
Play(145, DOWN, 'ENTER', ''),
Play(144, ACROSS, 'BE', ''),
Play(138, DOWN, 'GAVE', ''),
Play(158, DOWN, 'MUSES', ''),
Play(172, ACROSS, 'VIRULeNT', ''),
Play(213, ACROSS, 'RED', ''),
Play(147, DOWN, 'CHILDREN', ''),
Play(164, ACROSS, 'HEARD', ''),
Play(117, DOWN, 'BRIDLES', ''),
Play(131, ACROSS, 'TOUR', '')}
board = Board(WWF)
for play in plays:
board = make_play(board, play)
assert len(WWF) == len(board) == 17 * 17
assert all_anchors(WWF) == [144]
assert all_anchors(board) == [
100, 114, 115, 116, 121, 127, 128, 130, 137, 139, 141, 143,
146, 148, 149, 150, 154, 156, 157, 159, 160, 161, 163, 171,
180, 182, 183, 184, 188, 190, 191, 193, 194, 195, 197, 199,
201, 206, 208, 210, 212, 216, 218, 225, 227, 230, 231, 233,
236, 243, 248, 250, 265, 267]
assert crossword(board, 141, ACROSS) == '.MUSES'
assert crossword(board, 148, ACROSS) == 'T.E'
assert valid_crossword('.MUSES', 'A')
assert not valid_crossword('.MUSES', 'B')
assert sames(prefix_plays(rack_prefixes(rack), board, 141, 1, rack),
[Play(start=141, dir=1, letters='', rack='ABCHKNQ'),
Play(start=140, dir=1, letters='C', rack='ABHKNQ'),
Play(start=140, dir=1, letters='K', rack='ABCHNQ'),
Play(start=140, dir=1, letters='B', rack='ACHKNQ'),
Play(start=140, dir=1, letters='A', rack='BCHKNQ'),
Play(start=140, dir=1, letters='H', rack='ABCKNQ'),
Play(start=140, dir=1, letters='N', rack='ABCHKQ'),
Play(start=140, dir=1, letters='Q', rack='ABCHKN')])
assert sames(extend_play(board, Play(start=140, dir=1, letters='B', rack='ACHKNQ')),
{Play(start=140, dir=1, letters='BA', rack='CHKNQ'),
Play(start=140, dir=1, letters='BACKBENCH', rack='Q'),
Play(start=140, dir=1, letters='BAH', rack='CKNQ'),
Play(start=140, dir=1, letters='BAN', rack='CHKQ')})
assert len(BAG) == 100
assert replenish('RACK', ['X', 'B', 'A', 'G']) == 'RACKGAB'
assert replenish('RACK', []) == 'RACK'
assert replenish('RACK', ['A', 'B']) == 'RACKBA'
assert score(WWF, Play(144, ACROSS, 'BE', '')) == (3 + 1)
assert score(board, Play(140, ACROSS, 'BACKBENCH', 'Q')) == 116
return 'ok'
test()
# # Conclusion: How Did We Do?
#
# We can break that into four questions:
#
# 1. **Is the code easy to follow?**
# - I'm biased, but I think this code is easy to understand, test, and modify.
# 2. **Does the strategy score well?**
# - Yes: the mean and median scores are both over 350, which is enough for [the elite club](https://www.facebook.com/WWF350Club) of high scorers.
# - No: this is not quite world-champion caliber.
# 3. **Is the code fast enough?**
# - It takes less than 3 seconds to play a complete game for both players; that's fast enough for me. If desired, the code could be made about 100 times faster, by using multiprocessing, by caching more information, by not building explicit lists for intermediate results (although those intermediate results make the code easier to test), by using PyPy or Cython, or by porting to another language.
# 4. **What's left to do?**
# - We could give players the option of trading in tiles.
# - We could explore better strategies. A better strategy might:
# - Plan ahead to use high-scoring letters only with bonuses.
# - Use blank tiles strategically, not greedily.
# - Manage letters to increase the chance of a bingo.
# - Play defensively to avoid giving the opponent good chances at high scores.
# - Think ahead in the end game to go out before the opponent (or at least avoid being stuck with high-scoring letters in the rack).
# - In the end game, know which tiles have not been played and thus which ones the opponent could have.
# - The game could be interfaced to an online game server.
# - More complete unit tests would be great.
# - We could compare this program to those of the [giants](https://www.cs.cmu.edu/afs/cs/academic/class/15451-s06/www/lectures/scrabble.pdf) whose [shoulders](http://ericsink.com/downloads/faster-scrabble-gordon.pdf) we [stood](http://web.archive.org/web/20040116175427/http://www.math-info.univ-paris5.fr/~bouzy/ProjetUE3/Scrabble.pdf) [upon](http://www.gtoal.com/wordgames/scrabble.html).
#
# Thanks to Markus Dobler for correcting one bug and making another useful suggestion.
#
#
# *[Peter Norvig](http://norvig.com)*
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