This project contains an open-source DATC-compliant Diplomacy game engine, a client-server architecture for network play, a web interface to play against bots and to visualize games, and a DAIDE-compatible adapter to connect DAIDE bots to the server.
The complete documentation is available at diplomacy.readthedocs.io.
Authentication was added to the frontend WEB UI of the project. In order to run and sign-up/log-in successfully, follow the steps under diplomacy/web/dev/README.md
, which contains the necessary files for the front-end to point to the correct authentication endpoints.
When you have cloned the repo, run
git submodule update --init
from the root directory of the project.
This command will initialize the pressgloss submodule that is needed for gloss conversion.
Next, run docker-compose build
from the root directory of the project. This should build all of the necessary docker containers.
Finally, run docker-compose up
or docker-compose up -d
to start the application. Going to http://localhost:3000
will bring you to the splash screen of the game.
To get logs from the game docker container, you can use docker logs -f diplomacy_server
.
The latest version of the package can be installed with:
pip install diplomacy
The package is compatible with Python 3.5, 3.6, and 3.7.
The following script plays a game locally by submitting random valid orders until the game is completed.
import random
from diplomacy import Game
from diplomacy.utils.export import to_saved_game_format
# Creating a game
# Alternatively, a map_name can be specified as an argument. e.g. Game(map_name='pure')
game = Game()
while not game.is_game_done:
# Getting the list of possible orders for all locations
possible_orders = game.get_all_possible_orders()
# For each power, randomly sampling a valid order
for power_name, power in game.powers.items():
power_orders = [random.choice(possible_orders[loc]) for loc in game.get_orderable_locations(power_name)
if possible_orders[loc]]
game.set_orders(power_name, power_orders)
# Messages can be sent locally with game.add_message
# e.g. game.add_message(Message(sender='FRANCE',
# recipient='ENGLAND',
# message='This is a message',
# phase=self.get_current_phase(),
# time_sent=int(time.time())))
# Processing the game to move to the next phase
game.process()
# Exporting the game to disk to visualize (game is appended to file)
# Alternatively, we can do >> file.write(json.dumps(to_saved_game_format(game)))
to_saved_game_format(game, output_path='game.json')
It is also possible to install a web interface in React to play against bots and/or other humans and to visualize games.
The web interface can be installed with:
# Install NVM
curl -o- https://raw.githubusercontent.com/nvm-sh/nvm/v0.34.0/install.sh | bash
# Clone repo
git clone https://github.com/diplomacy/diplomacy.git
# Install package locally
# You may want to install it in a conda or virtualenv environment
cd diplomacy/
pip install -r requirements_dev.txt
# Build node modules
cd diplomacy/web
npm install .
npm install . --only=dev
# In a terminal window or tab - Launch React server
npm start
# In another terminal window or tab - Launch diplomacy server
python -m diplomacy.server.run
The web interface will be accessible at http://localhost:3000.
To login, users can use admin/password or username/password. Additional users can be created by logging in with a username that does not exist in the database.
It is possible to visualize a game by using the "Load a game from disk" menu on the top-right corner of the web interface.
It is possible to join a game remotely over a network using websockets. The script below plays a game over a network.
Note. The server must be started with python -m diplomacy.server.run
for the script to work.
import asyncio
import random
from diplomacy.client.connection import connect
from diplomacy.utils import exceptions
POWERS = ['AUSTRIA', 'ENGLAND', 'FRANCE', 'GERMANY', 'ITALY', 'RUSSIA', 'TURKEY']
async def create_game(game_id, hostname='localhost', port=8432):
""" Creates a game on the server """
connection = await connect(hostname, port)
channel = await connection.authenticate('random_user', 'password')
await channel.create_game(game_id=game_id, rules={'REAL_TIME', 'NO_DEADLINE', 'POWER_CHOICE'})
async def play(game_id, power_name, hostname='localhost', port=8432):
""" Play as the specified power """
connection = await connect(hostname, port)
channel = await connection.authenticate('user_' + power_name, 'password')
# Waiting for the game, then joining it
while not (await channel.list_games(game_id=game_id)):
await asyncio.sleep(1.)
game = await channel.join_game(game_id=game_id, power_name=power_name)
# Playing game
while not game.is_game_done:
current_phase = game.get_current_phase()
# Submitting orders
if game.get_orderable_locations(power_name):
possible_orders = game.get_all_possible_orders()
orders = [random.choice(possible_orders[loc]) for loc in game.get_orderable_locations(power_name)
if possible_orders[loc]]
print('[%s/%s] - Submitted: %s' % (power_name, game.get_current_phase(), orders))
await game.set_orders(power_name=power_name, orders=orders, wait=False)
# Messages can be sent with game.send_message
# await game.send_game_message(message=game.new_power_message('FRANCE', 'This is the message'))
# Waiting for game to be processed
while current_phase == game.get_current_phase():
await asyncio.sleep(0.1)
# A local copy of the game can be saved with to_saved_game_format
# To download a copy of the game with messages from all powers, you need to export the game as an admin
# by logging in as 'admin' / 'password'
async def launch(game_id):
""" Creates and plays a network game """
await create_game(game_id)
await asyncio.gather(*[play(game_id, power_name) for power_name in POWERS])
if __name__ == '__main__':
asyncio.run(launch(game_id=str(random.randint(1, 1000))))
This project is licensed under the APGLv3 License - see the LICENSE file for details