Tic-tac-toe: Difference between revisions
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=={{header|Ruby}}== |
=={{header|Ruby}}== |
Revision as of 12:12, 6 February 2016
![Task](http://static.miraheze.org/rosettacodewiki/thumb/b/ba/Rcode-button-task-crushed.png/64px-Rcode-button-task-crushed.png)
You are encouraged to solve this task according to the task description, using any language you may know.
Play a game of tic-tac-toe. Ensure that legal moves are played and that a winning position is notified.
Ada
<lang Ada>with Ada.Text_IO, Ada.Numerics.Discrete_Random;
-- can play human-human, human-computer, computer-human or computer-computer -- the computer isn't very clever: it just chooses a legal random move
procedure Tic_Tac_Toe is
type The_Range is range 1 .. 3; type Board_Type is array (The_Range, The_Range) of Character;
package Rand is new Ada.Numerics.Discrete_Random(The_Range); Gen: Rand.Generator; -- required for the random moves
procedure Show_Board(Board: Board_Type) is use Ada.Text_IO; begin for Row in The_Range loop for Column in The_Range loop Put(Board(Row, Column)); end loop; Put_Line(""); end loop; Put_Line(""); end Show_Board;
function Find_Winner(Board: Board_Type) return Character is -- if 'x' or 'o' wins, it returns that, else it returns ' '
function Three_Equal(A,B,C: Character) return Boolean is begin return (A=B) and (A=C); end Three_Equal;
begin -- Find_Winner for I in The_Range loop if Three_Equal(Board(I,1), Board(I,2), Board(I,3)) then return Board(I,1); elsif Three_Equal(Board(1,I), Board(2,I), Board(3,I)) then return Board(1,I); end if; end loop; if Three_Equal(Board(1,1), Board(2,2), Board (3,3)) or Three_Equal(Board(3,1), Board(2,2), Board (1,3)) then return Board(2,2); end if; return ' '; end Find_Winner;
procedure Do_Move(Board: in out Board_Type; New_Char: Character; Computer_Move: Boolean) is Done: Boolean := False; C: Character; use Ada.Text_IO;
procedure Do_C_Move(Board: in out Board_Type; New_Char: Character) is Found: Boolean := False; X,Y: The_Range; begin while not Found loop X := Rand.Random(Gen); Y := Rand.Random(Gen); if (Board(X,Y) /= 'x') and (Board(X,Y) /= 'o') then Found := True; Board(X,Y) := New_Char; end if; end loop; end Do_C_Move;
begin if Computer_Move then Do_C_Move(Board, New_Char); else -- read move; Put_Line("Choose your move, " & New_Char); while not Done loop Get(C); for Row in The_Range loop for Col in The_Range loop if Board(Row, Col) = C then Board(Row, Col) := New_Char; Done := True; end if; end loop; end loop; end loop; end if; end Do_Move;
The_Board : Board_Type := (('1','2','3'), ('4','5','6'), ('7','8','9')); Cnt_Moves: Natural := 0; Players: array(0 .. 1) of Character := ('x', 'o'); -- 'x' begins C_Player: array(0 .. 1) of Boolean := (False, False); Reply: Character;
begin -- Tic_Tac_Toe
-- firstly, ask whether the computer shall take over either player for I in Players'Range loop Ada.Text_IO.Put_Line("Shall " & Players(I) & " be run by the computer? (y=yes)"); Ada.Text_IO.Get(Reply); if Reply='y' or Reply='Y' then C_Player(I) := True; Ada.Text_IO.Put_Line("Yes!"); else Ada.Text_IO.Put_Line("No!"); end if; end loop; Rand.Reset(Gen); -- to initalize the random generator
-- now run the game while (Find_Winner(The_Board) = ' ') and (Cnt_Moves < 9) loop Show_Board(The_Board); Do_Move(The_Board, Players(Cnt_Moves mod 2), C_Player(Cnt_Moves mod 2)); Cnt_Moves := Cnt_Moves + 1; end loop; Ada.Text_IO.Put_Line("This is the end!");
-- finally, output the outcome Show_Board (The_Board); if Find_Winner(The_Board) = ' ' then Ada.Text_IO.Put_Line("Draw"); else Ada.Text_IO.Put_Line("The winner is: " & Find_Winner(The_Board)); end if;
end Tic_Tac_Toe;</lang>
- Output:
> ./tic_tac_toe Shall x be run by the computer? (y=yes) y Yes! Shall o be run by the computer? (y=yes) n No! 123 456 789 1x3 456 789 Choose your move, o 5 1x3 4o6 789 1x3 xo6 789 Choose your move, o 6 1x3 xoo 789 1xx xoo 789 Choose your move, o 1 oxx xoo 789 oxx xoo 78x Choose your move, o 7 oxx xoo o8x This is the end! oxx xoo oxx Draw > ./tic_tac_toe Shall x be run by the computer? (y=yes) n No! Shall o be run by the computer? (y=yes) y Yes! 123 456 789 Choose your move, x 6 123 45x 789 123 45x o89 Choose your move, x 4 123 x5x o89 123 x5x o8o Choose your move, x 8 123 x5x oxo o23 x5x oxo Choose your move, x 5 This is the end! o23 xxx oxo The winner is: x
ALGOL W
The user can play O, X, both or neither. O goes first whether user or computer controlled. <lang algolw>begin
string(10) board;
% initialise the board % procedure initBoard ; board := " 123456789";
% display the board % procedure showBoard ; begin s_w := 0; write( board(1//1), "|", board(2//1), "|", board(3//1) ); write( "-+-+-" ); write( board(4//1), "|", board(5//1), "|", board(6//1) ); write( "-+-+-" ); write( board(7//1), "|", board(8//1), "|", board(9//1) ) end showBoard ;
% returns true if board pos is free, false otherwise % logical procedure freeSpace( integer value pos ) ; ( board(pos//1) >= "1" and board(pos//1) <= "9" );
% check for game over % logical procedure gameOver ; begin logical noMoves; noMoves := true; for i := 1 until 9 do if noMoves then noMoves := not freeSpace( i ); noMoves end gameOver ;
% makes the specified winning move or blocks it, if it will win % logical procedure winOrBlock( integer value pos1, pos2, pos3 ; string(1) value searchCharacter ; string(1) value playerCharacter ) ; if board(pos1//1) = searchCharacter and board(pos2//1) = searchCharacter and freeSpace( pos3 ) then begin board(pos3//1) := playerCharacter; true end else if board(pos1//1) = searchCharacter and freeSpace( pos2 ) and board(pos3//1) = searchCharacter then begin board(pos2//1) := playerCharacter; true end else if freeSpace( pos1 ) and board(pos2//1) = searchCharacter and board(pos3//1) = searchCharacter then begin board(pos1//1) := playerCharacter; true end else begin false end winOrBlock ;
% makes a winning move or blocks a winning move, if there is one % logical procedure makeOrBlockWinningMove( string(1) value searchCharacter ; string(1) value playerCharacter ) ; ( winOrBlock( 1, 2, 3, searchCharacter, playerCharacter ) or winOrBlock( 4, 5, 6, searchCharacter, playerCharacter ) or winOrBlock( 7, 8, 9, searchCharacter, playerCharacter ) or winOrBlock( 1, 4, 7, searchCharacter, playerCharacter ) or winOrBlock( 2, 5, 8, searchCharacter, playerCharacter ) or winOrBlock( 3, 6, 9, searchCharacter, playerCharacter ) or winOrBlock( 1, 5, 9, searchCharacter, playerCharacter ) or winOrBlock( 3, 5, 7, searchCharacter, playerCharacter ) ) ;
% makes a move when there isn't an obvious winning/blocking move % procedure move ( string(1) value playerCharacter ) ; begin logical moved; moved := false; % try for the centre, a corner or the midle of a line % for pos := 5, 1, 3, 7, 9, 2, 4, 6, 8 do begin if not moved and freeSpace( pos ) then begin moved := true; board(pos//1) := playerCharacter end end end move ;
% gets a move from the user % procedure userMove( string(1) value playerCharacter ) ; begin integer move; while begin write( "Please enter the move for ", playerCharacter, " " ); read( move ); ( move < 1 or move > 9 or not freeSpace( move ) ) end do begin write( "Invalid move" ) end; board(move//1) := playerCharacter end userMove ;
% returns true if the three board positions have the player character, % % false otherwise % logical procedure same( integer value pos1, pos2, pos3 ; string(1) value playerCharacter ) ; ( board(pos1//1) = playerCharacter and board(pos2//1) = playerCharacter and board(pos3//1) = playerCharacter );
% returns true if the player has made a winning move, false otherwise % logical procedure playerHasWon( string(1) value playerCharacter ) ; ( same( 1, 2, 3, playerCharacter ) or same( 4, 5, 6, playerCharacter ) or same( 7, 8, 9, playerCharacter ) or same( 1, 4, 7, playerCharacter ) or same( 2, 5, 8, playerCharacter ) or same( 3, 6, 9, playerCharacter ) or same( 1, 5, 9, playerCharacter ) or same( 3, 5, 7, playerCharacter ) ) ;
% takes a players turn - either automated or user input % procedure turn ( string(1) value playerCharacter, otherCharacter ; logical value playerIsUser ) ; begin if playerIsUser then userMove( playerCharacter ) else begin write( playerCharacter, " moves..." ); if not makeOrBlockWinningMove( playerCharacter, playerCharacter ) and not makeOrBlockWinningMove( otherCharacter, playerCharacter ) then move( playerCharacter ) end; showBoard end turn ;
% asks a question and returns true if the user inputs y/Y, % % false otherwise % logical procedure yes( string(32) value question ) ; begin string(1) answer; write( question ); read( answer ); answer = "y" or answer = "Y" end yes ;
% play the game % while begin string(1) again; string(32) gameResult; logical oIsUser, xIsUser;
oIsUser := yes( "Do you want to play O? " ); xIsUser := yes( "Do you want to play X? " );
gameResult := "it's a draw"; initBoard; showBoard; while not gameOver and not playerHasWon( "O" ) and not playerHasWon( "X" ) do begin turn( "O", "X", oIsUser ); if playerHasWon( "O" ) then gameResult := "O wins" else if not gameOver then begin turn( "X", "O", xIsUser ); if playerHasWon( "X" ) then gameResult := "X wins" end end ; write( gameResult );
yes( "Play again? " ) end do begin end
end.</lang>
- Output:
Do you want to play O? y Do you want to play X? n 1|2|3 -+-+- 4|5|6 -+-+- 7|8|9 Please enter the move for O 5 1|2|3 -+-+- 4|O|6 -+-+- 7|8|9 X moves... X|2|3 -+-+- 4|O|6 -+-+- 7|8|9 ...etc... Please enter the move for O 8 X|2|O -+-+- O|O|X -+-+- X|O|9 X moves... X|X|O -+-+- O|O|X -+-+- X|O|9 Please enter the move for O 9 X|X|O -+-+- O|O|X -+-+- X|O|O it's a draw Play again? n
AppleScript
<lang AppleScript>property OMask : missing value property XMask : missing value property winningNumbers : {7, 56, 73, 84, 146, 273, 292, 448} property difficulty : missing value
repeat
set OMask to 0 set XMask to 0 if button returned of (display dialog "Who should start?" buttons {"I shoud", "CPU"}) = "CPU" then set OMask to npcGet() set difficulty to button returned of (display dialog "Please choose your difficulty" buttons {"Hard", "Normal"}) repeat set XMask to XMask + 2 ^ (nGet() - 1) if winnerForMask(XMask) or OMask + XMask = 511 then exit repeat set OMask to npcGet() if winnerForMask(OMask) or OMask + XMask = 511 then exit repeat end repeat if winnerForMask(OMask) then set msg to "CPU Wins!" else if winnerForMask(XMask) then set msg to "You WON!!!" else set msg to "It's a draw" end if display dialog msg & return & return & drawGrid() & return & return & "Do you want to play again?"
end repeat
on nGet()
set theMessage to "It's your turn Player 1, please fill in the number for X" & return & return & drawGrid() repeat set value to text returned of (display dialog theMessage default answer "") if (offset of value in "123456789") is not 0 then if not positionIsUsed(value as integer) then exit repeat end if end repeat return value as integer
end nGet
on npcGet()
--first get the free positions set freeSpots to {} repeat with s from 1 to 9 if not positionIsUsed(s) then set end of freeSpots to 2 ^ (s - 1) end repeat --second check if 1 move can make the CPU win repeat with spot in freeSpots if winnerForMask(OMask + spot) then return OMask + spot end repeat if difficulty is "Hard" and OMask is 0 then if XMask = 1 or XMask = 4 then return 2 if XMask = 64 or XMask = 256 then return 128 end if --third check if a user can make make it win (defensive) place it on position repeat with spot in freeSpots if winnerForMask(XMask + spot) then return OMask + spot end repeat --fourth check if CPU can win in two moves repeat with spot1 in freeSpots repeat with spot2 in freeSpots if winnerForMask(OMask + spot1 + spot2) then return OMask + spot2 end repeat end repeat --fifth check if player can win in two moves repeat with spot1 in freeSpots repeat with spot2 in reverse of freeSpots if winnerForMask(XMask + spot1 + spot2) then return OMask + spot1 end repeat end repeat --at last pick a random spot if XMask + OMask = 0 and difficulty = "Hard" then return 1 return OMask + (some item of freeSpots)
end npcGet
on winnerForMask(mask)
repeat with winLine in winningNumbers if BWAND(winLine, mask) = contents of winLine then return true end repeat return false
end winnerForMask
on drawGrid()
set grid to "" repeat with o from 0 to 8 if BWAND(OMask, 2 ^ o) = 2 ^ o then set grid to grid & "O" else if BWAND(XMask, 2 ^ o) = 2 ^ o then set grid to grid & "X" else set grid to grid & o + 1 end if if o is in {2, 5} then set grid to grid & return end repeat return grid
end drawGrid
on positionIsUsed(pos)
return BWAND(OMask + XMask, 2 ^ (pos - 1)) = 2 ^ (pos - 1)
end positionIsUsed
on BWAND(n1, n2)
set theResult to 0 repeat with o from 0 to 8 if (n1 mod 2) = 1 and (n2 mod 2) = 1 then set theResult to theResult + 2 ^ o set {n1, n2} to {n1 div 2, n2 div 2} end repeat return theResult as integer
end BWAND</lang>
AutoHotkey
This program uses a Gui with 9 buttons. Clicking on one will place an X there, disable the button, and cause the program to go somewhere. It plays logically, trying to win, trying to block, or playing randomly in that order. <lang AutoHotkey>Gui, Add, Button, x12 y12 w30 h30 vB1 gButtonHandler, Gui, Add, Button, x52 y12 w30 h30 vB2 gButtonHandler, Gui, Add, Button, x92 y12 w30 h30 vB3 gButtonHandler, Gui, Add, Button, x12 y52 w30 h30 vB4 gButtonHandler, Gui, Add, Button, x52 y52 w30 h30 vB5 gButtonHandler, Gui, Add, Button, x92 y52 w30 h30 vB6 gButtonHandler, Gui, Add, Button, x12 y92 w30 h30 vB7 gButtonHandler, Gui, Add, Button, x52 y92 w30 h30 vB8 gButtonHandler, Gui, Add, Button, x92 y92 w30 h30 vB9 gButtonHandler,
- Generated using SmartGUI Creator 4.0
Gui, Show, x127 y87 h150 w141, Tic-Tac-Toe Winning_Moves := "123,456,789,147,258,369,159,357" Return
ButtonHandler:
; Fired whenever the user clicks on an enabled button Go(A_GuiControl,"X") GoSub MyMove
Return
MyMove: ; Loops through winning moves. First attempts to win, then to block, then a random move
Went=0 Loop, parse, Winning_Moves,`, { Current_Set := A_LoopField X:=O:=0 Loop, parse, Current_Set { GuiControlGet, Char,,Button%A_LoopField% If ( Char = "O" ) O++ If ( Char = "X" ) X++ } If ( O = 2 and X = 0 ) or ( X = 2 and O = 0 ){ Finish_Line(Current_Set) Went = 1 Break ; out of the Winning_Moves Loop to ensure the computer goes only once } } If (!Went) GoSub RandomMove
Return
Go(Control,chr){
GuiControl,,%Control%, %chr% GuiControl,Disable,%Control% GoSub, CheckWin
}
CheckWin:
Loop, parse, Winning_Moves,`, { Current_Set := A_LoopField X:=O:=0 Loop, parse, Current_Set { GuiControlGet, Char,,Button%A_LoopField% If ( Char = "O" ) O++ If ( Char = "X" ) X++ } If ( O = 3 ){ Msgbox O Wins! GoSub DisableAll Break } If ( X = 3 ){ MsgBox X Wins! GoSub DisableAll Break } }
return
DisableAll:
Loop, 9 GuiControl, Disable, Button%A_Index%
return
Finish_Line(Set){ ; Finish_Line is called when a line exists with 2 of the same character. It goes in the remaining spot, thereby blocking or winning.
Loop, parse, set { GuiControlGet, IsEnabled, Enabled, Button%A_LoopField% Control=Button%A_LoopField% If IsEnabled Go(Control,"O") }
}
RandomMove:
Loop{ Random, rnd, 1, 9 GuiControlGet, IsEnabled, Enabled, Button%rnd% If IsEnabled { Control=Button%rnd% Go(Control,"O") Break } }
return
GuiClose: ExitApp </lang>
Bash
Computer is X. Computer randomly goes first. Computer plays a good game, but not a perfect game. It will win when it can and draw when it can not.
It performs a depth-first scan of all following moves. It ignores dumb actions like not winning when either player can.
For each possible move it records if it will win, lose, or something else (like win and draw depending on opponent's move).
If there is a choice of best moves, it picks one at random.
I have not used simple bash code to:
- keep it under 100 lines;
- to demonstrate usefulness of bash integers;
- show-off ANSI ESC sequences;
- implement recursion in bash;
- demonstrate conditional and alternate execution using && and || with { ...; };
- show that you don't always need to use $ to refer to integer variables;
- encourage use of [[ ]] instead of [ ] for boolean expressions;
- provide examples of pattern matching; and
- encourage use of bash for more interesting tasks.
<lang bash>
- !/bin/bash
declare -a B=( e e e e e e e e e ) # Board
function show(){ # show B - underline first 2 rows; highlight position; number empty positoins
local -i p POS=${1:-9}; local UL BOLD="\e[1m" GREEN="\e[32m" DIM="\e[2m" OFF="\e[m" ULC="\e[4m" for p in 0 1 2 3 4 5 6 7 8; do p%3 -eq 0 && printf " " # indent boards UL=""; p/3 -lt 2 && UL=$ULC # underline first 2 rows p -eq POS && printf "$BOLD$GREEN" # bold and colour for this position [[ ${B[p]} = e ]] && printf "$UL$DIM%d$OFF" $p || printf "$UL%s$OFF" ${B[p]} # num or UL { p%3 -lt 2 && printf "$UL | $OFF"; } || printf "\n" # underline vertical bars or NL done
};
function win(){ # win 'X' 3 return true if X wins after move in position 3
local ME=$1; local -i p=$2 [[ ${B[p/3*3]} = $ME && ${B[p/3*3+1]} = $ME && ${B[p/3*3+2]} = $ME ]] && return 0 # row [[ ${B[p]} = $ME && ${B[(p+3)%9]} = $ME && ${B[(p+6)%9]} = $ME ]] && return 0 # col [[ ${B[4]} != $ME ]] && return 1 # don't test diags [[ p%4 -eq 0 && ${B[0]} = $ME && ${B[8]} = $ME ]] && return 0 # TL - BR diag | p -eq 4 && [[ ${B[2]} = $ME && ${B[6]} = $ME ]] # TR - BL diag
};
function bestMove(){ # return best move or 9 if none possible
local ME=$1 OP=$2; local -i o s p local -ia S=( -9 -9 -9 -9 -9 -9 -9 -9 -9 ) # score board local -a SB # save board [[ ${B[*]//[!e]} = "" ]] && return 9 # game over SB=( ${B[*]} ) # save Board for p in 0 1 2 3 4 5 6 7 8; do # for each board position [[ ${B[p]} != e ]] && continue # skip occupied positions B[p]=$ME # occupy position win $ME $p && { S[p]=2; B=( ${SB[*]} ); return $p; } # ME wins so this is best move bestMove $OP $ME; o=$? # what will opponent do o -le 8 && { B[o]=$OP; win $OP $o; s=$?; } # opponent can make a legal move S[p]=${s:-1} # save result of opponent move B=( ${SB[*]} ) # restore board after each trial run done local -i best=-1; local -ia MOV=() for p in 0 1 2 3 4 5 6 7 8; do # find all best moves [[ S[p] -lt 0 ]] && continue # dont bother with occupied positions [[ S[p] -eq S[best] ]] && { MOV+=(p); best=p; } # add this move to current list [[ S[p] -gt S[best] ]] && { MOV=(p); best=p; } # a better move so scrap list and start again done return ${MOV[ RANDOM%${#MOV[*]} ]} # pick one at random
};
function getMove(){ # getMove from opponent
$ME = X && { bestMove $ME $OP; return $?; } # pick X move automatically read -p "O move: " -n 1; printf "\n"; return $REPLY # get opponents move
};
function turn(){ # turn starts or continues a game. It is ME's turn
local -i p; local ME=$1 OP=$2 getMove; p=$?; p -gt 8 && { printf "Draw!\n"; show; return 1; } # no move so a draw B[p]=$ME; printf "%s moves %d\n" $ME $p # mark board win $ME $p && { printf "%s wins!\n" $ME; show $p; $ME = X && return 2; return 0; } [[ ${B[*]//[!e]} = "" ]] && { printf "Draw!\n"; show; return 1; } # no move so a draw show $p; turn $OP $ME # opponent moves
};
printf "Bic Bash Bow\n" show; RANDOM%2 -eq 0 && { turn O X; exit $?; } || turn X O
</lang>
- Output:
(nice ANSI formatting is not shown)
Bic Bash Bow 0 | 1 | 2 3 | 4 | 5 6 | 7 | 8 X moves 1 0 | X | 2 3 | 4 | 5 6 | 7 | 8 O move: 5 O moves 5 0 | X | 2 3 | 4 | O 6 | 7 | 8 X moves 2 0 | X | X 3 | 4 | O 6 | 7 | 8 O move: 0 O moves 0 O | X | X 3 | 4 | O 6 | 7 | 8 X moves 4 O | X | X 3 | X | O 6 | 7 | 8 O move: 6 O moves 6 O | X | X 3 | X | O O | 7 | 8 X moves 7 X wins! O | X | X 3 | X | O O | X | 8
BASIC
Microsoft Small Basic
This game has a simple AI. <lang smallbasic>place1 = 1 place2 = 2 place3 = 3 place4 = 4 place5 = 5 place6 = 6 place7 = 7 place8 = 8 place9 = 9 symbol1 = "X" symbol2 = "O" reset: TextWindow.Clear() TextWindow.Write(place1 + " ") TextWindow.Write(place2 + " ") TextWindow.WriteLine(place3 + " ") TextWindow.Write(place4 + " ") TextWindow.Write(place5 + " ") TextWindow.WriteLine(place6 + " ") TextWindow.Write(place7 + " ") TextWindow.Write(place8 + " ") TextWindow.WriteLine(place9 + " ") TextWindow.WriteLine("Where would you like to go to (choose a number from 1 to 9 and press enter)?") n = TextWindow.Read() If n = 1 then
If place1 = symbol1 or place1 = symbol2 then Goto ai Else place1 = symbol1 EndIf
ElseIf n = 2 then
If place2 = symbol1 or place2 = symbol2 then Goto ai Else place2 = symbol1 EndIf
ElseIf n = 3 then
If place3 = symbol1 or place3 = symbol2 then Goto ai Else place3 = symbol1 EndIf
ElseIf n = 4 then
If place4 = symbol1 or place4 = symbol2 then Goto ai Else place4 = symbol1 EndIf
ElseIf n = 5 then
If place5 = symbol1 or place5 = symbol2 then Goto ai Else place5 = symbol1 EndIf
ElseIf n = 6 then
If place6 = symbol1 or place6 = symbol2 then Goto ai Else place6 = symbol1 EndIf
ElseIf n = 7 then
If place8 = symbol1 or place7 = symbol2 then Goto ai Else place7 = symbol1 EndIf
ElseIf n = 8 then
If place8 = symbol1 or place8 = symbol2 then Goto ai Else place8 = symbol1 EndIf
ElseIf n = 9 then
If place9 = symbol1 or place9 = symbol2 then Goto ai Else place9 = symbol1 EndIf
EndIf Goto ai ai: n = Math.GetRandomNumber(9) If n = 1 then
If place1 = symbol1 or place1 = symbol2 then Goto ai Else place1 = symbol2 EndIf
ElseIf n = 2 then
If place2 = symbol1 or place2 = symbol2 then Goto ai Else place2 = symbol2 EndIf
ElseIf n = 3 then
If place3 = symbol1 or place3 = symbol2 then Goto ai Else place3 = symbol2 EndIf
ElseIf n = 4 then
If place4 = symbol1 or place4 = symbol2 then Goto ai Else place4 = symbol2 EndIf
ElseIf n = 5 then
If place5 = symbol1 or place5 = symbol2 then Goto ai Else place5 = symbol2 EndIf
ElseIf n = 6 then
If place6 = symbol1 or place6 = symbol2 then Goto ai Else place6 = symbol2 EndIf
ElseIf n = 7 then
If place7 = symbol1 or place7 = symbol2 then Goto ai Else place7 = symbol2 EndIf
ElseIf n = 8 then
If place8 = symbol1 or place8 = symbol2 then Goto ai Else place8 = symbol2 EndIf
ElseIf n = 9 then
If place9 = symbol1 or place9 = symbol2 then Goto ai Else place9 = symbol2 EndIf
EndIf If place1 = symbol1 and place2 = symbol1 and place3 = symbol1 or place4 = symbol1 and place5 = symbol1 and place6 = symbol1 or place7 = symbol1 and place8 = symbol1 and place9 = symbol1 or place1 = symbol1 and place4 = symbol1 and place7 = symbol1 or place2 = symbol1 and place5 = symbol1 and place8 = symbol1 or place3 = symbol1 and place6 = symbol1 and place9 = symbol1 or place1 = symbol1 and place5 = symbol1 and place9 = symbol1 or place3 = symbol1 and place5 = symbol1 and place7 = symbol1 then
TextWindow.WriteLine("Player 1 (" + symbol1 + ") wins!")
ElseIf place1 = symbol2 and place2 = symbol2 and place3 = symbol2 or place4 = symbol2 and place5 = symbol2 and place6 = symbol2 or place7 = symbol2 and place8 = symbol2 and place9 = symbol2 or place1 = symbol2 and place4 = symbol2 and place7 = symbol2 or place2 = symbol2 and place5 = symbol2 and place8 = symbol2 or place3 = symbol2 and place6 = symbol2 and place9 = symbol2 or place1 = symbol2 and place5 = symbol2 and place8 = symbol2 or place3 = symbol2 and place5 = symbol2 and place7 = symbol2 then
TextWindow.WriteLine("Player 2 (" + symbol2 + ") wins!")
Else
Goto reset
EndIf</lang>
ZX Spectrum Basic
<lang zxbasic> </lang>
Batch File
This is just a game between two human players. <lang dos>@echo off setlocal enabledelayedexpansion
- newgame
set a1=1 set a2=2 set a3=3 set a4=4 set a5=5 set a6=6 set a7=7 set a8=8 set a9=9 set ll=X set /a zz=0
- display1
cls echo Player: %ll% echo %a7%_%a8%_%a9% echo %a4%_%a5%_%a6% echo %a1%_%a2%_%a3% set /p myt=Where would you like to go (choose a number from 1-9 and press enter)? if !a%myt%! equ %myt% ( set a%myt%=%ll% goto check ) goto display1
- check
set /a zz=%zz%+1 if %zz% geq 9 goto newgame if %a7%+%a8%+%a9% equ %ll%+%ll%+%ll% goto win if %a4%+%a5%+%a6% equ %ll%+%ll%+%ll% goto win if %a1%+%a2%+%a3% equ %ll%+%ll%+%ll% goto win if %a7%+%a5%+%a3% equ %ll%+%ll%+%ll% goto win if %a1%+%a5%+%a9% equ %ll%+%ll%+%ll% goto win if %a7%+%a4%+%a1% equ %ll%+%ll%+%ll% goto win if %a8%+%a5%+%a2% equ %ll%+%ll%+%ll% goto win if %a9%+%a6%+%a3% equ %ll%+%ll%+%ll% goto win goto %ll%
- X
set ll=O goto display1
- O
set ll=X goto display1
- win
echo %ll% wins! pause goto newgame </lang>
Advanced
This code makes a version of Tic Tac Toe with more features: <lang dos>@ECHO OFF
- BEGIN
REM Skill level set sl= cls echo Tic Tac Toe (Q to quit) echo. echo. echo Pick your skill level (press a number) echo. echo (1) Children under 6 echo (2) Average Mental Case echo (3) Oversized Ego CHOICE /c:123q /n > nul if errorlevel 4 goto end if errorlevel 3 set sl=3 if errorlevel 3 goto layout if errorlevel 2 set sl=2 if errorlevel 2 goto layout set sl=1
- LAYOUT
REM Player turn ("x" or "o") set pt= REM Game winner ("x" or "o") set gw= REM No moves set nm= REM Set to one blank space after equal sign (check with cursor end) set t1= set t2= set t3= set t4= set t5= set t6= set t7= set t8= set t9=
- UPDATE
cls echo (S to set skill level) Tic Tac Toe (Q to quit) echo. echo You are the X player. echo Press the number where you want to put an X. echo. echo Skill level %sl% 7 8 9 echo 4 5 6 echo 1 2 3 echo. echo : : echo %t1% : %t2% : %t3% echo ....:...:.... echo %t4% : %t5% : %t6% echo ....:...:.... echo %t7% : %t8% : %t9% echo : : if "%gw%"=="x" goto winx2 if "%gw%"=="o" goto wino2 if "%nm%"=="0" goto nomoves
- PLAYER
set pt=x REM Layout is for keypad. Change CHOICE to "/c:123456789sq /n > nul" REM for numbers to start at top left (also change user layout above). CHOICE /c:789456123sq /n > nul if errorlevel 11 goto end if errorlevel 10 goto begin if errorlevel 9 goto 9 if errorlevel 8 goto 8 if errorlevel 7 goto 7 if errorlevel 6 goto 6 if errorlevel 5 goto 5 if errorlevel 4 goto 4 if errorlevel 3 goto 3 if errorlevel 2 goto 2 goto 1
- 1
REM Check if "x" or "o" already in square. if "%t1%"=="x" goto player if "%t1%"=="o" goto player set t1=x goto check
- 2
if "%t2%"=="x" goto player if "%t2%"=="o" goto player set t2=x goto check
- 3
if "%t3%"=="x" goto player if "%t3%"=="o" goto player set t3=x goto check
- 4
if "%t4%"=="x" goto player if "%t4%"=="o" goto player set t4=x goto check
- 5
if "%t5%"=="x" goto player if "%t5%"=="o" goto player set t5=x goto check
- 6
if "%t6%"=="x" goto player if "%t6%"=="o" goto player set t6=x goto check
- 7
if "%t7%"=="x" goto player if "%t7%"=="o" goto player set t7=x goto check
- 8
if "%t8%"=="x" goto player if "%t8%"=="o" goto player set t8=x goto check
- 9
if "%t9%"=="x" goto player if "%t9%"=="o" goto player set t9=x goto check
- COMPUTER
set pt=o if "%sl%"=="1" goto skill1 REM (win corner to corner) if "%t1%"=="o" if "%t3%"=="o" if not "%t2%"=="x" if not "%t2%"=="o" goto c2 if "%t1%"=="o" if "%t9%"=="o" if not "%t5%"=="x" if not "%t5%"=="o" goto c5 if "%t1%"=="o" if "%t7%"=="o" if not "%t4%"=="x" if not "%t4%"=="o" goto c4 if "%t3%"=="o" if "%t7%"=="o" if not "%t5%"=="x" if not "%t5%"=="o" goto c5 if "%t3%"=="o" if "%t9%"=="o" if not "%t6%"=="x" if not "%t6%"=="o" goto c6 if "%t9%"=="o" if "%t7%"=="o" if not "%t8%"=="x" if not "%t8%"=="o" goto c8 REM (win outside middle to outside middle) if "%t2%"=="o" if "%t8%"=="o" if not "%t5%"=="x" if not "%t5%"=="o" goto c5 if "%t4%"=="o" if "%t6%"=="o" if not "%t5%"=="x" if not "%t5%"=="o" goto c5 REM (win all others) if "%t1%"=="o" if "%t2%"=="o" if not "%t3%"=="x" if not "%t3%"=="o" goto c3 if "%t1%"=="o" if "%t5%"=="o" if not "%t9%"=="x" if not "%t9%"=="o" goto c9 if "%t1%"=="o" if "%t4%"=="o" if not "%t7%"=="x" if not "%t7%"=="o" goto c7 if "%t2%"=="o" if "%t5%"=="o" if not "%t8%"=="x" if not "%t8%"=="o" goto c8 if "%t3%"=="o" if "%t2%"=="o" if not "%t1%"=="x" if not "%t1%"=="o" goto c1 if "%t3%"=="o" if "%t5%"=="o" if not "%t7%"=="x" if not "%t7%"=="o" goto c7 if "%t3%"=="o" if "%t6%"=="o" if not "%t9%"=="x" if not "%t9%"=="o" goto c9 if "%t4%"=="o" if "%t5%"=="o" if not "%t6%"=="x" if not "%t6%"=="o" goto c6 if "%t6%"=="o" if "%t5%"=="o" if not "%t4%"=="x" if not "%t4%"=="o" goto c4 if "%t7%"=="o" if "%t4%"=="o" if not "%t1%"=="x" if not "%t1%"=="o" goto c1 if "%t7%"=="o" if "%t5%"=="o" if not "%t3%"=="x" if not "%t3%"=="o" goto c3 if "%t7%"=="o" if "%t8%"=="o" if not "%t9%"=="x" if not "%t9%"=="o" goto c9 if "%t8%"=="o" if "%t5%"=="o" if not "%t2%"=="x" if not "%t2%"=="o" goto c2 if "%t9%"=="o" if "%t8%"=="o" if not "%t7%"=="x" if not "%t7%"=="o" goto c7 if "%t9%"=="o" if "%t5%"=="o" if not "%t1%"=="x" if not "%t1%"=="o" goto c1 if "%t9%"=="o" if "%t6%"=="o" if not "%t3%"=="x" if not "%t3%"=="o" goto c3 REM (block general attempts) ----------------------------------------------- if "%t1%"=="x" if "%t2%"=="x" if not "%t3%"=="x" if not "%t3%"=="o" goto c3 if "%t1%"=="x" if "%t5%"=="x" if not "%t9%"=="x" if not "%t9%"=="o" goto c9 if "%t1%"=="x" if "%t4%"=="x" if not "%t7%"=="x" if not "%t7%"=="o" goto c7 if "%t2%"=="x" if "%t5%"=="x" if not "%t8%"=="x" if not "%t8%"=="o" goto c8 if "%t3%"=="x" if "%t2%"=="x" if not "%t1%"=="x" if not "%t1%"=="o" goto c1 if "%t3%"=="x" if "%t5%"=="x" if not "%t7%"=="x" if not "%t7%"=="o" goto c7 if "%t3%"=="x" if "%t6%"=="x" if not "%t9%"=="x" if not "%t9%"=="o" goto c9 if "%t4%"=="x" if "%t5%"=="x" if not "%t6%"=="x" if not "%t6%"=="o" goto c6 if "%t6%"=="x" if "%t5%"=="x" if not "%t4%"=="x" if not "%t4%"=="o" goto c4 if "%t7%"=="x" if "%t4%"=="x" if not "%t1%"=="x" if not "%t1%"=="o" goto c1 if "%t7%"=="x" if "%t5%"=="x" if not "%t3%"=="x" if not "%t3%"=="o" goto c3 if "%t7%"=="x" if "%t8%"=="x" if not "%t9%"=="x" if not "%t9%"=="o" goto c9 if "%t8%"=="x" if "%t5%"=="x" if not "%t2%"=="x" if not "%t2%"=="o" goto c2 if "%t9%"=="x" if "%t8%"=="x" if not "%t7%"=="x" if not "%t7%"=="o" goto c7 if "%t9%"=="x" if "%t5%"=="x" if not "%t1%"=="x" if not "%t1%"=="o" goto c1 if "%t9%"=="x" if "%t6%"=="x" if not "%t3%"=="x" if not "%t3%"=="o" goto c3 REM (block obvious corner to corner) if "%t1%"=="x" if "%t3%"=="x" if not "%t2%"=="x" if not "%t2%"=="o" goto c2 if "%t1%"=="x" if "%t9%"=="x" if not "%t5%"=="x" if not "%t5%"=="o" goto c5 if "%t1%"=="x" if "%t7%"=="x" if not "%t4%"=="x" if not "%t4%"=="o" goto c4 if "%t3%"=="x" if "%t7%"=="x" if not "%t5%"=="x" if not "%t5%"=="o" goto c5 if "%t3%"=="x" if "%t9%"=="x" if not "%t6%"=="x" if not "%t6%"=="o" goto c6 if "%t9%"=="x" if "%t7%"=="x" if not "%t8%"=="x" if not "%t8%"=="o" goto c8 if "%sl%"=="2" goto skill2 REM (block sneaky corner to corner 2-4, 2-6, etc.) if "%t2%"=="x" if "%t4%"=="x" if not "%t1%"=="x" if not "%t1%"=="o" goto c1 if "%t2%"=="x" if "%t6%"=="x" if not "%t3%"=="x" if not "%t3%"=="o" goto c3 if "%t8%"=="x" if "%t4%"=="x" if not "%t7%"=="x" if not "%t7%"=="o" goto c7 if "%t8%"=="x" if "%t6%"=="x" if not "%t9%"=="x" if not "%t9%"=="o" goto c9 REM (block offset corner trap 1-8, 1-6, etc.) if "%t1%"=="x" if "%t6%"=="x" if not "%t8%"=="x" if not "%t8%"=="o" goto c8 if "%t1%"=="x" if "%t8%"=="x" if not "%t6%"=="x" if not "%t6%"=="o" goto c6 if "%t3%"=="x" if "%t8%"=="x" if not "%t4%"=="x" if not "%t4%"=="o" goto c4 if "%t3%"=="x" if "%t4%"=="x" if not "%t8%"=="x" if not "%t8%"=="o" goto c8 if "%t9%"=="x" if "%t4%"=="x" if not "%t2%"=="x" if not "%t2%"=="o" goto c2 if "%t9%"=="x" if "%t2%"=="x" if not "%t4%"=="x" if not "%t4%"=="o" goto c4 if "%t7%"=="x" if "%t2%"=="x" if not "%t6%"=="x" if not "%t6%"=="o" goto c6 if "%t7%"=="x" if "%t6%"=="x" if not "%t2%"=="x" if not "%t2%"=="o" goto c2
- SKILL2
REM (block outside middle to outside middle) if "%t2%"=="x" if "%t8%"=="x" if not "%t5%"=="x" if not "%t5%"=="o" goto c5 if "%t4%"=="x" if "%t6%"=="x" if not "%t5%"=="x" if not "%t5%"=="o" goto c5 REM (block 3 corner trap) if "%t1%"=="x" if "%t9%"=="x" if not "%t2%"=="x" if not "%t2%"=="o" goto c2 if "%t3%"=="x" if "%t7%"=="x" if not "%t2%"=="x" if not "%t2%"=="o" goto c2 if "%t1%"=="x" if "%t9%"=="x" if not "%t4%"=="x" if not "%t4%"=="o" goto c4 if "%t3%"=="x" if "%t7%"=="x" if not "%t4%"=="x" if not "%t4%"=="o" goto c4 if "%t1%"=="x" if "%t9%"=="x" if not "%t6%"=="x" if not "%t6%"=="o" goto c6 if "%t3%"=="x" if "%t7%"=="x" if not "%t6%"=="x" if not "%t6%"=="o" goto c6 if "%t1%"=="x" if "%t9%"=="x" if not "%t8%"=="x" if not "%t8%"=="o" goto c8 if "%t3%"=="x" if "%t7%"=="x" if not "%t8%"=="x" if not "%t8%"=="o" goto c8
- SKILL1
REM (just take a turn) if not "%t5%"=="x" if not "%t5%"=="o" goto c5 if not "%t1%"=="x" if not "%t1%"=="o" goto c1 if not "%t3%"=="x" if not "%t3%"=="o" goto c3 if not "%t7%"=="x" if not "%t7%"=="o" goto c7 if not "%t9%"=="x" if not "%t9%"=="o" goto c9 if not "%t2%"=="x" if not "%t2%"=="o" goto c2 if not "%t4%"=="x" if not "%t4%"=="o" goto c4 if not "%t6%"=="x" if not "%t6%"=="o" goto c6 if not "%t8%"=="x" if not "%t8%"=="o" goto c8 set nm=0 goto update
- C1
set t1=o goto check
- C2
set t2=o goto check
- C3
set t3=o goto check
- C4
set t4=o goto check
- C5
set t5=o goto check
- C6
set t6=o goto check
- C7
set t7=o goto check
- C8
set t8=o goto check
- C9
set t9=o goto check
- CHECK
if "%t1%"=="x" if "%t2%"=="x" if "%t3%"=="x" goto winx if "%t4%"=="x" if "%t5%"=="x" if "%t6%"=="x" goto winx if "%t7%"=="x" if "%t8%"=="x" if "%t9%"=="x" goto winx if "%t1%"=="x" if "%t4%"=="x" if "%t7%"=="x" goto winx if "%t2%"=="x" if "%t5%"=="x" if "%t8%"=="x" goto winx if "%t3%"=="x" if "%t6%"=="x" if "%t9%"=="x" goto winx if "%t1%"=="x" if "%t5%"=="x" if "%t9%"=="x" goto winx if "%t3%"=="x" if "%t5%"=="x" if "%t7%"=="x" goto winx if "%t1%"=="o" if "%t2%"=="o" if "%t3%"=="o" goto wino if "%t4%"=="o" if "%t5%"=="o" if "%t6%"=="o" goto wino if "%t7%"=="o" if "%t8%"=="o" if "%t9%"=="o" goto wino if "%t1%"=="o" if "%t4%"=="o" if "%t7%"=="o" goto wino if "%t2%"=="o" if "%t5%"=="o" if "%t8%"=="o" goto wino if "%t3%"=="o" if "%t6%"=="o" if "%t9%"=="o" goto wino if "%t1%"=="o" if "%t5%"=="o" if "%t9%"=="o" goto wino if "%t3%"=="o" if "%t5%"=="o" if "%t7%"=="o" goto wino if "%pt%"=="x" goto computer if "%pt%"=="o" goto update
- WINX
set gw=x goto update
- WINX2
echo You win! echo Play again (Y,N)? CHOICE /c:ynsq /n > nul if errorlevel 4 goto end if errorlevel 3 goto begin if errorlevel 2 goto end goto layout
- WINO
set gw=o goto update
- WINO2
echo Sorry, You lose. echo Play again (Y,N)? CHOICE /c:ynsq /n > nul if errorlevel 4 goto end if errorlevel 3 goto begin if errorlevel 2 goto end goto layout
- NOMOVES
echo There are no more moves left! echo Play again (Y,N)? CHOICE /c:ynsq /n > nul if errorlevel 4 goto end if errorlevel 3 goto begin if errorlevel 2 goto end goto layout
- END
cls echo Tic Tac Toe echo. REM Clear all variables (no spaces after equal sign). set gw= set nm= set sl= set pt= set t1= set t2= set t3= set t4= set t5= set t6= set t7= set t8= set t9=</lang>
Befunge
Requires an intepreter with working support for numeric input, which unfortunately excludes most online implementations.
Plays reasonably well, but not perfectly, so can be beaten.
<lang Befunge>v123456789 --- >9 >48*,:55+\-0g,1v >9>066+0p076+0p^ ^,," |"_v#%3:- <
- ,,0537051v>:#,_$#^5#,5#+<>:#v_55+
74 1098709<^+55"---+---+---"0<v520 69 04560123 >:!#v_0\1v>$2-:6%v>803 6 +0g\66++0p^ $_>#% v#9:-1_ 6/5 5 vv5!/*88\%*28 ::g0_^>9/#v_ "I", ,,5v>5++0p82*/3-:*+\:^v,_@ >"uoY", 0+5<v0+66_v#!%2:_55v >:^:" win!"\ 1-^ g >$>0" :evom ruoY">:#,_$v>p \*8+ 65_^#!/*88g0** `0\!`9:::<&<^0 v >:!67+0g:!56+0g *+*+0" :evom " >"yM">:#,_$ :. 1234+++, 789*+ \0^< "a s't"98:*+>:#,_$@>365*+"ward"48* </lang>
- Output:
1 | 2 | 3 ---+---+--- 4 | 5 | 6 ---+---+--- 7 | 8 | 9 Your move: 1 X | 2 | 3 ---+---+--- 4 | 5 | 6 ---+---+--- 7 | 8 | 9 My move: 5 X | 2 | 3 ---+---+--- 4 | O | 6 ---+---+--- 7 | 8 | 9 Your move: 2 X | X | 3 ---+---+--- 4 | O | 6 ---+---+--- 7 | 8 | 9 My move: 3 X | X | O ---+---+--- 4 | O | 6 ---+---+--- 7 | 8 | 9 Your move:
C
Opening alternates between human and computer. Computer never loses. <lang C>#include <stdio.h>
- include <stdlib.h>
int b[3][3]; /* board. 0: blank; -1: computer; 1: human */
int check_winner() { int i; for (i = 0; i < 3; i++) { if (b[i][0] && b[i][1] == b[i][0] && b[i][2] == b[i][0]) return b[i][0]; if (b[0][i] && b[1][i] == b[0][i] && b[2][i] == b[0][i]) return b[0][i]; } if (!b[1][1]) return 0;
if (b[1][1] == b[0][0] && b[2][2] == b[0][0]) return b[0][0]; if (b[1][1] == b[2][0] && b[0][2] == b[1][1]) return b[1][1];
return 0; }
void showboard() { const char *t = "X O"; int i, j; for (i = 0; i < 3; i++, putchar('\n')) for (j = 0; j < 3; j++) printf("%c ", t[ b[i][j] + 1 ]); printf("-----\n"); }
- define for_ij for (i = 0; i < 3; i++) for (j = 0; j < 3; j++)
int best_i, best_j; int test_move(int val, int depth) { int i, j, score; int best = -1, changed = 0;
if ((score = check_winner())) return (score == val) ? 1 : -1;
for_ij { if (b[i][j]) continue;
changed = b[i][j] = val; score = -test_move(-val, depth + 1); b[i][j] = 0;
if (score <= best) continue; if (!depth) { best_i = i; best_j = j; } best = score; }
return changed ? best : 0; }
const char* game(int user) { int i, j, k, move, win = 0; for_ij b[i][j] = 0;
printf("Board postions are numbered so:\n1 2 3\n4 5 6\n7 8 9\n"); printf("You have O, I have X.\n\n"); for (k = 0; k < 9; k++, user = !user) { while(user) { printf("your move: "); if (!scanf("%d", &move)) { scanf("%*s"); continue; } if (--move < 0 || move >= 9) continue; if (b[i = move / 3][j = move % 3]) continue;
b[i][j] = 1; break; } if (!user) { if (!k) { /* randomize if computer opens, less boring */ best_i = rand() % 3; best_j = rand() % 3; } else test_move(-1, 0);
b[best_i][best_j] = -1; printf("My move: %d\n", best_i * 3 + best_j + 1); }
showboard(); if ((win = check_winner())) return win == 1 ? "You win.\n\n": "I win.\n\n"; } return "A draw.\n\n"; }
int main() { int first = 0; while (1) printf("%s", game(first = !first)); return 0; }</lang>
C++
<lang cpp>
- include <windows.h>
- include <iostream>
- include <string>
//-------------------------------------------------------------------------------------------------- using namespace std;
//-------------------------------------------------------------------------------------------------- enum players { Computer, Human, Draw, None }; const int iWin[8][3] = { { 0, 1, 2 }, { 3, 4, 5 }, { 6, 7, 8 }, { 0, 3, 6 }, { 1, 4, 7 }, { 2, 5, 8 }, { 0, 4, 8 }, { 2, 4, 6 } };
//-------------------------------------------------------------------------------------------------- class ttt { public:
ttt() { _p = rand() % 2; reset(); }
void play() {
int res = Draw; while( true ) { drawGrid(); while( true ) { if( _p ) getHumanMove(); else getComputerMove();
drawGrid();
res = checkVictory(); if( res != None ) break;
++_p %= 2; }
if( res == Human ) cout << "CONGRATULATIONS HUMAN --- You won!"; else if( res == Computer ) cout << "NOT SO MUCH A SURPRISE --- I won!"; else cout << "It's a draw!";
cout << endl << endl;
string r; cout << "Play again( Y / N )? "; cin >> r; if( r != "Y" && r != "y" ) return;
++_p %= 2; reset();
}
}
private:
void reset() {
for( int x = 0; x < 9; x++ ) _field[x] = None;
}
void drawGrid() {
system( "cls" );
COORD c = { 0, 2 };
SetConsoleCursorPosition( GetStdHandle( STD_OUTPUT_HANDLE ), c );
cout << " 1 | 2 | 3 " << endl; cout << "---+---+---" << endl; cout << " 4 | 5 | 6 " << endl; cout << "---+---+---" << endl; cout << " 7 | 8 | 9 " << endl << endl << endl;
int f = 0; for( int y = 0; y < 5; y += 2 ) for( int x = 1; x < 11; x += 4 ) { if( _field[f] != None ) { COORD c = { x, 2 + y }; SetConsoleCursorPosition( GetStdHandle( STD_OUTPUT_HANDLE ), c ); string o = _field[f] == Computer ? "X" : "O"; cout << o; } f++; }
c.Y = 9;
SetConsoleCursorPosition( GetStdHandle( STD_OUTPUT_HANDLE ), c );
}
int checkVictory() {
for( int i = 0; i < 8; i++ ) { if( _field[iWin[i][0]] != None && _field[iWin[i][0]] == _field[iWin[i][1]] && _field[iWin[i][1]] == _field[iWin[i][2]] ) { return _field[iWin[i][0]]; } }
int i = 0; for( int f = 0; f < 9; f++ ) { if( _field[f] != None ) i++; } if( i == 9 ) return Draw;
return None;
}
void getHumanMove() {
int m; cout << "Enter your move ( 1 - 9 ) "; while( true ) { m = 0; do { cin >> m; } while( m < 1 && m > 9 );
if( _field[m - 1] != None ) cout << "Invalid move. Try again!" << endl; else break; }
_field[m - 1] = Human;
}
void getComputerMove() {
int move = 0;
do{ move = rand() % 9; } while( _field[move] != None );
for( int i = 0; i < 8; i++ ) { int try1 = iWin[i][0], try2 = iWin[i][1], try3 = iWin[i][2];
if( _field[try1] != None && _field[try1] == _field[try2] && _field[try3] == None ) { move = try3; if( _field[try1] == Computer ) break; }
if( _field[try1] != None && _field[try1] == _field[try3] && _field[try2] == None ) { move = try2; if( _field[try1] == Computer ) break; }
if( _field[try2] != None && _field[try2] == _field[try3] && _field[try1] == None ) { move = try1; if( _field[try2] == Computer ) break; }
}
_field[move] = Computer;
}
int _p;
int _field[9];
};
//--------------------------------------------------------------------------------------------------
int main( int argc, char* argv[] )
{
srand( GetTickCount() );
ttt tic; tic.play();
return 0;
} //-------------------------------------------------------------------------------------------------- </lang>
- Output:
Computer plays 'X' and human plays 'O'
1 | 2 | X ---+---+--- X | 5 | 6 ---+---+--- 7 | O | 9 Enter your move ( 1 - 9 )
C#
This implementation is purposely wordy because Tic-Tac-Toe is often a starting level program.
It tries to show a number of C# code features while still keeping each function small and understandable.
<lang csharp>using System; using System.Collections.Generic; using System.Linq; using System.Text;
namespace RosettaTicTacToe {
class Program {
/*================================================================ *Pieces (players and board) *================================================================*/ static string[][] Players = new string[][] { new string[] { "COMPUTER", "X" }, // computer player new string[] { "HUMAN", "O" } // human player };
const int Unplayed = -1; const int Computer = 0; const int Human = 1;
// GameBoard holds index into Players[] (0 or 1) or Unplayed (-1) if location not yet taken static int[] GameBoard = new int[9];
static int[] corners = new int[] { 0, 2, 6, 8 };
static int[][] wins = new int[][] { new int[] { 0, 1, 2 }, new int[] { 3, 4, 5 }, new int[] { 6, 7, 8 }, new int[] { 0, 3, 6 }, new int[] { 1, 4, 7 }, new int[] { 2, 5, 8 }, new int[] { 0, 4, 8 }, new int[] { 2, 4, 6 } };
/*================================================================ *Main Game Loop (this is what runs/controls the game) *================================================================*/ static void Main(string[] args) { while (true) { Console.Clear(); Console.WriteLine("Welcome to Rosetta Code Tic-Tac-Toe for C#."); initializeGameBoard(); displayGameBoard(); int currentPlayer = rnd.Next(0, 2); // current player represented by Players[] index of 0 or 1 Console.WriteLine("The first move goes to {0} who is playing {1}s.\n", playerName(currentPlayer), playerToken(currentPlayer)); while (true) { int thisMove = getMoveFor(currentPlayer); if (thisMove == Unplayed) { Console.WriteLine("{0}, you've quit the game ... am I that good?", playerName(currentPlayer)); break; } playMove(thisMove, currentPlayer); displayGameBoard(); if (isGameWon()) { Console.WriteLine("{0} has won the game!", playerName(currentPlayer)); break; } else if (isGameTied()) { Console.WriteLine("Cat game ... we have a tie."); break; } currentPlayer = getNextPlayer(currentPlayer); } if (!playAgain()) return; } }
/*================================================================ *Move Logic *================================================================*/ static int getMoveFor(int player) { if (player == Human) return getManualMove(player); else { //int selectedMove = getManualMove(player); //int selectedMove = getRandomMove(player); int selectedMove = getSemiRandomMove(player); //int selectedMove = getBestMove(player); Console.WriteLine("{0} selects position {1}.", playerName(player), selectedMove + 1); return selectedMove; } }
static int getManualMove(int player) { while (true) { Console.Write("{0}, enter you move (number): ", playerName(player)); ConsoleKeyInfo keyInfo = Console.ReadKey(); Console.WriteLine(); // keep the display pretty if (keyInfo.Key == ConsoleKey.Escape) return Unplayed; if (keyInfo.Key >= ConsoleKey.D1 && keyInfo.Key <= ConsoleKey.D9) { int move = keyInfo.KeyChar - '1'; // convert to between 0..8, a GameBoard index position. if (GameBoard[move] == Unplayed) return move; else Console.WriteLine("Spot {0} is already taken, please select again.", move + 1); } else Console.WriteLine("Illegal move, please select again.\n"); } }
static int getRandomMove(int player) { int movesLeft = GameBoard.Count(position => position == Unplayed); int x = rnd.Next(0, movesLeft); for (int i = 0; i < GameBoard.Length; i++) // walk board ... { if (GameBoard[i] == Unplayed && x < 0) // until we reach the unplayed move. return i; x--; } return Unplayed; }
// plays random if no winning move or needed block. static int getSemiRandomMove(int player) { int posToPlay; if (checkForWinningMove(player, out posToPlay)) return posToPlay; if (checkForBlockingMove(player, out posToPlay)) return posToPlay; return getRandomMove(player); }
// purposely not implemented (this is the thinking part). static int getBestMove(int player) { return -1; }
static bool checkForWinningMove(int player, out int posToPlay) { posToPlay = Unplayed; foreach (var line in wins) if (twoOfThreeMatchPlayer(player, line, out posToPlay)) return true; return false; }
static bool checkForBlockingMove(int player, out int posToPlay) { posToPlay = Unplayed; foreach (var line in wins) if (twoOfThreeMatchPlayer(getNextPlayer(player), line, out posToPlay)) return true; return false; }
static bool twoOfThreeMatchPlayer(int player, int[] line, out int posToPlay) { int cnt = 0; posToPlay = int.MinValue; foreach (int pos in line) { if (GameBoard[pos] == player) cnt++; else if (GameBoard[pos] == Unplayed) posToPlay = pos; } return cnt == 2 && posToPlay >= 0; }
static void playMove(int boardPosition, int player) { GameBoard[boardPosition] = player; }
static bool isGameWon() { return wins.Any(line => takenBySamePlayer(line[0], line[1], line[2])); }
static bool takenBySamePlayer(int a, int b, int c) { return GameBoard[a] != Unplayed && GameBoard[a] == GameBoard[b] && GameBoard[a] == GameBoard[c]; }
static bool isGameTied() { return !GameBoard.Any(spot => spot == Unplayed); }
/*================================================================ *Misc Methods *================================================================*/ static Random rnd = new Random();
static void initializeGameBoard() { for (int i = 0; i < GameBoard.Length; i++) GameBoard[i] = Unplayed; }
static string playerName(int player) { return Players[player][0]; }
static string playerToken(int player) { return Players[player][1]; }
static int getNextPlayer(int player) { return (player + 1) % 2; }
static void displayGameBoard() { Console.WriteLine(" {0} | {1} | {2}", pieceAt(0), pieceAt(1), pieceAt(2)); Console.WriteLine("---|---|---"); Console.WriteLine(" {0} | {1} | {2}", pieceAt(3), pieceAt(4), pieceAt(5)); Console.WriteLine("---|---|---"); Console.WriteLine(" {0} | {1} | {2}", pieceAt(6), pieceAt(7), pieceAt(8)); Console.WriteLine(); }
static string pieceAt(int boardPosition) { if (GameBoard[boardPosition] == Unplayed) return (boardPosition + 1).ToString(); // display 1..9 on board rather than 0..8 return playerToken(GameBoard[boardPosition]); }
private static bool playAgain() { Console.WriteLine("\nDo you want to play again?"); return Console.ReadKey(false).Key == ConsoleKey.Y; } }
}</lang>
- Output:
Welcome to Rosetta Code Tic-Tac-Toe for C#. 1 | 2 | 3 ---|---|--- 4 | 5 | 6 ---|---|--- 7 | 8 | 9 The first move goes to HUMAN who is playing Os. HUMAN, enter you move (number): 5 1 | 2 | 3 ---|---|--- 4 | O | 6 ---|---|--- 7 | 8 | 9 COMPUTER selects position 7. 1 | 2 | 3 ---|---|--- 4 | O | 6 ---|---|--- X | 8 | 9 HUMAN, enter you move (number): 0 Illegal move, please select again. HUMAN, enter you move (number): 1 O | 2 | 3 ---|---|--- 4 | O | 6 ---|---|--- X | 8 | 9 COMPUTER selects position 9. O | 2 | 3 ---|---|--- 4 | O | 6 ---|---|--- X | 8 | X HUMAN, enter you move (number):
Common Lisp
<lang lisp> (defun generate-board ()
(loop repeat 9 collect nil))
(defparameter *straights* '((1 2 3) (4 5 6) (7 8 9) (1 4 7) (2 5 8) (3 6 9) (1 5 9) (3 5 7))) (defparameter *current-player* 'x)
(defun get-board-elt (n board)
(nth (1- n) board))
(defun legal-p (n board)
(null (get-board-elt n board)))
(defun set-board-elt (n board symbol)
(if (legal-p n board) (setf (nth (1- n) board) symbol) (progn (format t "Illegal move. Try again.~&")
(set-board-elt (read) board symbol))))
(defun list-legal-moves (board)
(loop for i from 1 to (length board) when (legal-p i board) collect i))
(defun get-random-element (lst)
(nth (random (length lst)) lst))
(defun multi-non-nil-eq (lst)
(and (notany #'null lst) (notany #'null (mapcar #'(lambda (x) (eq (car lst) x)) lst)) (car lst)))
(defun elements-of-straights (board)
(loop for i in *straights* collect (loop for j from 0 to 2
collect (get-board-elt (nth j i) board))))
(defun find-winner (board)
(car (remove-if #'null (mapcar #'multi-non-nil-eq (elements-of-straights board)))))
(defun set-player (mark)
(format t "Shall a computer play as ~a? (y/n)~&" mark) (let ((response (read))) (cond ((equalp response 'y) t)
((equalp response 'n) nil) (t (format t "Come again?~&") (set-player mark)))))
(defun player-move (board symbol)
(format t "~%Player ~a, please input your move.~&" symbol) (set-board-elt (read) board symbol) (format t "~%"))
(defun computer-move (board symbol)
(let ((move (get-random-element (list-legal-moves board)))) (set-board-elt move board symbol) (format t "~%computer selects ~a~%~%" move)))
(defun computer-move-p (current-player autoplay-x-p autoplay-o-p)
(if (eq current-player 'x) autoplay-x-p autoplay-o-p))
(defun perform-turn (current-player board autoplay-x-p autoplay-o-p)
(if (computer-move-p current-player autoplay-x-p autoplay-o-p) (computer-move board current-player) (player-move board current-player)))
(defun switch-player ()
(if (eq *current-player* 'x) (setf *current-player* 'o) (setf *current-player* 'x)))
(defun display-board (board)
(loop for i downfrom 2 to 0 do (loop for j from 1 to 3
initially (format t "|") do (format t "~a|" (or (get-board-elt (+ (* 3 i) j) board) (+ (* 3 i) j))) finally (format t "~&"))))
(defun tic-tac-toe ()
(setf *current-player* 'x) (let ((board (generate-board))
(autoplay-x-p (set-player 'x)) (autoplay-o-p (set-player 'o)))
(format t "~%") (loop until (or (find-winner board) (null (list-legal-moves board))) do (display-board board) do (perform-turn *current-player* board autoplay-x-p autoplay-o-p) do (switch-player) finally (if (find-winner board)
(format t "The winner is ~a!" (find-winner board)) (format t "It's a tie."))))) </lang>
- Output:
CL-USER> (tic-tac-toe) Shall a computer play as X? (y/n) n Shall a computer play as O? (y/n) y |7|8|9| |4|5|6| |1|2|3| Player X, please input your move. 5 |7|8|9| |4|X|6| |1|2|3| computer selects 8 |7|O|9| |4|X|6| |1|2|3| Player X, please input your move.
D
<lang d>import std.stdio, std.string, std.algorithm, std.conv, std.random,
std.ascii, std.array, std.range, std.math;
struct GameBoard {
dchar[9] board = "123456789"; enum : dchar { human = 'X', computer = 'O' } enum Game { going, humanWins, computerWins, draw }
const pure nothrow @safe @nogc invariant() { int nHuman = 0, nComputer = 0; foreach (immutable i, immutable c; board) if (c.isDigit) assert(i == c - '1'); // In correct position? else { assert(c == human || c == computer); (c == human ? nHuman : nComputer)++; } assert(abs(nHuman - nComputer) <= 1); }
string toString() const pure { return format("%(%-(%s|%)\n-+-+-\n%)", board[].chunks(3)); }
bool isAvailable(in int i) const pure nothrow @safe @nogc { return i >= 0 && i < 9 && board[i].isDigit; }
auto availablePositions() const pure nothrow @safe /*@nogc*/ { return 9.iota.filter!(i => isAvailable(i)); }
Game winner() const pure nothrow @safe /*@nogc*/ { static immutable wins = [[0, 1, 2], [3, 4, 5], [6, 7, 8], [0, 3, 6], [1, 4, 7], [2, 5, 8], [0, 4, 8], [2, 4, 6]];
foreach (immutable win; wins) { immutable bw0 = board[win[0]]; if (bw0.isDigit) continue; // Nobody wins on this one.
if (bw0 == board[win[1]] && bw0 == board[win[2]]) return bw0 == GameBoard.human ? Game.humanWins : Game.computerWins; }
return availablePositions.empty ? Game.draw: Game.going; }
bool isFinished() const pure nothrow @safe /*@nogc*/ { return winner != Game.going; }
int computerMove() const // Random move. out(res) { assert(res >= 0 && res < 9 && isAvailable(res)); } body { // return availablePositions.array.choice; return availablePositions.array[uniform(0, $)]; }
}
GameBoard playGame() {
GameBoard board; bool playsHuman = true;
while (!board.isFinished) { board.writeln;
int move; if (playsHuman) { do { writef("Your move (available moves: %s)? ", board.availablePositions.map!q{ a + 1 }); readf("%d\n", &move); move--; // Zero based indexing. if (move < 0) return board; } while (!board.isAvailable(move)); } else move = board.computerMove;
assert(board.isAvailable(move)); writefln("\n%s chose %d", playsHuman ? "You" : "I", move + 1); board.board[move] = playsHuman ? GameBoard.human : GameBoard.computer; playsHuman = !playsHuman; // Switch player. }
return board;
}
void main() {
"Tic-tac-toe game player.\n".writeln; immutable outcome = playGame.winner;
final switch (outcome) { case GameBoard.Game.going: "Game stopped.".writeln; break; case GameBoard.Game.humanWins: "\nYou win!".writeln; break; case GameBoard.Game.computerWins: "\nI win.".writeln; break; case GameBoard.Game.draw: "\nDraw".writeln; break; }
}</lang>
- Output:
Tic-tac-toe game player. 1|2|3 -+-+- 4|5|6 -+-+- 7|8|9 Your move (available moves: [1, 2, 3, 4, 5, 6, 7, 8, 9])? 1 You chose 1 X|2|3 -+-+- 4|5|6 -+-+- 7|8|9 I chose 2 X|O|3 -+-+- 4|5|6 -+-+- 7|8|9 Your move (available moves: [3, 4, 5, 6, 7, 8, 9])? 5 You chose 5 X|O|3 -+-+- 4|X|6 -+-+- 7|8|9 I chose 3 X|O|O -+-+- 4|X|6 -+-+- 7|8|9 Your move (available moves: [4, 6, 7, 8, 9])? 9 You chose 9 You win!
Erlang
The program will randomly chose if the computer ("X") or the user ("O") starts. The computer look ahead is only one level. Perhaps the computer might lose? <lang Erlang> -module(tic_tac_toe).
-export( [task/0] ).
task() -> io:fwrite( "Result: ~p.~n", [turn(player(random:uniform()), board())] ).
board() -> [{X, erlang:integer_to_list(X)} || X <- lists:seq(1, 9)].
board_tuples( Selections, Board ) -> [lists:keyfind(X, 1, Board) || X <- Selections].
computer_move( Player, Board ) -> [N | _T] = lists:flatten( [X(Player, Board) || X <- [fun computer_move_win/2, fun computer_move_block/2, fun computer_move_middle/2, fun computer_move_random/2]] ), N.
computer_move_block( Player, Board ) -> computer_move_two_same_player( player(false, Player), Board ).
computer_move_middle( _Player, Board ) -> {5, Y} = lists:keyfind( 5, 1, Board ), computer_move_middle( is_empty(Y) ).
computer_move_middle( true ) -> [5]; computer_move_middle( false ) -> [].
computer_move_random( _Player, Board ) -> Ns = [X || {X, Y} <- Board, is_empty(Y)], [lists:nth( random:uniform(erlang:length(Ns)), Ns )].
computer_move_two_same_player( Player, Board ) ->
Selections = [X || X <- three_in_row_all(), is_two_same_player(Player, X, Board)],
computer_move_two_same_player( Player, Board, Selections ).
computer_move_two_same_player( _Player, _Board, [] ) -> []; computer_move_two_same_player( _Player, Board, [Selection | _T] ) -> [X || {X, Y} <- board_tuples(Selection, Board), is_empty(Y)].
computer_move_win( Player, Board ) -> computer_move_two_same_player( Player, Board ).
is_empty( Square ) -> Square =< "9". % Do not use < "10".
is_finished( Board ) -> is_full( Board ) orelse is_three_in_row( Board ).
is_full( Board ) -> [] =:= [X || {X, Y} <- Board, is_empty(Y)].
is_three_in_row( Board ) -> Fun = fun(Selections) -> is_three_in_row_same_player( board_tuples(Selections, Board) ) end, lists:any( Fun, three_in_row_all() ).
is_three_in_row_same_player( Selected ) -> three_in_row_player( Selected ) =/= no_player.
is_two_same_player( Player, Selections, Board ) -> is_two_same_player( Player, [{X, Y} || {X, Y} <- board_tuples(Selections, Board), not is_empty(Y)] ).
is_two_same_player( Player, [{_X, Player}, {_Y, Player}] ) -> true; is_two_same_player( _Player, _Selected ) -> false.
player( Random ) when Random > 0.5 -> "O"; player( _Random ) -> "X".
player( true, _Player ) -> finished; player( false, "X" ) -> "O"; player( false, "O" ) -> "X".
result( Board ) -> result( is_full(Board), Board ).
result( true, _Board ) -> draw; result( false, Board ) -> [Winners] = [Selections || Selections <- three_in_row_all(), three_in_row_player(board_tuples(Selections, Board)) =/= no_player], "Winner is " ++ three_in_row_player( board_tuples(Winners, Board) ).
three_in_row_all() -> three_in_row_horisontal() ++ three_in_row_vertical() ++ three_in_row_diagonal(). three_in_row_diagonal() -> [[1,5,9], [3,5,7]]. three_in_row_horisontal() -> [[1,2,3], [4,5,6], [7,8,9]]. three_in_row_vertical() -> [[1,4,7], [2,5,8], [3,6,9]].
three_in_row_player( [{_X, Player}, {_Y, Player}, {_Z, Player}] ) -> three_in_row_player( not is_empty(Player), Player ); three_in_row_player( _Selected ) -> no_player.
three_in_row_player( true, Player ) -> Player; three_in_row_player( false, _Player ) -> no_player.
turn( finished, Board ) -> result( Board ); turn( "X"=Player, Board ) ->
N = computer_move( Player, Board ), io:fwrite( "Computer, ~p, selected ~p~n", [Player, N] ), New_board = [{N, Player} | lists:keydelete(N, 1, Board)], turn( player(is_finished(New_board), Player), New_board );
turn( "O"=Player, Board ) ->
[turn_board_write_horisontal(X, Board) || X <- three_in_row_horisontal()], Ns = [X || {X, Y} <- Board, is_empty(Y)], Prompt = lists:flatten( io_lib:format("Player, ~p, select one of ~p: ", [Player, Ns]) ), N = turn_next_move( Prompt, Ns ), New_board = [{N, Player} | lists:keydelete(N, 1, Board)], turn( player(is_finished(New_board), Player), New_board ).
turn_board_write_horisontal( Selections, Board ) -> Tuples = [lists:keyfind(X, 1, Board) || X <- Selections], [io:fwrite( "~p ", [Y]) || {_X, Y} <- Tuples], io:fwrite( "~n" ).
turn_next_move( Prompt, Ns ) -> {ok,[N]} = io:fread( Prompt, "~d" ), turn_next_move_ok( lists:member(N, Ns), Prompt, Ns, N ).
turn_next_move_ok( true, _Prompt, _Ns, N ) -> N; turn_next_move_ok( false, Prompt, Ns, _N ) -> turn_next_move( Prompt, Ns ). </lang>
- Output:
96> tic_tac_toe:task(). "1" "2" "3" "4" "5" "6" "7" "8" "9" Player, "O", select one of [1,2,3,4,5,6,7,8,9]: 5 Computer, "X", selected 2 "1" "X" "3" "4" "O" "6" "7" "8" "9" Player, "O", select one of [1,3,4,6,7,8,9]: 1 Computer, "X", selected 9 "O" "X" "3" "4" "O" "6" "7" "8" "X" Player, "O", select one of [3,4,6,7,8]: 3 Computer, "X", selected 7 "O" "X" "O" "4" "O" "6" "X" "8" "X" Player, "O", select one of [4,6,8]: 8 Computer, "X", selected 6 "O" "X" "O" "4" "O" "X" "X" "O" "X" Player, "O", select one of [4]: 4 Result: draw.
ERRE
Taken from ERRE distribution disk: comments and messages are in Italian.
!-------------------------------------------- ! TRIS.R : gioca a tris contro l'operatore !-------------------------------------------- PROGRAM TRIS DIM TRIS%[9],T1%[9],PIECES$[3] !$SEGMENT=$B800 !$INCLUDE="PC.LIB" PROCEDURE DELAY(COUNT%) FOR Z%=1 TO COUNT DO END FOR END PROCEDURE PROCEDURE SET_BOARD ! ! Disegna lo schema del gioco ! CLS BLOAD("TRIS.BLD",0) !$KEY END PROCEDURE PROCEDURE PUT_PIECES ! ! Pone i pezzi sulla scacchiera ! Z%=0 FOR ROW%=6 TO 12 STEP 3 DO ! posizioni assolute sullo schermo FOR COL%=32 TO 48 STEP 8 DO LOCATE(ROW%+1,COL%+1) Z%=Z%+1 PRINT(PIECES$[TRIS%[Z%]]) END FOR END FOR END PROCEDURE PROCEDURE COMPUTE_MOVE(A%) CASE A% OF 2-> C1%=C1%+1 END -> 4-> C2%=C2%+1 END -> 8-> S1%=TRUE S2%=TRUE END -> 3-> N1%=N1%+1 END -> 9-> N2%=N2%+1 END -> 27-> S1%=FALSE S2%=FALSE END -> END CASE END PROCEDURE PROCEDURE PREPAREMOVE(T1%[],I%->M%) ! ! Prepara la mossa del calcolatore ! T1%[I%]=2 C1%=0 C2%=0 N1%=0 N2%=0 FOR K%=0 TO 2 DO COMPUTE_MOVE(T1%[3*K%+1]*T1%[3*K%+2]*T1%[3*K%+3]) COMPUTE_MOVE(T1%[K%+1]*T1%[K%+4]*T1%[K%+7]) END FOR COMPUTE_MOVE(T1%[1]*T1%[5]*T1%[9]) COMPUTE_MOVE(T1%[3]*T1%[5]*T1%[7]) M%=-63*N2%+31*C2%-15*N1%+7*C1% END PROCEDURE PROCEDURE COMPUTER_MOVE ! ! Coordina le mosse del calcolatore ! MAXSCORE%=-1000 FOR I%=1 TO 9 DO IF TRIS%[I%]=1 THEN PREPAREMOVE(TRIS%[],I%->MV%) EXIT IF S2% AND NOT S1% IF S1% AND S2% THEN TRIS%[I%]=2 DIARY$=DIARY$+"c"+MID$(STR$(I%),2)+"*" PUT_PIECES EXIT END IF IF MV%=0 THEN MOVE%=I% EXIT END IF IF MV%>MAXSCORE% THEN MOVE%=I% MAXSCORE%=MV% END IF END IF END FOR IF NOT S2% THEN TRIS%[MOVE%]=2 DIARY$=DIARY$+"c"+MID$(STR$(MOVE%),2)+";" PUT_PIECES NMOVE%=NMOVE%-1 S1%=(NMOVE%=0) END IF END PROCEDURE PROCEDURE PLAYER_MOVE ! ! Gioca l'avversario umano usando i tasti cursore per lo spostamento ! LOCATE(19,13) PRINT("Tocca a te .... ") REPEAT ROW%=7 COL%=32 LOCATE(ROW%+1,COL%+1) PRINT("Ü") REPEAT GET(B$) IF LEN(B$)=2 THEN CASE ASC(RIGHT$(B$,1)+CHR$(0)) OF 77-> ! codice tastiera per CRSR => LOCATE(ROW%+1,COL%+1) PRINT(" ") COL%=-(COL%+8)*(COL%<=40)-32*(COL%>40) LOCATE(ROW%+1,COL%+1) PRINT("Ü") END -> 75-> ! codice tastiera per CRSR <= LOCATE(ROW%+1,COL%+1) PRINT(" ") COL%=-(COL%-8)*(COL%>=40)-48*(COL%<40) LOCATE(ROW%+1,COL%+1) PRINT("Ü") END -> 80-> ! codice tastiera per CRSR DOWN LOCATE(ROW%+1,COL%+1) PRINT(" ") ROW%=-(ROW%+3)*(ROW%<=10)-7*(ROW%>10) LOCATE(ROW%+1,COL%+1) PRINT("Ü") END -> 72-> ! codice tastiera per CRSR UP LOCATE(ROW%+1,COL%+1) PRINT(" ") ROW%=-(ROW%-3)*(ROW%>=10)-13*(ROW%<10) LOCATE(ROW%+1,COL%+1) PRINT("Ü") END -> END CASE END IF UNTIL B$=CHR$(13) MM%=ROW%+COL%/8-10 ! da coordinate schermo a coordinate scacchiera UNTIL TRIS%[MM%]=1 TRIS%[MM%]=3 LOCATE(ROW%+1,COL%+1) PRINT(" ") DIARY$=DIARY$+"p"+MID$(STR$(MM%),2)+";" PUT_PIECES NMOVE%=NMOVE%-1 S1%=(NMOVE%=0) LOCATE(19,13) PRINT(STRING$(45," ")) END PROCEDURE BEGIN DATA(" ","+","o") SET_BOARD REPEAT S1%=FALSE S2%=FALSE ! determinano lo stato della partita NMOVE%=9 FOR Z%=1 TO 3 DO READ(PIECES$[Z%]) END FOR FOR Z%=1 TO 9 DO TRIS%[Z%]=1 END FOR LOCATE(19,13) PRINT("Giochi per primo ?") REPEAT GET(A$) UNTIL A$="S" OR A$="s" OR A$="N" OR A$="n" PUT_PIECES FOR INDICE%=1 TO 9 DO IF A$="s" OR A$="S" THEN PLAYER_MOVE EXIT IF S1% OR S2% COMPUTER_MOVE EXIT IF S1% OR S2% ELSE COMPUTER_MOVE EXIT IF S1% OR S2% PLAYER_MOVE EXIT IF S1% OR S2% END IF END FOR LOCATE(19,13) CASE TRUE OF (S1% AND NOT S2%)-> PRINT("E' finita pari !!! ") END -> (S2% AND NOT S1%)-> PRINT("HAI VINTO !!! ") END -> (S1% AND S2%)-> PRINT("HO VINTO IO !!! ") END -> END CASE DELAY(500) LOCATE(19,13) PRINT(DIARY$) DELAY(500) LOCATE(19,13) PRINT("Vuoi giocare ancora ? ") REPEAT GET(A$) UNTIL A$="S" OR A$="s" OR A$="N" OR A$="n" UNTIL A$="N" OR A$="n" END PROGRAM
- Output:
A game example
░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░ ░░▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒░░ ░░▒▒▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒▒░░ ░░▒▒▓▓ ▓▓▒▒░░ ░░▒▒▓▓ ┌───────────────┐ ╔═══════╤═══════╤═══════╗ ┌────────────┐ ▓▓▒▒░░ ░░▒▒▓▓ │───── TRIS ────│ ║ + │ o │ + ║ │Il calcola- │ ▓▓▒▒░░ ░░▒▒▓▓ │ │ ║ │ │ ║ │tore non può│ ▓▓▒▒░░ ░░▒▒▓▓ │Si gioca contro│ ╟───────┼───────┼───────╢ │perdere e │ ▓▓▒▒░░ ░░▒▒▓▓ │il calcolatore.│ ║ + │ o │ o ║ │perciò il │ ▓▓▒▒░░ ░░▒▒▓▓ │Per muoversi │ ║ │ │ ║ │giocatore │ ▓▓▒▒░░ ░░▒▒▓▓ │usare i tasti │ ╟───────┼───────┼───────╢ │può al mas- │ ▓▓▒▒░░ ░░▒▒▓▓ │cursore e ◄──┘ │ ║ o │ + │ o ║ │simo pareg- │ ▓▓▒▒░░ ░░▒▒▓▓ │per confermare.│ ║ │ │ ║ │giare. │ ▓▓▒▒░░ ░░▒▒▓▓ └───────────────┘ ╚═══════╧═══════╧═══════╝ └────────────┘ ▓▓▒▒░░ ░░▒▒▓▓ ▓▓▒▒░░ ░░▒▒▓▓ ▓▓▒▒░░ ░░▒▒▓▓ ┌────────────────────────────────────────────────────────────┐ ▓▓▒▒░░ ░░▒▒▓▓ │ Vuoi giocare ancora ? │ ▓▓▒▒░░ ░░▒▒▓▓ └────────────────────────────────────────────────────────────┘ ▓▓▒▒░░ ░░▒▒▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▒▒░░ ░░▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒░░ ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
Euphoria
No computer AI <lang euphoria> include std/console.e include std/text.e include std/search.e include std/sequence.e
sequence board sequence players = {"X","O"}
function DisplayBoard() for i = 1 to 3 do for j = 1 to 3 do printf(1,"%s",board[i][j]) if j < 3 then printf(1,"%s","|") end if end for if i < 3 then puts(1,"\n-----\n") else puts(1,"\n\n") end if end for
return 1 end function
function CheckWinner() sequence temp = board for a = 1 to 2 do for i = 1 to 3 do if equal({"X","X","X"},temp[i]) then puts(1,"X wins\n\n") return 1 elsif equal({"O","O","O"},temp[i]) then puts(1,"O wins\n\n") return 1 end if end for temp = columnize(board) end for if equal({"X","X","X"},{board[1][1],board[2][2],board[3][3]}) or equal({"X","X","X"},{board[1][3],board[2][2],board[3][1]}) then puts(1,"X wins\n") return 1 elsif equal({"O","O","O"},{board[1][1],board[2][2],board[3][3]}) or equal({"O","O","O"},{board[1][3],board[2][2],board[3][1]}) then puts(1,"O wins\n") return 1 end if
if moves = 9 then puts(1,"Draw\n\n") return 1 end if
return 0 end function
integer turn, row, column, moves sequence replay while 1 do board = repeat(repeat(" ",3),3) DisplayBoard() turn = rand(2) moves = 0
while 1 do while 1 do printf(1,"%s's turn\n",players[turn]) row = prompt_number("Enter row: ",{}) column = prompt_number("Enter column: ",{}) if match(board[row][column]," ") then board[row][column] = players[turn] moves += 1 exit else puts(1,"Space already taken - pick again\n") end if end while
DisplayBoard()
if CheckWinner() then exit end if
if turn = 1 then turn = 2 else turn = 1 end if end while
replay = lower(prompt_string("Play again (y/n)?\n\n"))
if match(replay,"n") then exit end if
end while </lang>
- Output:
| | ----- | | ----- | | O's turn Enter row: 1 Enter column: 1 O| | ----- | | ----- | | X's turn Enter row: 3 Enter column: 3 O| | ----- | | ----- | |X O's turn Enter row: 3 Enter column: 1 O| | ----- | | ----- O| |X X's turn Enter row: 2 Enter column: 1 O| | ----- X| | ----- O| |X O's turn Enter row: 2 Enter column: 2 O| | ----- X|O| ----- O| |X X's turn Enter row: 1 Enter column: 3 O| |X ----- X|O| ----- O| |X O's turn Enter row: 1 Enter column: 2 O|O|X ----- X|O| ----- O| |X X's turn Enter row: 3 Enter column: 2 O|O|X ----- X|O| ----- O|X|X O's turn Enter row: 2 Enter column: 3 O|O|X ----- X|O|O ----- O|X|X Draw Play again (y/n)?
F#
A purely-functional solution with a naive (but perfect) computer player implementation. The first move is played randomly by the computer.
<lang fsharp>type Brick =
| Empty | Computer | User
let brickToString = function
| Empty -> ' ' | Computer -> 'X' | User -> 'O'
// y -> x -> Brick type Board = Map<int, Map<int, Brick> >
let emptyBoard =
let emptyRow = Map.ofList [0,Empty; 1,Empty; 2,Empty] Map.ofList [0,emptyRow; 1,emptyRow; 2,emptyRow]
let get (b:Board) (x,y) = b.[y].[x]
let set player (b:Board) (x,y) : Board =
let row = b.[y].Add(x, player) b.Add(y, row)
let winningPositions =
[for x in [0..2] -> x,x] // first diagonal ::[for x in [0..2] -> 2-x,x] // second diagonal ::[for y in [0..2] do yield! [[for x in [0..2]->(y,x)]; // columns [for x in [0..2] -> (x,y)]]] // rows
let hasWon player board =
List.exists (fun ps -> List.forall (fun pos -> get board pos = player) ps) winningPositions
let freeSpace board =
[for x in 0..2 do for y in 0..2 do if get board (x,y) = Empty then yield x,y]
type Evaluation =
| Win | Draw | Lose
let rec evaluate board move =
let b2 = set Computer board move if hasWon Computer b2 then Win else match freeSpace b2 with | [] -> Draw | userChoices -> let b3s = List.map (set User b2) userChoices if List.exists (hasWon User) b3s then Lose elif List.exists (fun b3 -> bestOutcome b3 = Lose) b3s then Lose elif List.exists (fun b3 -> bestOutcome b3 = Draw) b3s then Draw else Win
and findBestChoice b =
match freeSpace b with | [] -> ((-1,-1), Draw) | choices -> match List.tryFind (fun c -> evaluate b c = Win) choices with | Some c -> (c, Win) | None -> match List.tryFind (fun c -> evaluate b c = Draw) choices with | Some c -> (c, Draw) | None -> (List.head choices, Lose)
and bestOutcome b = snd (findBestChoice b)
let bestChoice b = fst (findBestChoice b)
let computerPlay b = set Computer b (bestChoice b)
let printBoard b =
printfn " | A | B | C |" printfn "---+---+---+---+" for y in 0..2 do printfn " %d | %c | %c | %c |" (3-y) (get b (0,y) |> brickToString) (get b (1,y) |> brickToString) (get b (2,y) |> brickToString) printfn "---+---+---+---+"
let rec userPlay b =
printfn "Which field do you play? (format: a1)" let input = System.Console.ReadLine() if input.Length <> 2 || input.[0] < 'a' || input.[0] > 'c' || input.[1] < '1' || input.[1] > '3' then printfn "illegal input" userPlay b else let x = int(input.[0]) - int('a') let y = 2 - int(input.[1]) + int('1') if get b (x,y) <> Empty then printfn "Field is not free." userPlay b else set User b (x,y)
let rec gameLoop b player =
if freeSpace b = [] then printfn "Game over. Draw." elif player = Computer then printfn "Computer plays..." let b2 = computerPlay b printBoard b2 if hasWon Computer b2 then printfn "Game over. I have won." else gameLoop b2 User elif player = User then let b2 = userPlay b printBoard b2 if hasWon User b2 then printfn "Game over. You have won." else gameLoop b2 Computer
// randomly choose an element of a list let choose =
let rnd = new System.Random() fun (xs:_ list) -> xs.[rnd.Next(xs.Length)]
// play first brick randomly printfn "Computer starts." let b = set Computer emptyBoard (choose (freeSpace emptyBoard)) printBoard b gameLoop b User</lang>
Example game:
Computer starts. | A | B | C | ---+---+---+---+ 3 | | | X | ---+---+---+---+ 2 | | | | ---+---+---+---+ 1 | | | | ---+---+---+---+ Which field do you play? (format: a1) a1 | A | B | C | ---+---+---+---+ 3 | | | X | ---+---+---+---+ 2 | | | | ---+---+---+---+ 1 | O | | | ---+---+---+---+ Computer plays... | A | B | C | ---+---+---+---+ 3 | X | | X | ---+---+---+---+ 2 | | | | ---+---+---+---+ 1 | O | | | ---+---+---+---+ Which field do you play? (format: a1) b3 | A | B | C | ---+---+---+---+ 3 | X | O | X | ---+---+---+---+ 2 | | | | ---+---+---+---+ 1 | O | | | ---+---+---+---+ Computer plays... | A | B | C | ---+---+---+---+ 3 | X | O | X | ---+---+---+---+ 2 | | | | ---+---+---+---+ 1 | O | | X | ---+---+---+---+ Which field do you play? (format: a1) c2 | A | B | C | ---+---+---+---+ 3 | X | O | X | ---+---+---+---+ 2 | | | O | ---+---+---+---+ 1 | O | | X | ---+---+---+---+ Computer plays... | A | B | C | ---+---+---+---+ 3 | X | O | X | ---+---+---+---+ 2 | | X | O | ---+---+---+---+ 1 | O | | X | ---+---+---+---+ Game over. I have won.
Go
Intermediate, like Python's "Better skilled player." Computer wins and blocks where it can, but otherwise plays randomly. Plays multiple games and keeps score. Player gets first move of first game. Afterwards, loser gets to go first, or after cat games, first move alternates. <lang go>package main
import (
"bufio" "fmt" "math/rand" "os" "strings"
)
var b []byte
func printBoard() {
fmt.Printf("%s\n%s\n%s\n", b[0:3], b[3:6], b[6:9])
}
var pScore, cScore int var pMark, cMark byte = 'X', 'O' var in = bufio.NewReader(os.Stdin)
func main() {
b = make([]byte, 9) fmt.Println("Play by entering a digit.") for { // start of game for i := range b { b[i] = '1' + byte(i) } computerStart := cMark == 'X' if computerStart { fmt.Println("I go first, playing X's") } else { fmt.Println("You go first, playing X's") } TakeTurns: for { if !computerStart { if !playerTurn() { return } if gameOver() { break TakeTurns }
} computerStart = false computerTurn() if gameOver() { break TakeTurns } } fmt.Println("Score: you", pScore, "me", cScore) fmt.Println("\nLet's play again.") }
}
func playerTurn() bool {
var pm string var err error for i := 0; i < 3; i++ { // retry loop printBoard() fmt.Printf("%c's move? ", pMark) if pm, err = in.ReadString('\n'); err != nil { fmt.Println(err) return false } pm = strings.TrimSpace(pm) if pm >= "1" && pm <= "9" && b[pm[0]-'1'] == pm[0] { x := pm[0] - '1' b[x] = pMark return true } } fmt.Println("You're not playing right.") return false
}
var choices = make([]int, 9)
func computerTurn() {
printBoard() var x int defer func() { fmt.Println("My move:", x+1) b[x] = cMark }() // look for two in a row block := -1 for _, l := range lines { var mine, yours int x = -1 for _, sq := range l { switch b[sq] { case cMark: mine++ case pMark: yours++ default: x = sq } } if mine == 2 && x >= 0 { return // strategy 1: make winning move } if yours == 2 && x >= 0 { block = x } } if block >= 0 { x = block // strategy 2: make blocking move return } // default strategy: random move choices = choices[:0] for i, sq := range b { if sq == '1'+byte(i) { choices = append(choices, i) } } x = choices[rand.Intn(len(choices))]
}
func gameOver() bool {
// check for win for _, l := range lines { if b[l[0]] == b[l[1]] && b[l[1]] == b[l[2]] { printBoard() if b[l[0]] == cMark { fmt.Println("I win!") cScore++ pMark, cMark = 'X', 'O' } else { fmt.Println("You win!") pScore++ pMark, cMark = 'O', 'X' } return true } } // check for empty squares for i, sq := range b { if sq == '1'+byte(i) { return false } } fmt.Println("Cat game.") pMark, cMark = cMark, pMark return true
}
var lines = [][]int{
{0, 1, 2}, // rows {3, 4, 5}, {6, 7, 8}, {0, 3, 6}, // columns {1, 4, 7}, {2, 5, 8}, {0, 4, 8}, // diagonals {2, 4, 6},
}</lang>
Groovy
Simplified version of Tic Tac Toe for player vs. player (no AI computer-controlled option). <lang Groovy>class Main {
def input = new Scanner(System.in)
static main(args) { Main main = new Main(); main.play(); }
public void play() {
TicTackToe game = new TicTackToe(); game.init() def gameOver = false def player = game.player1
println "Players take turns marking a square. Only squares \n"+ "not already marked can be picked. Once a player has \n"+
"marked three squares in a row, column or diagonal, they win! If all squares \n"+ "are marked and no three squares are the same, a tied game is declared.\n"+
"Player 1 is O and Player 2 is X \n"+
"Have Fun! \n\n"
println "${game.drawBoard()}"
while (!gameOver && game.plays < 9) {
player = game.currentPlayer == 1 ? game.player1 :game.player2 def validPick = false; while (!validPick) {
def square println "Next $player, enter move by selecting square's number :" try { square = input.nextLine(); } catch (Exception ex) { }
if (square.length() == 1 && Character.isDigit(square.toCharArray()[0])) { validPick = game.placeMarker(square) } if (!validPick) { println "Select another Square" }
}
(game.checkWinner(player))? gameOver = true : game.switchPlayers() println(game.drawBoard());
} println "Game Over, " + ((gameOver == true)? "$player Wins" : "Draw") }
}
public class TicTackToe {
def board = new Object[3][3]
def final player1 = "player 1" def final player2 = "player 2" def final marker1 = 'X' def final marker2 = 'O'
int currentPlayer
int plays
public TicTacToe(){
}
def init() { int counter = 0; (0..2).each { row -> (0..2).each { col -> board[row][col] = (++counter).toString(); } }
plays = 0 currentPlayer =1
}
def switchPlayers() { currentPlayer = (currentPlayer == 1) ? 2:1 plays++ }
def placeMarker(play) {
def result = false
(0..2).each { row -> (0..2).each { col -> if (board[row][col].toString()==play.toString()){ board[row][col] = (currentPlayer == 1) ? marker2 : marker1; result = true; } } } return result; }
def checkWinner(player) { char current = (player == player1)? marker2: marker1 //Checking return checkRows(current) || checkColumns(current) ||checkDiagonals(current); } def checkRows(char current){
(0..2).any{ line -> board[line].every { it == current} }
} def checkColumns(char current){
(0..2).any{i -> (0..2).every{j -> board[j][i]==current } }
}
def checkDiagonals(char current){
def rightDiag = [board[0][0],board[1][1],board[2][2]] def leftDiag = [board[0][2],board[1][1],board[2][0]] return rightDiag.every{it == current} || leftDiag.every{it == current}
}
def drawBoard() { StringBuilder builder = new StringBuilder("Game board: \n"); (0..2).each { row-> (0..2).each {col -> builder.append("[" + board[row][col] + "]"); } builder.append("\n"); } builder.append("\n"); return builder.toString(); }
}</lang>
Haskell
Computer player has three strategies: 1. Try to block the opponent first, 2. Try to guess a good position for the next move, 3. Place a piece randomly. There are lots of comments throughout the code. <lang Haskell> module Main where
import System.Random import Data.List (intercalate, find, minimumBy) import System.Environment (getArgs) import Data.Char (digitToInt) import Data.Maybe (listToMaybe, mapMaybe) import Control.Monad (guard) import Data.Ord (comparing)
-- check if there is a horizontal, vertical or diagonal line of -- X or O tictactoe :: String -> Bool tictactoe a = tictactoeFor 'X' a /= tictactoeFor 'O' a
-- check if there is a horizontal, vertical or diagonal line -- for the given player "n" tictactoeFor :: Char -> String -> Bool tictactoeFor n [a,b,c,d,e,f,g,h,i] =
[n,n,n] `elem` [[a,b,c],[d,e,f],[g,h,i],[a,d,g], [b,e,h],[c,f,i],[a,e,i],[c,e,g]]
-- empty game board start :: String start = " "
-- check if there is an X or an O at the given position isPossible :: Int -> String -> Bool isPossible n game = (game !! n) `notElem` "XO"
-- try to place an X or an O at a given position. -- "Right" + modified board means success, "Left" + unmodified board -- means failure place :: Int -> Char -> String -> Either String String place i c game =
if isPossible i game then Right $ take i game ++ [c] ++ drop (i + 1) game else Left game
-- COMPUTER AI -- get the number of movements, starting from a given non-empty board -- and a position for the next movement, until the specified player -- wins or no movement is possible -- the positions are chosen sequentially, so there's not much -- intelligence here anyway developGame :: Bool -> Int -> Int -> Char -> String -> (Int, Char, String) developGame iterateMore moves i player game
| i > 8 = -- if i arrives to the last position, iterate again from 0 -- but do it only once if iterateMore then developGame False moves 0 player game -- draw game (after one iteration, still no winning moves) else (moves, player, game) -- draw game (game board full) or a win for the player | moves == 9 || tictactoeFor player game = (moves, player, game) -- make a move, if possible, and continue playing | otherwise = case place i otherPlayer game of -- position i is not empty. try with the next position Left _ -> developGame iterateMore moves (i + 1) otherPlayer game -- position i was empty, so it was a valid move. -- change the player and make a new move, starting at pos 0 Right newGame -> developGame iterateMore (moves + 1) 0 otherPlayer newGame where otherPlayer = changePlayer player
-- COMPUTER AI -- starting from a given non-empty board, try to guess which position -- could lead the player to the fastest victory. bestMoveFor :: Char -> String -> Int bestMoveFor player game = bestMove
where -- drive the game to its end for each starting position continuations = [ (x, developGame True 0 x player game) | x <- [0..8] ] -- compare the number of moves of the game and take the -- shortest one move (_, (m, _, _)) = m (bestMove, _) = minimumBy (comparing move) continuations
-- canBlock checks if the opponent has two pieces in a row and the -- other cell in the row is empty, and places the player's piece there, -- blocking the opponent canBlock :: Char -> String -> Maybe Int canBlock p [a,b,c,d,e,f,g,h,i] =
listToMaybe $ mapMaybe blockable [[a,b,c],[d,e,f],[g,h,i],[a,d,g], [b,e,h],[c,f,i],[a,e,i],[c,e,g]] where blockable xs = do guard $ length (filter (== otherPlayer) xs) == 2 x <- find (`elem` "123456789") xs return $ digitToInt x otherPlayer = changePlayer p
-- format a game board for on-screen printing showGame :: String -> String showGame [a,b,c,d,e,f,g,h,i] =
topBottom ++ "| | 1 | 2 | 3 |\n" ++ topBottom ++ row "0" [[a],[b],[c]] ++ row "3" [[d],[e],[f]] ++ row "6" [[g],[h],[i]] where topBottom = "+----+---+---+---+\n" row n x = "| " ++ n ++ "+ | " ++ intercalate " | " x ++ " |\n" ++ topBottom
-- ask the user to press a numeric key and convert it to an int enterNumber :: IO Int enterNumber = do
c <- getChar if c `elem` "123456789" then do putStrLn "" return $ digitToInt c else do putStrLn "\nPlease enter a digit!" enterNumber
-- a human player's turn: get the number of pieces put on the board, -- the next piece to be put (X or O) and a game board, and return -- a new game state, checking if the piece can be placed on the board. -- if it can't, make the user try again. turn :: (Int, Char, String) -> IO (Int, Char, String) turn (count, player, game) = do
putStr $ "Please tell me where you want to put an " ++ [player] ++ ": " pos <- enterNumber case place (pos - 1) player game of Left oldGame -> do putStrLn "That place is already taken!\n" turn (count, player, oldGame) Right newGame -> return (count + 1, changePlayer player, newGame)
-- alternate between X and O players changePlayer :: Char -> Char changePlayer 'O' = 'X' changePlayer 'X' = 'O'
-- COMPUTER AI -- make an automatic turn, placing an X or an O game board. -- the first movement is always random. -- first, the computer looks for two pieces of his opponent in a row -- and tries to block. -- otherwise, it tries to guess the best position for the next movement. -- as a last resort, it places a piece randomly. autoTurn :: Bool -> (Int, Char, String) -> IO (Int, Char, String) autoTurn forceRandom (count, player, game) = do
-- try a random position 'cause everything else failed -- count == 0 overrides the value of forceRandom i <- if count == 0 || forceRandom then randomRIO (0,8) else return $ case canBlock player game of -- opponent can't be blocked. try to guess -- the best movement Nothing -> bestMoveFor player game -- opponent can be blocked, so just do it! Just blockPos -> blockPos -- if trying to place a piece at a calculated position doesn't work, -- just try again with a random value case place i player game of Left oldGame -> autoTurn True (count, player, oldGame) Right newGame -> do putStrLn $ "It's player " ++ [player] ++ "'s turn." return (count + 1, changePlayer player, newGame)
-- play a game until someone wins or the board becomes full. -- depending on the value of the variable "auto", ask the user(s) to -- put some pieces on the board or do it automatically play :: Int -> (Int, Char, String) -> IO () play auto cpg@(_, player, game) = do
newcpg@(newCount, newPlayer, newGame) <- case auto of -- if both players are human, always ask them 0 -> turn cpg -- if both players are computer, always play auto 1 -> autoTurn False cpg -- X is computer, O is human 2 -> if player == 'X' then autoTurn False cpg else turn cpg -- X is human, O is computer 3 -> if player == 'O' then autoTurn False cpg else turn cpg putStrLn $ "\n" ++ showGame newGame if tictactoe newGame then putStrLn $ "Player " ++ [changePlayer newPlayer] ++ " wins!\n" else if newCount == 9 then putStrLn "Draw!\n" else play auto newcpg
-- main program: greet the user, ask for a game type, ask for the -- player that'll start the game, and play the game beginning with an -- empty board main :: IO () main = do
a <- getArgs if null a then usage else do let option = head a if option `elem` ["0","1","2","3"] then do putStrLn $ "\n" ++ showGame start let m = read option :: Int play m (0, 'X', start) else usage
usage :: IO () usage = do
putStrLn "TIC-TAC-TOE GAME\n================\n" putStrLn "How do you want to play?" putStrLn "Run the program with one of the following options." putStrLn "0 : both players are human" putStrLn "1 : both players are computer" putStrLn "2 : player X is computer and player O is human" putStrLn "3 : player X is human and player O is computer" putStrLn "Player X always begins."
</lang>
- Output:
Player X is computer, O is human.
+----+---+---+---+ | | 1 | 2 | 3 | +----+---+---+---+ | 0+ | | | | +----+---+---+---+ | 3+ | | | | +----+---+---+---+ | 6+ | | | | +----+---+---+---+ It's player X's turn. +----+---+---+---+ | | 1 | 2 | 3 | +----+---+---+---+ | 0+ | | | | +----+---+---+---+ | 3+ | | X | | +----+---+---+---+ | 6+ | | | | +----+---+---+---+ Please tell me where you want to put an O: 1 +----+---+---+---+ | | 1 | 2 | 3 | +----+---+---+---+ | 0+ | O | | | +----+---+---+---+ | 3+ | | X | | +----+---+---+---+ | 6+ | | | | +----+---+---+---+ It's player X's turn. +----+---+---+---+ | | 1 | 2 | 3 | +----+---+---+---+ | 0+ | O | | X | +----+---+---+---+ | 3+ | | X | | +----+---+---+---+ | 6+ | | | | +----+---+---+---+ Please tell me where you want to put an O: 7 +----+---+---+---+ | | 1 | 2 | 3 | +----+---+---+---+ | 0+ | O | | X | +----+---+---+---+ | 3+ | | X | | +----+---+---+---+ | 6+ | O | | | +----+---+---+---+ It's player X's turn. +----+---+---+---+ | | 1 | 2 | 3 | +----+---+---+---+ | 0+ | O | | X | +----+---+---+---+ | 3+ | X | X | | +----+---+---+---+ | 6+ | O | | | +----+---+---+---+ Please tell me where you want to put an O: 6 +----+---+---+---+ | | 1 | 2 | 3 | +----+---+---+---+ | 0+ | O | | X | +----+---+---+---+ | 3+ | X | X | O | +----+---+---+---+ | 6+ | O | | | +----+---+---+---+ It's player X's turn. +----+---+---+---+ | | 1 | 2 | 3 | +----+---+---+---+ | 0+ | O | | X | +----+---+---+---+ | 3+ | X | X | O | +----+---+---+---+ | 6+ | O | X | | +----+---+---+---+ Please tell me where you want to put an O: 2 +----+---+---+---+ | | 1 | 2 | 3 | +----+---+---+---+ | 0+ | O | O | X | +----+---+---+---+ | 3+ | X | X | O | +----+---+---+---+ | 6+ | O | X | | +----+---+---+---+ It's player X's turn. +----+---+---+---+ | | 1 | 2 | 3 | +----+---+---+---+ | 0+ | O | O | X | +----+---+---+---+ | 3+ | X | X | O | +----+---+---+---+ | 6+ | O | X | X | +----+---+---+---+ Draw!
Icon and Unicon
The following works in both Icon and Unicon. The computer plays randomly against a human player, with legal moves enforced and wins/draws notified.
<lang Icon>
- Play TicTacToe
$define E " " # empty square $define X "X" # X piece $define O "O" # O piece
- -- define a board
record Board(a, b, c, d, e, f, g, h, i)
procedure display_board (board, player)
write ("\n===============") write (board.a || " | " || board.b || " | " || board.c) write ("---------") write (board.d || " | " || board.e || " | " || board.f) write ("---------") write (board.g || " | " || board.h || " | " || board.i)
end
- return a set of valid moves (empty positions) in given board
procedure empty_fields (board)
fields := set() every i := !fieldnames(board) do if (board[i] == E) then insert (fields, i) return fields
end
procedure game_start ()
return Board (E, E, E, E, E, E, E, E, E)
end
procedure game_is_drawn (board)
return *empty_fields(board) = 0
end
procedure game_won_by (board, player)
return (board.a == board.b == board.c == player) | (board.d == board.e == board.f == player) | (board.g == board.h == board.i == player) | (board.a == board.d == board.g == player) | (board.b == board.e == board.h == player) | (board.c == board.f == board.i == player) | (board.a == board.e == board.i == player) | (board.g == board.e == board.c == player)
end
procedure game_over (board)
return game_is_drawn (board) | game_won_by (board, O) | game_won_by (board, X)
end
- -- players make their move on the board
- assume there is at least one empty square
procedure human_move (board, player)
choice := "z" options := empty_fields (board) # keep prompting until player selects a valid square until member (options, choice) do { writes ("Choose one of: ") every writes (!options || " ") writes ("\n> ") choice := read () } board[choice] := player
end
- pick and make a move at random from empty positions
procedure random_move (board, player)
board[?empty_fields(board)] := player
end
- -- manage the game play
procedure play_game ()
# hold procedures for players' move in variables player_O := random_move player_X := human_move
# randomly determine if human or computer moves first if (?2 = 0) then { write ("Human plays first as O") player_O := human_move player_X := random_move } else write ("Computer plays first, human is X")
# set up the game to start board := game_start () player := O display_board (board, player) # loop until the game is over, getting each player to move in turn until game_over (board) do { write (player || " to play next") # based on player, prompt for the next move if (player == O) then (player_O (board, player)) else (player_X (board, player)) # change player to move player := if (player == O) then X else O display_board (board, player) } # finish by writing out result if game_won_by (board, O) then write ("O won") else if game_won_by (board, X) then write ("X won") else write ("draw") # neither player won, so must be a draw
end
- -- get things started
procedure main ()
play_game ()
end </lang>
J
To subsequent j poster: replacing this entry is fine by me. <lang J> Note 'ttt adjudicates or plays'
use: markers ttt characters
characters represent the cell names.
markers is a length 3 character vector of the characters to use for first and second player followed by the opponent's mark. 'XOX' means X plays 1st, O is the other mark, and the first strategy plays 1st. 'XOO' means X plays 1st, O is the other mark, and the second strategy moves first.
The game is set up for the computer as the first strategy (random), and human as second.
A standard use: 'XOX'ttt'abcdefghijkl'
Example game reformatted w/ emacs artist-mode to fit your display:
'#-#'ttt'wersdfxcv' w│e│r w│e│r .... -│e│r . -│e│# ─┼─┼─ . ─┼─┼─ .. ─┼─┼─ .. ─┼─┼─ s│d│f . s│#│f .. s│#│f .. -│#│f ─┼─┼─ .. ─┼─┼─ . ─┼─┼─ ... ─┼─┼─ x│c│v .. -│c│v . -│c│# .. -│c│# d .. v .. r . VICTORY w│e│r .. w│e│r .. -│e│# . ─┼─┼─ ... ─┼─┼─ .. ─┼─┼─ . s│#│f ... s│#│f .. s│#│f . ─┼─┼─ .. ─┼─┼─ ... ─┼─┼─ ... x│c│v -│c│# -│c│# -->cell for -? -->cell for -? -->cell for -? x w s
)
while=: conjunction def 'u ^: v ^:_' NB. j assumes while is a verb and needs to know while is a conjunction.
ttt=: outcome@:((display@:move) while undecided)@:display@:prepare
blindfolded_variant=: outcome@:display@:(move while undecided)@:display@:prepare
outcome=: {&(>;:'kitty VICTORY')@:won NB. (outcome does not pass along the state) move=: post locate undecided=: won nor full prepare=: , board@:] NB. form the state vector
Note 'locate'
is a monadic verb. y is the state vector. returns the character of the chosen cell. Generally: locate=: second_strategy`first_strategy@.(first = mark) Simplified: locate=: human_locate NB. human versus human
) locate=: human_locate`computer_locate@.(first = mark)
display=: show [: (1 1,:5 5)&(];.0)@:": [: <"0 fold
computer_locate=: [: show@{. board -. marks NB. strategy: first available computer_locate=: [: show@({~ ?@:#) board -. marks NB. strategy: random
human_locate=: monad define
state=. y m=. mark state b=. board state cells=. b -. marks state show '-->cell for ' , m , '?' whilst. cell -.@:e. cells do. cell =. {. (1!:1]1) , m end.
)
post=: 2&A.@:(3&{.)@:[ prepare mark@:[`((i.~ board)~)`(board@:[)}
mark=: {. NB. mark of the current player from state marks=: 2&{. NB. extract both markers from state board=: _9&{. NB. extract board from state first=: 2&{ NB. extract first player from state
show=: [ smoutput
full=: 2 = #@:~. won=: test@:fold fold=: 3 3 $ board test=: [: any [: all [: infix_pairs_agree |:@:lines
lines=: , diagonal , diagonal@:|. , |: diagonal=: (<0 1)&|: all=: *./ any=: +./ nor=: 8 b. infix_pairs_agree=: 2&(=/\) </lang>
Java
This version works in the terminal itself, and uses the numpad for data entry. The computer is unbeatable, but some lines can be removed to avoid that. There's also an override that thrown in, just for fun. <lang java> import java.io.BufferedReader; import java.io.InputStreamReader; import java.util.Hashtable;
public class TicTacToe { public static void main(String[] args) { TicTacToe now=new TicTacToe(); now.startMatch(); }
private int[][] marks; private int[][] wins; private int[] weights; private char[][] grid; private final int knotcount=3; private final int crosscount=4; private final int totalcount=5; private final int playerid=0; private final int compid=1; private final int truceid=2; private final int playingid=3; private String movesPlayer; private byte override; private char[][] overridegrid={{'o','o','o'},{'o','o','o'},{'o','o','o'}}; private char[][] numpad={{'7','8','9'},{'4','5','6'},{'1','2','3'}}; private Hashtable<Integer,Integer> crossbank; private Hashtable<Integer,Integer> knotbank;
public void startMatch() { BufferedReader br=new BufferedReader(new InputStreamReader(System.in)); System.out.print("Start?(y/n):"); char choice='y'; try { choice=br.readLine().charAt(0); } catch(Exception e) { System.out.println(e.getMessage()); } if(choice=='n'||choice=='N') { return; }
System.out.println("Use a standard numpad as an entry grid, as so:\n "); display(numpad); System.out.println("Begin"); int playerscore=0; int compscore=0; do { int result=startGame(); if(result==playerid) playerscore++; else if(result==compid) compscore++; System.out.println("Score: Player-"+playerscore+" AI-"+compscore); System.out.print("Another?(y/n):"); try { choice=br.readLine().charAt(0); } catch(Exception e) { System.out.println(e.getMessage()); }
}while(choice!='n'||choice=='N');
System.out.println("Game over."); } private void put(int cell,int player) { int i=-1,j=-1;; switch(cell) { case 1:i=2;j=0;break; case 2:i=2;j=1;break; case 3:i=2;j=2;break; case 4:i=1;j=0;break; case 5:i=1;j=1;break; case 6:i=1;j=2;break; case 7:i=0;j=0;break; case 8:i=0;j=1;break; case 9:i=0;j=2;break; default:display(overridegrid);return; } char mark='x'; if(player==0) mark='o'; grid[i][j]=mark; display(grid); } private int startGame() { init(); display(grid); int status=playingid; while(status==playingid) { put(playerMove(),0); if(override==1) { System.out.println("O wins."); return playerid; } status=checkForWin(); if(status!=playingid) break; try{Thread.sleep(1000);}catch(Exception e){System.out.print(e.getMessage());} put(compMove(),1); status=checkForWin(); } return status; } private void init() { movesPlayer=""; override=0; marks=new int[8][6]; wins=new int[][] //new int[8][3]; { {7,8,9}, {4,5,6}, {1,2,3}, {7,4,1}, {8,5,2}, {9,6,3}, {7,5,3}, {9,5,1} }; weights=new int[]{3,2,3,2,4,2,3,2,3}; grid=new char[][]{{' ',' ',' '},{' ',' ',' '},{' ',' ',' '}}; crossbank=new Hashtable<Integer,Integer>(); knotbank=new Hashtable<Integer,Integer>(); } private void mark(int m,int player) { for(int i=0;i<wins.length;i++) for(int j=0;j<wins[i].length;j++) if(wins[i][j]==m) { marks[i][j]=1; if(player==playerid) marks[i][knotcount]++; else marks[i][crosscount]++; marks[i][totalcount]++; } } private void fixWeights() { for(int i=0;i<3;i++) for(int j=0;j<3;j++) if(marks[i][j]==1) if(weights[wins[i][j]-1]!=Integer.MIN_VALUE) weights[wins[i][j]-1]=Integer.MIN_VALUE;
for(int i=0;i<8;i++) { if(marks[i][totalcount]!=2) continue; if(marks[i][crosscount]==2) { int p=i,q=-1; if(marks[i][0]==0) q=0; else if(marks[i][1]==0) q=1; else if(marks[i][2]==0) q=2;
if(weights[wins[p][q]-1]!=Integer.MIN_VALUE) { weights[wins[p][q]-1]=6; } } if(marks[i][knotcount]==2) { int p=i,q=-1; if(marks[i][0]==0) q=0; else if(marks[i][1]==0) q=1; else if(marks[i][2]==0) q=2;
if(weights[wins[p][q]-1]!=Integer.MIN_VALUE) { weights[wins[p][q]-1]=5; } } } } private int compMove() { int cell=move(); System.out.println("Computer plays: "+cell); //weights[cell-1]=Integer.MIN_VALUE; return cell; } private int move() { int max=Integer.MIN_VALUE; int cell=0; for(int i=0;i<weights.length;i++) if(weights[i]>max) { max=weights[i]; cell=i+1; }
//This section ensures the computer never loses //Remove it for a fair match //Dirty kluge if(movesPlayer.equals("76")||movesPlayer.equals("67")) cell=9; else if(movesPlayer.equals("92")||movesPlayer.equals("29")) cell=3; else if (movesPlayer.equals("18")||movesPlayer.equals("81")) cell=7; else if(movesPlayer.equals("73")||movesPlayer.equals("37")) cell=4*((int)(Math.random()*2)+1); else if(movesPlayer.equals("19")||movesPlayer.equals("91")) cell=4+2*(int)(Math.pow(-1, (int)(Math.random()*2)));
mark(cell,1); fixWeights(); crossbank.put(cell, 0); return cell; } private int playerMove() { System.out.print("What's your move?: "); BufferedReader br=new BufferedReader(new InputStreamReader(System.in)); int cell=0; int okay=0; while(okay==0) { try { cell=Integer.parseInt(br.readLine()); } catch(Exception e) { System.out.println(e.getMessage()); } if(cell==7494) { override=1; return -1; } if((cell<1||cell>9)||weights[cell-1]==Integer.MIN_VALUE) System.out.print("Invalid move. Try again:"); else okay=1; } playerMoved(cell); System.out.println(); return cell; } private void playerMoved(int cell) { movesPlayer+=cell; mark(cell,0); fixWeights(); knotbank.put(cell, 0); } private int checkForWin() { int crossflag=0,knotflag=0; for(int i=0;i<wins.length;i++) { if(crossbank.containsKey(wins[i][0])) if(crossbank.containsKey(wins[i][1])) if(crossbank.containsKey(wins[i][2])) { crossflag=1; break; } if(knotbank.containsKey(wins[i][0])) if(knotbank.containsKey(wins[i][1])) if(knotbank.containsKey(wins[i][2])) { knotflag=1; break; } } if(knotflag==1) { display(grid); System.out.println("O wins."); return playerid; } else if(crossflag==1) { display(grid); System.out.println("X wins."); return compid; }
for(int i=0;i<weights.length;i++) if(weights[i]!=Integer.MIN_VALUE) return playingid; System.out.println("Truce");
return truceid; } private void display(char[][] grid) { for(int i=0;i<3;i++) { System.out.println("\n-------"); System.out.print("|"); for(int j=0;j<3;j++) System.out.print(grid[i][j]+"|"); } System.out.println("\n-------"); } } </lang>
Start?(y/n):y Use a standard numpad as an entry grid, as so: ------- |7|8|9| ------- |4|5|6| ------- |1|2|3| ------- Begin ------- | | | | ------- | | | | ------- | | | | ------- What's your move?: 4 ------- | | | | ------- |o| | | ------- | | | | ------- (...) Computer plays: 7 ------- |x| |o| ------- |o|x|o| ------- |x|o|x| ------- X wins. Score: Player-0 AI-1 Another?(y/n):n Game over.
This version uses javax.swing.
<lang java>import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.util.logging.Logger;
/**
- TicTacToe Application
- @author Steve Robinson
- @version 1.0
- /
class TicTacToeFrame extends JFrame {
JButton [][] buttons= new JButton[3][3]; JTextField statusBar; GamePanel panel; Integer turn; GameListener listener=new GameListener(); Integer count; public TicTacToeFrame() {
setLayout(new BorderLayout());
panel=new GamePanel(); add(panel,BorderLayout.CENTER); statusBar=new JTextField("Player1's Turn"); statusBar.setEditable(false); add(statusBar,BorderLayout.SOUTH); setTitle("Tic Tac Toe!"); setVisible(true); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setBounds(400,400,300,300); } class GamePanel extends JPanel { public GamePanel() { setLayout(new GridLayout(3,3)); turn =1; count=0; for(int i=0;i<3;i++) for(int j=0;j<3;j++) { buttons[i][j]=new JButton(); buttons[i][j].putClientProperty("INDEX", new Integer[]{i,j}); buttons[i][j].putClientProperty("OWNER", null); buttons[i][j].addActionListener(listener); add(buttons[i][j]); } } } class GameListener implements ActionListener { public void actionPerformed(ActionEvent e) { count++; JButton b=(JButton)e.getSource(); Integer[]index=(Integer[]) b.getClientProperty("INDEX"); //System.out.println(turn); //turn // //System.out.println("["+index[0]+"]"+"["+index[1]+"]"); // b.putClientProperty("OWNER", turn); Icon ico=new ImageIcon(turn.toString()+".gif"); b.setIcon(ico); b.setEnabled(false); boolean result=checkVictoryCondition(index); if(result) { JOptionPane.showMessageDialog(null, "Player "+turn.toString()+" Wins"); initComponents(); } else { if(turn==1) { turn=2; statusBar.setText("Player2's Turn"); } else { turn=1; statusBar.setText("Player1's Turn"); } } if(count==9) { JOptionPane.showMessageDialog(null, "Match is a draw!"); initComponents(); } } Integer getOwner(JButton b) { return (Integer)b.getClientProperty("OWNER"); } //PrintButtonMap for Diagnostics void printbuttonMap(Integer [][]bMap) { for(int i=0;i for(int j=0;j System.out.print(bMap[i][j]+" "); System.out.println(""); } } boolean checkVictoryCondition(Integer [] index) { /*Integer[][]buttonMap=new Integer[][] {
{ getOwner(buttons[0][0]),getOwner(buttons[0][1]),getOwner(buttons[0][2])},
{ getOwner(buttons[1][0]),getOwner(buttons[1][1]),getOwner(buttons[1][2])},
{ getOwner(buttons[2][0]),getOwner(buttons[2][1]),getOwner(buttons[2][2])} }; printbuttonMap(buttonMap); */ Integer a=index[0]; Integer b=index[1]; int i; //check row for(i=0;i<3;i++) { if(getOwner(buttons[a][i])!=getOwner(buttons[a][b])) break; } if(i==3) return true; //check column for(i=0;i<3;i++) { if(getOwner(buttons[i][b])!=getOwner(buttons[a][b])) break; } if(i==3) return true; //check diagonal if((a==2&&b==2)||(a==0&&b==0)||(a==1&&b==1)||(a==0&&b==2)||(a==2&&b==0)) { //left diagonal for(i=0;i if(getOwner(buttons[i][i])!=getOwner(buttons[a][b])) break; if(i==3) return true; //right diagonal if((getOwner(buttons[0][2])==getOwner(buttons[a][b]))&&(getOwner(buttons[1][1])==getOwner(buttons[a][b]))&&(getOwner(buttons[2][0])==getOwner(buttons[a][b]))) return true; } return false; } } void initComponents() { for(int i=0;i<3;i++) for(int j=0;j<3;j++) { buttons[i][j].putClientProperty("INDEX", new Integer[]{i,j}); buttons[i][j].putClientProperty("OWNER",null); buttons[i][j].setIcon(null); buttons[i][j].setEnabled(true); turn=1; count=0; statusBar.setText("Player1's Turn"); } }
} class TicTacToe {
public static void main(String[] args) { EventQueue.invokeLater(new Runnable(){ public void run() { TicTacToeFrame frame=new TicTacToeFrame(); } }); }
} </lang>
Graphical Java Example <lang java> import javax.swing.*; import java.awt.event.*; import java.awt.*;
//Make sure the name of the class is the same as the .java file name.
//If you change the class name you should change the class object name in runGUI method
public class ticTacToeCallum implements ActionListener {
static JFrame frame; static JPanel contentPane; static JLabel lblEnterFirstPlayerName, lblEnterSecondPlayerName, lblFirstPlayerScore, lblSecondPlayerScore; static JButton btnButton1, btnButton2, btnButton3, btnButton4, btnButton5, btnButton6, btnButton7, btnButton8, btnButton9, btnClearBoard, btnClearAll, btnCloseGame; static JTextField txtEnterFirstPlayerName, txtEnterSecondPlayerName; static Icon imgicon = new ImageIcon("saveIcon.JPG");
Font buttonFont = new Font("Arial", Font.PLAIN, 20); //to adjust the frame size change the values in pixels static int width = 600; static int length = 400; static int firstPlayerScore = 0; static int secondPlayerScore = 0; static int playerTurn = 1; static int roundComplete = 0; static int button1 = 1, button2 = 1, button3 = 1, button4 = 1, button5 = 1, button6 = 1, button7 = 1, button8 = 1, button9 = 1; // 1 is true, 0 is false
public ticTacToeCallum(){
frame = new JFrame("Tic Tac Toe ^_^"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); contentPane = new JPanel(); contentPane.setLayout(new GridLayout(6, 3, 10, 10)); contentPane.setBorder(BorderFactory.createEmptyBorder(20, 20, 20, 20)); btnButton1 = new JButton(""); btnButton1.setFont(buttonFont); btnButton1.setAlignmentX(JButton.CENTER_ALIGNMENT); btnButton1.setIcon(imgicon); btnButton1.setActionCommand("CLICK1"); btnButton1.addActionListener(this); contentPane.add(btnButton1); btnButton2 = new JButton(""); btnButton2.setFont(buttonFont); btnButton2.setAlignmentX(JButton.CENTER_ALIGNMENT); btnButton2.setIcon(imgicon); btnButton2.setActionCommand("CLICK2"); btnButton2.addActionListener(this); contentPane.add(btnButton2); btnButton3 = new JButton(""); btnButton3.setFont(buttonFont); btnButton3.setAlignmentX(JButton.CENTER_ALIGNMENT); btnButton3.setIcon(imgicon); btnButton3.setActionCommand("CLICK3"); btnButton3.addActionListener(this); contentPane.add(btnButton3); btnButton4 = new JButton(""); btnButton4.setFont(buttonFont); btnButton4.setAlignmentX(JButton.CENTER_ALIGNMENT); btnButton4.setIcon(imgicon); btnButton4.setActionCommand("CLICK4"); btnButton4.addActionListener(this); contentPane.add(btnButton4); btnButton5 = new JButton(""); btnButton5.setFont(buttonFont); btnButton5.setAlignmentX(JButton.CENTER_ALIGNMENT); btnButton5.setIcon(imgicon); btnButton5.setActionCommand("CLICK5"); btnButton5.addActionListener(this); contentPane.add(btnButton5); btnButton6 = new JButton(""); btnButton6.setFont(buttonFont); btnButton6.setAlignmentX(JButton.CENTER_ALIGNMENT); btnButton6.setIcon(imgicon); btnButton6.setActionCommand("CLICK6"); btnButton6.addActionListener(this); contentPane.add(btnButton6); btnButton7 = new JButton(""); btnButton7.setFont(buttonFont); btnButton7.setAlignmentX(JButton.CENTER_ALIGNMENT); btnButton7.setIcon(imgicon); btnButton7.setActionCommand("CLICK7"); btnButton7.addActionListener(this); contentPane.add(btnButton7); btnButton8 = new JButton(""); btnButton8.setFont(buttonFont); btnButton8.setAlignmentX(JButton.CENTER_ALIGNMENT); btnButton8.setIcon(imgicon); btnButton8.setActionCommand("CLICK8"); btnButton8.addActionListener(this); contentPane.add(btnButton8); btnButton9 = new JButton(""); btnButton9.setFont(buttonFont); btnButton9.setAlignmentX(JButton.CENTER_ALIGNMENT); btnButton9.setIcon(imgicon); btnButton9.setActionCommand("CLICK9"); btnButton9.addActionListener(this); contentPane.add(btnButton9); lblEnterFirstPlayerName = new JLabel("Enter First Player's Name"); contentPane.add(lblEnterFirstPlayerName); txtEnterFirstPlayerName = new JTextField(""); contentPane.add(txtEnterFirstPlayerName); lblFirstPlayerScore = new JLabel("Score: " + firstPlayerScore); contentPane.add(lblFirstPlayerScore); lblEnterSecondPlayerName = new JLabel("Enter Second Player's Name"); contentPane.add(lblEnterSecondPlayerName); txtEnterSecondPlayerName = new JTextField(""); contentPane.add(txtEnterSecondPlayerName); lblSecondPlayerScore = new JLabel("Score: " + secondPlayerScore); contentPane.add(lblSecondPlayerScore); btnClearBoard = new JButton("Clear Board"); btnClearBoard.setAlignmentX(JButton.CENTER_ALIGNMENT); btnClearBoard.setIcon(imgicon); btnClearBoard.setActionCommand("CLICKClearBoard"); btnClearBoard.addActionListener(this); contentPane.add(btnClearBoard); btnClearAll = new JButton("Clear All"); btnClearAll.setAlignmentX(JButton.CENTER_ALIGNMENT); btnClearAll.setIcon(imgicon); btnClearAll.setActionCommand("CLICKClearAll"); btnClearAll.addActionListener(this); contentPane.add(btnClearAll); btnCloseGame = new JButton("Close Game"); btnCloseGame.setAlignmentX(JButton.CENTER_ALIGNMENT); btnCloseGame.setIcon(imgicon); btnCloseGame.setActionCommand("CLICKCloseGame"); btnCloseGame.addActionListener(this); contentPane.add(btnCloseGame); frame.setContentPane(contentPane); frame.pack(); frame.setSize(width,length); frame.setVisible(true);
}
public void actionPerformed(ActionEvent event) { String eventName = event.getActionCommand(); if (eventName.equals("CLICK1")) { if (button1 == 1){ if (playerTurn == 1){ btnButton1.setForeground(Color.RED); btnButton1.setText("X"); playerTurn = 2; button1 = 0; } else if (playerTurn == 2) { btnButton1.setForeground(Color.GREEN); btnButton1.setText("O"); playerTurn = 1; button1 = 0; } } } else if (eventName.equals ("CLICK2")) { if (button2 == 1){ if (playerTurn == 1){ btnButton2.setForeground(Color.RED); btnButton2.setText("X"); playerTurn = 2; button2 = 0; } else if (playerTurn == 2) { btnButton2.setForeground(Color.GREEN); btnButton2.setText("O"); playerTurn = 1; button2 = 0; } } } else if (eventName.equals ("CLICK3")) { if (button3 == 1){ if (playerTurn == 1){ btnButton3.setForeground(Color.RED); btnButton3.setText("X"); playerTurn = 2; button3 = 0; } else if (playerTurn == 2) { btnButton3.setForeground(Color.GREEN); btnButton3.setText("O"); playerTurn = 1; button3 = 0; } } } else if (eventName.equals ("CLICK4")) { if (button4 == 1){ if (playerTurn == 1){ btnButton4.setForeground(Color.RED); btnButton4.setText("X"); playerTurn = 2; button4 = 0; } else if (playerTurn == 2) { btnButton4.setForeground(Color.GREEN); btnButton4.setText("O"); playerTurn = 1; button4 = 0; } } } else if (eventName.equals ("CLICK5")) { if (button5 == 1){ if (playerTurn == 1){ btnButton5.setForeground(Color.RED); btnButton5.setText("X"); playerTurn = 2; button5 = 0; } else if (playerTurn == 2) { btnButton5.setForeground(Color.GREEN); btnButton5.setText("O"); playerTurn = 1; button5 = 0; } } } else if (eventName.equals ("CLICK6")) { if (button6 == 1){ if (playerTurn == 1){ btnButton6.setForeground(Color.RED); btnButton6.setText("X"); playerTurn = 2; button6 = 0; } else if (playerTurn == 2) { btnButton6.setForeground(Color.GREEN); btnButton6.setText("O"); playerTurn = 1; button6 = 0; } } } else if (eventName.equals ("CLICK7")) { if (button7 == 1){ if (playerTurn == 1){ btnButton7.setForeground(Color.RED); btnButton7.setText("X"); playerTurn = 2; button7 = 0; } else if (playerTurn == 2) { btnButton7.setForeground(Color.GREEN); btnButton7.setText("O"); playerTurn = 1; button7 = 0; } } } else if (eventName.equals ("CLICK8")) { if (button8 == 1){ if (playerTurn == 1){ btnButton8.setForeground(Color.RED); btnButton8.setText("X"); playerTurn = 2; button8 = 0; } else if (playerTurn == 2) { btnButton8.setForeground(Color.GREEN); btnButton8.setText("O"); playerTurn = 1; button8 = 0; } } } else if (eventName.equals ("CLICK9")) { if (button9 == 1){ if (playerTurn == 1){ btnButton9.setForeground(Color.RED); btnButton9.setText("X"); playerTurn = 2; button9 = 0; } else if (playerTurn == 2) { btnButton9.setForeground(Color.GREEN); btnButton9.setText("O"); playerTurn = 1; button9 = 0; } } } else if (eventName.equals ("CLICKClearBoard")) { btnButton1.setText(""); btnButton2.setText(""); btnButton3.setText(""); btnButton4.setText(""); btnButton5.setText(""); btnButton6.setText(""); btnButton7.setText(""); btnButton8.setText(""); btnButton9.setText(""); button1 = 1; button2 = 1; button3 = 1; button4 = 1; button5 = 1; button6 = 1; button7 = 1; button8 = 1; button9 = 1; playerTurn = 1; roundComplete = 0; } else if (eventName.equals ("CLICKClearAll")) { btnButton1.setText(""); btnButton2.setText(""); btnButton3.setText(""); btnButton4.setText(""); btnButton5.setText(""); btnButton6.setText(""); btnButton7.setText(""); btnButton8.setText(""); btnButton9.setText(""); firstPlayerScore = 0; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); secondPlayerScore = 0; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); txtEnterFirstPlayerName.setText(""); txtEnterSecondPlayerName.setText(""); button1 = 1; button2 = 1; button3 = 1; button4 = 1; button5 = 1; button6 = 1; button7 = 1; button8 = 1; button9 = 1; playerTurn = 1; roundComplete = 0; } else if (eventName.equals ("CLICKCloseGame")) { System.exit(0); } score(); } public static void score(){
if (roundComplete == 0){ if (btnButton1.getText().equals(btnButton2.getText()) && btnButton1.getText().equals(btnButton3.getText())){ if (btnButton1.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton1.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton1.getText().equals(btnButton4.getText()) && btnButton1.getText().equals(btnButton7.getText())){ if (btnButton1.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton1.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton1.getText().equals(btnButton5.getText()) && btnButton1.getText().equals(btnButton9.getText())){ if (btnButton1.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton1.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton7.getText().equals(btnButton8.getText()) && btnButton7.getText().equals(btnButton9.getText())){ if (btnButton7.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton7.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton7.getText().equals(btnButton5.getText()) && btnButton7.getText().equals(btnButton3.getText())){ if (btnButton7.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton7.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton3.getText().equals(btnButton6.getText()) && btnButton3.getText().equals(btnButton9.getText())){ if (btnButton3.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton3.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton4.getText().equals(btnButton5.getText()) && btnButton4.getText().equals(btnButton6.getText())){ if (btnButton4.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton4.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton2.getText().equals(btnButton5.getText()) && btnButton2.getText().equals(btnButton8.getText())){ if (btnButton2.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton2.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } } if (roundComplete == 1){ button1 = 0; button2 = 0; button3 = 0; button4 = 0; button5 = 0; button6 = 0; button7 = 0; button8 = 0; button9 = 0; }
} /** * Create and show the GUI. */ private static void runGUI() { ticTacToeCallum greeting = new ticTacToeCallum(); } //Do not change this method public static void main(String[] args) { /* Methods that create and show a GUI should be run from an event-dispatching thread */ javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { runGUI(); } }); }
} </lang>
Lasso
This example uses an HTML form for the UI, buttons representing the game state, and Lasso's built inn session handler to keep track of who's turn it is, what the game matrix state is, and the winner history.
As image uploads has been disabled, a live version can be viewed at: http://jono.guthrie.net.nz/rosetta/Tic-tac-toe.lasso <lang Lasso>[ session_start('user') session_addvar('user', 'matrix') session_addvar('user', 'winrecord') session_addvar('user', 'turn') var(matrix)->isNotA(::array) ? var(matrix = array('-','-','-','-','-','-','-','-','-')) var(winrecord)->isNotA(::array) ? var(winrecord = array) var(turn)->isNotA(::string) ? var(turn = 'x')
if(web_request->params->asStaticArray >> 'reset') => { $matrix = array('-','-','-','-','-','-','-','-','-') $turn = 'x' }
with i in web_request->params->asStaticArray do => { if(#i->name->beginswith('p')) => { local(num = #i->name->asCopy) #num->removeLeading('p') #num = integer(#num) #num > 0 && $matrix->get(#num) == '-' ? $matrix->get(#num) = #i->value $turn == 'o' ? $turn = 'x' | $turn = 'o' } }
local( istie = false, winner = 'noone', clear = false )
// determine if we have a winner if($matrix->find('-')->size < 9) => { local(winners = array('123','456','789','147','258','369','159','357')) loop(8) => { local(xscore = 0,oscore = 0,use = #winners->get(loop_count)) with v in #use->values do => { $matrix->findposition('x') >> integer(#v) ? #xscore++ $matrix->findposition('o') >> integer(#v) ? #oscore++ } if(#xscore == 3) => { #winner = 'x' $winrecord->insert('x') #clear = true loop_abort } if(#oscore == 3) => { #winner = 'o' $winrecord->insert('o') #clear = true loop_abort }
}
} // determine if tie if(not $matrix->find('-')->size && #winner == 'noone') => { #istie = true #winner = 'tie' $winrecord->insert('tie') #clear = true } ] <form action="?" method="post">
[loop(3) => {^][^}] [loop(-from=4,-to=6) => {^][^}] [loop(-from=7,-to=9) => {^][^}]<button name="p[loop_count]" value="[$turn]"[
$matrix->get(loop_count) != '-' || #winner != 'noone' ? ' disabled="disabled"']>[$matrix->get(loop_count) != '-' ? $matrix->get(loop_count) | ' ']</button> |
<button name="p[loop_count]" value="[$turn]"[
$matrix->get(loop_count) != '-' || #winner != 'noone' ? ' disabled="disabled"']>[$matrix->get(loop_count) != '-' ? $matrix->get(loop_count) | ' ']</button> |
<button name="p[loop_count]" value="[$turn]"[
$matrix->get(loop_count) != '-' || #winner != 'noone' ? ' disabled="disabled"']>[$matrix->get(loop_count) != '-' ? $matrix->get(loop_count) | ' ']</button> |
</form> [if(#istie && #winner == 'tie')]
It's a tie!
[else(#winner != 'noone')]
[#winner->uppercase&] won! Congratulations.
[else]
It is now [$turn]'s turn!
[/if]
<a href="?reset">Reset</a>
[if($winrecord->size)]
Win record: [$winrecord->join(', ')]
[/if]
[if(#clear == true) => { $matrix = array('-','-','-','-','-','-','-','-','-') $turn = 'x' }]</lang>
Mathematica
<lang>DynamicModule[{board = ConstantArray[0, {3, 3}], text = "Playing...",
first, rows = Join[#, Transpose@#, {Diagonal@#, Diagonal@Reverse@#}] &}, Column@{Graphics[{Thickness[.02], Table[With[{i = i, j = j}, Button[{White, Rectangle[{i, j} - 1, {i, j}], Black, Dynamic[Switch[boardi, j, 0, Black, 1, Circle[{i, j} - .5, .3], -1, Line[{{{i, j} - .2, {i, j} - .8}, {{i - .2, j - .8}, {i - .8, j - .2}}}]]]}, Which[text != "Playing...", board = ConstantArray[0, {3, 3}]; text = "Playing...", boardi, j == 0, If[board == ConstantArray[0, {3, 3}], first = {i, j} /. {{2, 2} -> 1, {1 | 3, 1 | 3} -> 2, _ -> 3}]; boardi, j = 1; FinishDynamic[]; Which[MemberQ[rows[board], {1, 1, 1}], text = "You win.", FreeQ[board, 0], text = "Draw.", True, board[[Sequence @@ SortBy[Select[Tuples[{Range@3, Range@3}], boardSequence @@ # == 0 &], -Total[ Sort /@ rows[ReplacePart[ board, # -> -1]] /. {{-1, -1, -1} -> 512, {-1, 1, 1} -> 64, {-1, -1, 0} -> 8, {0, 1, 1} -> -1, {_, _, _} -> 0}] - Switch[#, {2, 2}, 1, {1 | 3, 1 | 3}, If[first == 2, -1, 0], _, If[first == 2, 0, -1]] &]1]] = -1; Which[MemberQ[rows[board], {-1, -1, -1}], text = "You lost.", FreeQ[board, 0], text = "Draw."]]]]], {i, 1, 3}, {j, 1, 3}], Thickness[.01], Line[{{{1, 0}, {1, 3}}, {{2, 0}, {2, 3}}, {{0, 1}, {3, 1}}, {{0, 2}, {3, 2}}}]}], Dynamic@text}]</lang>
MATLAB
Allows for choice between any combination of human or computer players. Computer players are intelligent, but not perfect. It implements the "rules" used by the Newell and Simon's 1972 tic-tac-toe program (as explained by Wikipedia), but this implementation does not factor in the move before the move causing the fork (either for creation or prevention). <lang MATLAB>function TicTacToe
% Set up the board (one for each player) boards = false(3, 3, 2); % Players' pieces rep = [' 1 | 4 | 7' ; ' 2 | 5 | 8' ; ' 3 | 6 | 9']; % Prompt user with options fprintf('Welcome to Tic-Tac-Toe!\n') nHumans = str2double(input('Enter the number of human players: ', 's')); if isnan(nHumans) || ceil(nHumans) ~= nHumans || nHumans < 1 || nHumans > 2 nHumans = 0; pHuman = false(2, 1); elseif nHumans == 1 humanFirst = input('Would the human like to go first (Y/N)? ', 's'); if length(humanFirst) == 1 && lower(humanFirst) == 'n' pHuman = [false ; true]; else pHuman = [true ; false]; end else pHuman = true(2, 1); end if any('o' == input('Should Player 1 use X or O? ', 's')) marks = 'OX'; else marks = 'XO'; end fprintf('So Player 1 is %shuman and %cs and Player 2 is %shuman and %cs.\n', ... char('not '.*~pHuman(1)), marks(1), char('not '.*~pHuman(2)), marks(2)) if nHumans > 0 fprintf('Select the space to mark by entering the space number.\n') fprintf('No entry will quit the game.\n') end % Play game gameOver = false; turn = 1; while ~gameOver fprintf('\n') disp(rep) fprintf('\n') if pHuman(turn) [move, isValid, isQuit] = GetMoveFromPlayer(turn, boards); gameOver = isQuit; else move = GetMoveFromComputer(turn, boards); fprintf('Player %d chooses %d\n', turn, move) isValid = true; isQuit = false; end if isValid && ~isQuit [r, c] = ind2sub([3 3], move); boards(r, c, turn) = true; rep(r, 4*c) = marks(turn); if CheckWin(boards(:, :, turn)) gameOver = true; fprintf('\n') disp(rep) fprintf('\nPlayer %d wins!\n', turn) elseif CheckDraw(boards) gameOver = true; fprintf('\n') disp(rep) fprintf('\nCats game!\n') end turn = ~(turn-1)+1; end end
end
function [move, isValid, isQuit] = GetMoveFromPlayer(pNum, boards) % move - 1-9 indicating move position, 0 if invalid move % isValid - logical indicating if move was valid, true if quitting % isQuit - logical indicating if player wishes to quit game
p1 = boards(:, :, 1); p2 = boards(:, :, 2); moveStr = input(sprintf('Player %d: ', pNum), 's'); if isempty(moveStr) fprintf('Play again soon!\n') move = 0; isValid = true; isQuit = true; else move = str2double(moveStr); isQuit = false; if isnan(move) || move < 1 || move > 9 || p1(move) || p2(move) fprintf('%s is an invalid move.\n', moveStr) isQuit = 0; isValid = false; else isValid = true; end end
end
function move = GetMoveFromComputer(pNum, boards) % pNum - 1-2 player number % boards - 3x3x2 logical array where pBoards(:,:,1) is player 1's marks % Assumes that it is possible to make a move
if ~any(boards(:)) % Play in the corner for first move move = 1; else % Use Newell and Simon's "rules to win" pMe = boards(:, :, pNum); pThem = boards(:, :, ~(pNum-1)+1); possMoves = find(~(pMe | pThem)).'; % Look for a winning move move = FindWin(pMe, possMoves); if move return end % Look to block opponent from winning move = FindWin(pThem, possMoves); if move return end % Look to create a fork (two non-blocked lines of two) for m = possMoves newPMe = pMe; newPMe(m) = true; if CheckFork(newPMe, pThem) move = m; return end end % Look to make two in a row so long as it doesn't force opponent to fork notGoodMoves = false(size(possMoves)); for m = possMoves newPMe = pMe; newPMe(m) = true; if CheckPair(newPMe, pThem) nextPossMoves = possMoves; nextPossMoves(nextPossMoves == m) = []; theirMove = FindWin(newPMe, nextPossMoves); newPThem = pThem; newPThem(theirMove) = true; if ~CheckFork(newPThem, newPMe) move = m; return else notGoodMoves(possMoves == m) = true; end end end possMoves(notGoodMoves) = []; % Play the center if available if any(possMoves == 5) move = 5; return end % Play the opposite corner of the opponent's piece if available corners = [1 3 7 9]; move = intersect(possMoves, ... corners(~(pMe(corners) | pThem(corners)) & pThem(fliplr(corners)))); if ~isempty(move) move = move(1); return end % Play an empty corner if available move = intersect(possMoves, corners); if move move = move(1); return end % Play an empty side if available sides = [2 4 6 8]; move = intersect(possMoves, sides); if move move = move(1); return end % No good moves, so move randomly possMoves = find(~(pMe | pThem)); move = possMoves(randi(length(possMoves))); end
end
function move = FindWin(board, possMoves) % board - 3x3 logical representing one player's pieces % move - integer indicating position to move to win, or 0 if no winning move
for m = possMoves newPMe = board; newPMe(m) = true; if CheckWin(newPMe) move = m; return end end move = 0;
end
function win = CheckWin(board) % board - 3x3 logical representing one player's pieces % win - logical indicating if that player has a winning board
win = any(all(board)) || any(all(board, 2)) || ... all(diag(board)) || all(diag(fliplr(board)));
end
function fork = CheckFork(p1, p2) % fork - logical indicating if player 1 has created a fork unblocked by player 2
fork = sum([sum(p1)-sum(p2) (sum(p1, 2)-sum(p2, 2)).' ... sum(diag(p1))-sum(diag(p2)) ... sum(diag(fliplr(p1)))-sum(diag(fliplr(p2)))] == 2) > 1;
end
function pair = CheckPair(p1, p2) % pair - logical indicating if player 1 has two in a line unblocked by player 2
pair = any([sum(p1)-sum(p2) (sum(p1, 2)-sum(p2, 2)).' ... sum(diag(p1))-sum(diag(p2)) ... sum(diag(fliplr(p1)))-sum(diag(fliplr(p2)))] == 2);
end
function draw = CheckDraw(boards) % boards - 3x3x2 logical representation of all players' pieces
draw = all(all(boards(:, :, 1) | boards(:, :, 2)));
end</lang>
- Output:
Computer goes first and plays perfectly:
Welcome to Tic-Tac-Toe! Enter the number of human players: 1 Would the human like to go first (Y/N)? n Should Player 1 use X or O? x So Player 1 is not human and Xs and Player 2 is human and Os. Select the space to mark by entering the space number. No entry will quit the game. 1 | 4 | 7 2 | 5 | 8 3 | 6 | 9 Player 1 chooses 1 X | 4 | 7 2 | 5 | 8 3 | 6 | 9 Player 2: 4 X | O | 7 2 | 5 | 8 3 | 6 | 9 Player 1 chooses 2 X | O | 7 X | 5 | 8 3 | 6 | 9 Player 2: 3 X | O | 7 X | 5 | 8 O | 6 | 9 Player 1 chooses 5 X | O | 7 X | X | 8 O | 6 | 9 Player 2: 8 X | O | 7 X | X | O O | 6 | 9 Player 1 chooses 9 X | O | 7 X | X | O O | 6 | X Player 1 wins!
Computer goes first, but misses opportunity to set up for a fork, setting up human player instead:
Welcome to Tic-Tac-Toe! Enter the number of human players: 1 Would the human like to go first (Y/N)? n Should Player 1 use X or O? x So Player 1 is not human and Xs and Player 2 is human and Os. Select the space to mark by entering the space number. No entry will quit the game. 1 | 4 | 7 2 | 5 | 8 3 | 6 | 9 Player 1 chooses 1 X | 4 | 7 2 | 5 | 8 3 | 6 | 9 Player 2: 9 X | 4 | 7 2 | 5 | 8 3 | 6 | O Player 1 chooses 2 X | 4 | 7 X | 5 | 8 3 | 6 | O Player 2: 3 X | 4 | 7 X | 5 | 8 O | 6 | O Player 1 chooses 6 X | 4 | 7 X | 5 | 8 O | X | O Player 2: 7 X | 4 | O X | 5 | 8 O | X | O Player 1 chooses 5 X | 4 | O X | X | 8 O | X | O Player 2: 8 X | 4 | O X | X | O O | X | O Player 2 wins!
mIRC Scripting Language
<lang mirc>alias ttt {
if ($2 isin %ttt) || (!%ttt) { var %ttt~ = $remove($iif(%ttt,%ttt,1 2 3 4 5 6 7 8 9),$2,X,O) var %ttt~~ = $replace($iif(%ttt,%ttt,1 2 3 4 5 6 7 8 9),$2,X) set %ttt $replace(%ttt~~,$iif(($regex(%ttt~~,/(?:O . . (?:(?:. O .|O) . . (\d)|(?:. (\d) .|(\d)) . . O)|(\d) . . (?:. O .|O) . . O|. . (?:O . (?:O . (\d)|(\d) . O)|(\d) . O . O) . .)/)) || ($regex(%ttt~~,/^(?:. . . )*(?:O (?:O (\d)|(\d) O)|(\d) O O)(?: . . .)*$/)),$regml(1),$iif(($regex(%ttt~~,/(?:X . . (?:(?:. X .|X) . . (\d)|(?:. (\d) .|(\d)) . . X)|(\d) . . (?:. X .|X) . . X|. . (?:X . (?:X . (\d)|(\d) . X)|(\d) . X . X) . .)/)) || ($regex(%ttt~~,/^(?:. . . )*(?:X (?:X (\d)|(\d) X)|(\d) X X)(?: . . .)*$/)),$regml(1),$iif($remove(%ttt~,2,4,6,8,$chr(32)),$iif((5 isin $remove(%ttt~,2,4,6,8)) && ($rand(0,$numtok($v2,32)) == 0),5,$gettok($remove(%ttt~,2,4,6,8),$rand(1,$numtok($remove(%ttt~,2,4,6,8),32)),32)),$gettok(%ttt~,$rand(1,$numtok(%ttt~,32)),32)))),O) tokenize 32 %ttt if ($regex(%ttt,/(?:X . . (?:X|. X .) . . X|. . X . X . X . .)/)) || ($regex(%ttt,/^(?:. . . )*X X X(?: . . .)*$/)) { echo -ag $me Wins tokenize 32 %ttt~~ unset %ttt } elseif ($regex(%ttt,/(?:O . . (?:O|. O .) . . O|. . O . O . O . .)/)) || ($regex(%ttt,/^(?:. . . )*O O O(?: . . .)*$/)) { echo -ag $me Loses unset %ttt } elseif (!$regex(%ttt,/\d/)) { echo -ag Draw unset %ttt } echo -ag � $+ $iif($1 isnum,$chr(32),$1) $+ $chr(124) $+ $iif($2 isnum,$chr(32),$2) $+ $chr(124) $+ $iif($3 isnum, ,$3) echo -ag � $+ $iif($4 isnum,$chr(32),$4) $+ $chr(124) $+ $iif($5 isnum,$chr(32),$5) $+ $chr(124) $+ $iif($6 isnum, ,$6) echo -ag � $+ $iif($7 isnum,$chr(32),$7) $+ $chr(124) $+ $iif($8 isnum,$chr(32),$8) $+ $chr(124) $+ $iif($9 isnum, ,$9) } else { echo -ag Place Taken tokenize 32 %ttt echo -ag � $+ $iif($1 isnum,$chr(32),$1) $+ $chr(124) $+ $iif($2 isnum,$chr(32),$2) $+ $chr(124) $+ $iif($3 isnum, ,$3) echo -ag � $+ $iif($4 isnum,$chr(32),$4) $+ $chr(124) $+ $iif($5 isnum,$chr(32),$5) $+ $chr(124) $+ $iif($6 isnum, ,$6) echo -ag � $+ $iif($7 isnum,$chr(32),$7) $+ $chr(124) $+ $iif($8 isnum,$chr(32),$8) $+ $chr(124) $+ $iif($9 isnum, ,$9) }
}</lang>
Perl
A basic negamax search (with caching) is done to find the best move. If there are several equally good moves, one of them is selected randomly.
The computer player is not perfect, and so a human player can sometimes win.
This is not perl's fault, but mine; it ought to always be a tie, or a win for the computer. Anyone who can identify the mistake, is welcome to fix it.
<lang Perl>use warnings; use strict;
my $initial = join ",", qw(abc def ghi); my %reverse = qw(X O O X);
- In list context, returns best move,
- In scalar context, returns the score of best move.
my %cache; sub best_move { my ($b, $me) = @_; if( exists $cache{$b,$me,wantarray} ) { return $cache{$b,$me,wantarray}; } elsif( my $s = score( $b, $me ) ) { return $cache{$b,$me,wantarray} = (wantarray ? undef : $s); } my $him = $reverse{$me}; my ($best, @best) = (-999); for my $m (moves($b)) { (my $with_m = $b) =~ s/$m/$me/ or die; # The || operator supplies scalar context to best_move(...) my $s = -(score($with_m, $him) || best_move($with_m, $him)); if( $s > $best ) { ($best, @best) = ($s, $m); } elsif( $s == $best ) { push @best, $m; } } $cache{$b,$me,wantarray} = wantarray ? $best[rand @best] : $best; }
my $winner = q[([XOxo])(?:\1\1|...\1...\1|..\1..\1|....\1....\1)]; sub score { my ($b, $me) = @_; $b =~ m/$winner/o or return 0; return $1 eq $me ? +1 : -1; }
sub moves { my ($b) = @_; $b =~ /([^xoXO,\n])/g; }
sub print_board { my ($b) = @_; $b =~ s/\B/|/g; $b =~ s/,/\n-+-+-\n/g; print $b, "\n"; }
sub prompt { my ($b, $color) = @_; my @moves = moves($b); unless( @moves ) { return; } while( 1 ) { print "Place your $color on one of [@moves]: "; defined(my $m = <>) or return; chomp($m); return $m if grep $m eq $_, @moves; } }
my @players = ( { whose => "your", name => "You", verb => "You place", get_move => \&prompt }, { whose => "the computer's", name => "Computer", verb => "The computer places", get_move => \&best_move }, ); my $whose_turn = int rand 2;
my $color = "X"; my $b = $initial;
while( 1 ) { my $p = $players[$whose_turn]; print_board($b); print "It is $p->{whose} turn.\n"; # The parens around $m supply list context to the right side # or the = operator, which causes sub best_move to return the # best move, rather than the score of the best move. my ( $m ) = $p->{get_move}->($b, $color); if( $m ) { print "$p->{verb} an $color at $m\n"; $b =~ s/$m/$color/; my $s = score($b, $color) or next; print_board($b); print "$p->{name} ", $s > 0 ? "won!\n" : "lost!\n"; } else { print "$p->{name} cannot move.\n"; } print "Game over.\nNew Game...\n"; ($b, $color, $whose_turn) = ($initial, "X", int rand 2); redo; } continue { $color = $reverse{$color}; $whose_turn = !$whose_turn; } </lang>
- Output:
a|b|c -+-+- d|e|f -+-+- g|h|i It is your turn. Place your X on one of [a b c d e f g h i]: e You place an X at e a|b|c -+-+- d|X|f -+-+- g|h|i It is the computer's turn. The computer places an O at c a|b|O -+-+- d|X|f -+-+- g|h|i It is your turn. Place your X on one of [a b d f g h i]: a You place an X at a X|b|O -+-+- d|X|f -+-+- g|h|i It is the computer's turn. The computer places an O at f X|b|O -+-+- d|X|O -+-+- g|h|i It is your turn. Place your X on one of [b d g h i]: i You place an X at i X|b|O -+-+- d|X|O -+-+- g|h|X You won! Game over. New Game... a|b|c -+-+- d|e|f -+-+- g|h|i It is your turn. Place your X on one of [a b c d e f g h i]:
Perl 6
The computer plays a random game. Output is formatted in a similar way to that of the better python version. <lang Perl6> use v6;
my @board = 1..9; my @winning-positions = [0..2], [3..5], [6..8], [0,3,6], [1,4,7], [2,5,8], [0,4,8], [6,4,2];
sub get-winner() { for @winning-positions { return (@board[$_][0], $_) if [eq] @board[$_]; } }
sub free-indexes() { @board.keys.grep: { @board[$_] eq any(1..9) } }
sub ai-move() { given free-indexes.pick { @board[$_] = 'o'; say "I go at: { $_ + 1 }\n"; } }
sub print-board() { say @board.map({ "$^a | $^b | $^c" }).join("\n--+---+--\n"), "\n"; }
sub human-move() { my $pos = prompt "Choose one of { (free-indexes >>+>> 1).join(",") }: "; if $pos eq any(free-indexes >>+>> 1) { @board[$pos - 1] = 'x'; } else { say "Sorry, you want to put your 'x' where?"; human-move(); } }
for (&ai-move, &human-move) xx * { print-board; .(); last if get-winner() or not free-indexes; }
if get-winner() -> ($player, $across) { say "$player wins across [", ($across >>+>> 1).join(", "), "]."; } else { say "How boring, a draw!"; } </lang>
Phix
AI copied from C. User goes first, as does loser. After a draw the start player alternates. <lang Phix>sequence board = repeat(' ',9) -- {' '/'X'/'O'}
constant wins = {{1,2,3},{4,5,6},{7,8,9},{1,4,7},{2,5,8},{3,6,9},{1,5,9},{3,5,7}}
function check_winner()
for w=1 to length(wins) do integer {i,j,k} = wins[w], boardi = board[i] if boardi!=' ' and boardi=board[j] and boardi=board[k] then return boardi end if end for return 0
end function
procedure showboard()
printf(1," %c | %c | %c\n---+---+---\n %c | %c | %c\n---+---+---\n %c | %c | %c\n",board)
end procedure
integer best_i function test_move(integer val, integer depth) integer score = check_winner() integer best = -1, changed = 0
if score!=0 then return iff(score=val?1:-1) end if for i=1 to 9 do if board[i]=' ' then {changed,board[i]} @= val score = -test_move('O'+'X'-val, depth + 1) board[i] = ' ' if score>best then if depth=0 then best_i = i; end if best = score; end if end if end for return iff(changed!=0?best:0)
end function
integer user = 1
function game() integer key, k, win
board = repeat(' ',9) printf(1,"Board postions are numbered so:\n1 2 3\n4 5 6\n7 8 9\n"); printf(1,"You have O, I have X.\n\n"); for n=1 to 9 do if(user) then printf(1,"your move: "); while 1 do key = wait_key() if find(key,{#1B,'q','Q'}) then return "Quit" end if k = key-'0' if k>=1 and k<=9 and board[k]=' ' then board[k] = 'O' printf(1,"%c\n",key) exit end if end while else if n=1 then --/* randomize if computer opens, less boring */ best_i = rand(9) else {} = test_move('X', 0); end if board[best_i] = 'X' printf(1," my move: %d\n", best_i); end if showboard(); user = 1-user win = check_winner() if win!=0 then return iff(win=='O' ? "You win.\n\n" : "I win.\n\n"); end if end for return "A draw.\n\n";
end function
while 1 do
string res = game() puts(1,res) if res="Quit" then exit end if
end while</lang> Sample game (after a draw), with the boards cut/pasted into the horizontal
Board postions are numbered so: 1 2 3 4 5 6 7 8 9 You have O, I have X. my move: 5 your move: 2 my move: 1 your move: 9 my move: 4 your move: 6 my move: 7 | | | O | X | O | X | O | X | O | X | O | X | O | ---+---+--- ---+---+--- ---+---+--- ---+---+--- ---+---+--- ---+---+--- ---+---+--- | X | | X | | X | | X | X | X | X | X | O X | X | O ---+---+--- ---+---+--- ---+---+--- ---+---+--- ---+---+--- ---+---+--- ---+---+--- | | | | | | | | O | | O | | O X | | O I win. Board postions are numbered so: 1 2 3 4 5 6 7 8 9 You have O, I have X. your move: Quit
PicoLisp
This solution doesn't bother about the game logic, but simply uses the alpha-beta-pruning 'game' function in the "simul" library. <lang PicoLisp>(load "@lib/simul.l") # for 'game' function
(de display ()
(for Y (3 2 1) (prinl " +---+---+---+") (prin " " Y) (for X (1 2 3) (prin " | " (or (get *Board X Y) " ")) ) (prinl " |") ) (prinl " +---+---+---+") (prinl " a b c") )
(de find3 (P)
(find '((X Y DX DY) (do 3 (NIL (= P (get *Board X Y))) (inc 'X DX) (inc 'Y DY) T ) ) (1 1 1 1 2 3 1 1) (1 2 3 1 1 1 1 3) (1 1 1 0 0 0 1 1) (0 0 0 1 1 1 1 -1) ) )
(de myMove ()
(when (game NIL 8 '((Flg) # Moves (unless (find3 (or (not Flg) 0)) (make (for (X . L) *Board (for (Y . P) L (unless P (link (cons (cons X Y (or Flg 0)) (list X Y) ) ) ) ) ) ) ) ) '((Mov) # Move (set (nth *Board (car Mov) (cadr Mov)) (cddr Mov)) ) '((Flg) # Cost (if (find3 (or Flg 0)) -100 0) ) ) (let Mov (caadr @) (set (nth *Board (car Mov) (cadr Mov)) 0) ) (display) ) )
(de yourMove (X Y)
(and (sym? X) (>= 3 (setq X (- (char X) 96)) 1) (num? Y) (>= 3 Y 1) (not (get *Board X Y)) (set (nth *Board X Y) T) (display) ) )
(de main ()
(setq *Board (make (do 3 (link (need 3))))) (display) )
(de go Args
(cond ((not (yourMove (car Args) (cadr Args))) "Illegal move!" ) ((find3 T) "Congratulation, you won!") ((not (myMove)) "No moves") ((find3 0) "Sorry, you lost!") ) )</lang>
- Output:
: (main) +---+---+---+ 3 | | | | +---+---+---+ 2 | | | | +---+---+---+ 1 | | | | +---+---+---+ a b c : (go a 1) +---+---+---+ 3 | | | | +---+---+---+ 2 | | | | +---+---+---+ 1 | T | | | +---+---+---+ a b c +---+---+---+ 3 | | | | +---+---+---+ 2 | | 0 | | +---+---+---+ 1 | T | | | +---+---+---+ a b c
Prolog
Works with SWI-Prolog.
Uses a minimax algorithm with no Alpha-beta pruning, as the max depth of the recursion is 8. Computer never loses.
A GUI interface written in XPCE is given.
<lang Prolog>:- use_module('min-max.pl').
- -dynamic box/2.
- - dynamic tic_tac_toe_window/1.
% Computer begins. tic-tac-toe(computer) :- V is random(9), TTT = [_,_,_,_,_,_ ,_,_,_], nth0(V, TTT, o), display_tic_tac_toe(TTT).
% Player begins tic-tac-toe(me) :- TTT = [_,_,_,_,_,_ ,_,_,_], display_tic_tac_toe(TTT).
display_tic_tac_toe(TTT) :-
retractall(box(_,_)),
retractall(tic_tac_toe_window(_)),
new(D, window('Tic-tac-Toe')),
send(D, size, size(170,170)),
X = 10, Y = 10,
display(D, X, Y, 0, TTT),
assert(tic_tac_toe_window(D)),
send(D, open).
display(_, _, _, _, []).
display(D, X, Y, N, [A,B,C|R]) :- display_line(D, X, Y, N, [A,B,C]), Y1 is Y+50, N3 is N+3, display(D, X, Y1, N3, R).
display_line(_, _, _, _, []).
display_line(D, X, Y, N, [C|R]) :-
( nonvar(C)-> C1 = C; C1 = ' '),
new(B, tic_tac_toe_box(C1)),
assertz(box(N, B)),
send(D, display, B, point(X, Y)),
X1 is X + 50,
N1 is N+1,
display_line(D, X1, Y, N1, R).
% class tic_tac_toe_box % display an 'x' when the player clicks % display an 'o' when the computer plays
- - pce_begin_class(tic_tac_toe_box, box, "Graphical window with text").
variable(mess, any, both, "text to display").
initialise(P, Lbl) :-> send(P, send_super, initialise), send(P, slot, mess, Lbl), WS = 50, HS = 50, send(P, size, size(WS,HS)), send(P, recogniser, handler_group(new(click_gesture(left, , single, message(@receiver, my_click))))).
% the box is clicked my_click(B) :-> send(B, set_val, x), send(@prolog, play).
% only works when the box is "free" set_val(B, Val) :-> get(B, slot, mess, ' '), send(B, slot, mess, Val), send(B, redraw), send(B, flush).
% redefined method to display custom graphical objects.
'_redraw_area'(P, A:area) :->
send(P, send_super, '_redraw_area', A),
%we display the text
get(P, slot, mess, Lbl),
new(Str1, string(Lbl)),
get_object(P, area, area(X,Y,W,H)),
send(P, draw_box, X, Y, W, H),
send(P, draw_text, Str1,
font(times, normal, 30),
X, Y, W, H, center, center).
- - pce_end_class.
play :- numlist(0, 8, L), maplist(init, L, TTT), finished(x, TTT, Val), ( Val = 2 -> send(@display, inform,'You win !'), tic_tac_toe_window(D), send(D, destroy) ; ( Val = 1 -> send(@display, inform,'Draw !'), tic_tac_toe_window(D), send(D, destroy) ; next_move(TTT, TT1), maplist(display, L, TT1), finished(o, TT1, V), ( V = 2 -> send(@display, inform,'I win !'), tic_tac_toe_window(D), send(D, destroy) ; ( V = 1 -> send(@display, inform,'Draw !'), tic_tac_toe_window(D), send(D, destroy) ; true)))).
% use minmax to compute the next move
next_move(TTT, TT1) :-
minimax(o, 0, 1024, TTT, _V1- TT1).
% we display the new board
display(I, V) :-
nonvar(V),
box(I, V1),
send(V1, set_val, V).
display(_I, _V).
% we create the board for minmax init(I, V) :- box(I, V1), get(V1, slot, mess, V), V \= ' '.
init(_I, _V).
% winning position for the player P ? winned(P, [A1, A2, A3, A4, A5, A6, A7, A8, A9]) :-
(is_winning_line(P, [A1, A2, A3]);
is_winning_line(P, [A4, A5, A6]); is_winning_line(P, [A7, A8, A9]); is_winning_line(P, [A1, A4, A7]); is_winning_line(P, [A2 ,A5, A8]); is_winning_line(P, [A3, A6, A9]); is_winning_line(P, [A1, A5, A9]); is_winning_line(P, [A3, A5, A7])).
is_winning_line(P, [A, B, C]) :-
nonvar(A), A = P,
nonvar(B), B = P,
nonvar(C), C = P.
% Winning position for the player eval(Player, Deep, TTT, V) :- winned(Player, TTT), ( Player = o -> V is 1000 - 50 * Deep; V is -1000+ 50 * Deep).
% Loosing position for the player eval(Player, Deep, TTT, V) :- select(Player, [o,x], [Player1]), winned(Player1, TTT), ( Player = x -> V is 1000 - 50 * Deep; V is -1000+ 50 * Deep).
% Draw position eval(_Player, _Deep, TTT, 0) :- include(var, TTT, []).
% we fetch the free positions of the board
possible_move(TTT, LMove) :-
new(C, chain),
forall(between(0,8, I),
( nth0(I, TTT, X),
( var(X) -> send(C, append, I); true))),
chain_list(C, LMove).
% we create the new position when the player P clicks % the box "N" assign_move(P, TTT, N, TT1) :- copy_term(TTT, TT1), nth0(N, TT1, P).
% We fetch all the possible boards obtained from board TTT % for the player P get_next(Player, Deep, TTT, Player1, Deep1, L):- possible_move(TTT, LMove), select(Player, [o,x], [Player1]), Deep1 is Deep + 1, maplist(assign_move(Player, TTT), LMove, L).
% The game is over ?
% Player P wins
finished(P, TTT, 2) :-
winned(P, TTT).
% Draw finished(_P, TTT, 1) :- include(var, TTT, []).
% the game is not over finished(_P, _TTT, 0) .
% minmax must knows when the computer plays % (o for ordinateur in French) computer(o).
</lang> Module min-max.pl defines minimax algorithm. <lang prolog>:- module('min-max.pl', [minimax/5]).
% minimax(Player, Deep, MaxDeep, B, V-B) % @arg1 : current player at this level % @arg2 : current level of recursion % @arg3 : max level of recursion (in this version of the game no use : set to 1024 !) % @arg4 : current board % @arg5 : B is the evaluation of the board, the result is V-B to know the new board
% Here we get an evaluation minimax(Player, Deep, MaxDeep, B, V-B) :- ( eval(Player, Deep, B, V) -> true ; % in this version of the game this second division always fails ( Deep > MaxDeep -> V is random(1000) - 1000)).
% here we must compute all the possible moves to know the evaluation of the board minimax(Player, Deep, MaxDeep, B, V) :- get_next(Player, Deep, B, Player1, Deep1, L), maplist(minimax(Player1, Deep1, MaxDeep), L, LV), maplist(lie, L, LV, TLV), sort(TLV, SLVTmp), ( computer(Player) -> reverse(SLVTmp, SLV); SLV = SLVTmp), SLV = [V | _R].
lie(TTT, V-_, V-TTT).
</lang>
Python
The computer enforces the rules but plays a random game. <lang python>
Tic-tac-toe game player. Input the index of where you wish to place your mark at your turn.
import random
board = list('123456789') wins = ((0,1,2), (3,4,5), (6,7,8),
(0,3,6), (1,4,7), (2,5,8), (0,4,8), (2,4,6))
def printboard():
print('\n'.join(' '.join(board[x:x+3]) for x in(0,3,6)))
def score():
for w in wins: b = board[w[0]] if b in 'XO' and all (board[i] == b for i in w): return b, [i+1 for i in w] return None, None
def finished():
return all (b in 'XO' for b in board)
def space():
return [ b for b in board if b not in 'XO']
def my_turn(xo):
options = space() choice = random.choice(options) board[int(choice)-1] = xo return choice
def your_turn(xo):
options = space() while True: choice = input(" Put your %s in any of these positions: %s " % (xo, .join(options))).strip() if choice in options: break print( "Whoops I don't understand the input" ) board[int(choice)-1] = xo return choice
def me(xo='X'):
printboard() print('I go at', my_turn(xo)) return score() assert not s[0], "\n%s wins across %s" % s
def you(xo='O'):
printboard() # Call my_turn(xo) below for it to play itself print('You went at', your_turn(xo)) return score() assert not s[0], "\n%s wins across %s" % s
print(__doc__)
while not finished():
s = me('X') if s[0]: printboard() print("\n%s wins across %s" % s) break if not finished(): s = you('O') if s[0]: printboard() print("\n%s wins across %s" % s) break
else:
print('\nA draw')
</lang>
Sample Game
Tic-tac-toe game player. Input the index of where you wish to place your mark at your turn. 1 2 3 4 5 6 7 8 9 I go at 9 1 2 3 4 5 6 7 8 X Put your O in any of these positions: 12345678 1 You went at 1 O 2 3 4 5 6 7 8 X I go at 3 O 2 X 4 5 6 7 8 X Put your O in any of these positions: 245678 4 You went at 4 O 2 X O 5 6 7 8 X I go at 2 O X X O 5 6 7 8 X Put your O in any of these positions: 5678 7 You went at 7 O X X O 5 6 O 8 X O wins across [1, 4, 7]
Better skilled player
In this version, The computer player will first complete a winning line of its own if it can, otherwise block a winning line of its opponent if they have two in a row, or then choose a random move.
<lang python>
Tic-tac-toe game player. Input the index of where you wish to place your mark at your turn.
import random
board = list('123456789') wins = ((0,1,2), (3,4,5), (6,7,8),
(0,3,6), (1,4,7), (2,5,8), (0,4,8), (2,4,6))
def printboard():
print('\n-+-+-\n'.join('|'.join(board[x:x+3]) for x in(0,3,6)))
def score(board=board):
for w in wins: b = board[w[0]] if b in 'XO' and all (board[i] == b for i in w): return b, [i+1 for i in w] return None
def finished():
return all (b in 'XO' for b in board)
def space(board=board):
return [ b for b in board if b not in 'XO']
def my_turn(xo, board):
options = space() choice = random.choice(options) board[int(choice)-1] = xo return choice
def my_better_turn(xo, board):
'Will return a next winning move or block your winning move if possible' ox = 'O' if xo =='X' else 'X' oneblock = None options = [int(s)-1 for s in space(board)] for choice in options: brd = board[:] brd[choice] = xo if score(brd): break if oneblock is None: brd[choice] = ox if score(brd): oneblock = choice else: choice = oneblock if oneblock is not None else random.choice(options) board[choice] = xo return choice+1
def your_turn(xo, board):
options = space() while True: choice = input("\nPut your %s in any of these positions: %s " % (xo, .join(options))).strip() if choice in options: break print( "Whoops I don't understand the input" ) board[int(choice)-1] = xo return choice
def me(xo='X'):
printboard() print('\nI go at', my_better_turn(xo, board)) return score()
def you(xo='O'):
printboard() # Call my_turn(xo, board) below for it to play itself print('\nYou went at', your_turn(xo, board)) return score()
print(__doc__)
while not finished():
s = me('X') if s: printboard() print("\n%s wins along %s" % s) break if not finished(): s = you('O') if s: printboard() print("\n%s wins along %s" % s) break
else:
print('\nA draw')</lang>
- Output:
Tic-tac-toe game player. Input the index of where you wish to place your mark at your turn. 1|2|3 -+-+- 4|5|6 -+-+- 7|8|9 I go at 2 1|X|3 -+-+- 4|5|6 -+-+- 7|8|9 Put your O in any of these positions: 13456789 5 You went at 5 1|X|3 -+-+- 4|O|6 -+-+- 7|8|9 I go at 1 X|X|3 -+-+- 4|O|6 -+-+- 7|8|9 Put your O in any of these positions: 346789 3 You went at 3 X|X|O -+-+- 4|O|6 -+-+- 7|8|9 I go at 7 X|X|O -+-+- 4|O|6 -+-+- X|8|9 Put your O in any of these positions: 4689 4 You went at 4 X|X|O -+-+- O|O|6 -+-+- X|8|9 I go at 6 X|X|O -+-+- O|O|X -+-+- X|8|9 Put your O in any of these positions: 89 9 You went at 9 X|X|O -+-+- O|O|X -+-+- X|8|O I go at 8 A draw
Racket
The program provides standard interface for implementation of any zero–sum game with perfect information such as tick-tack-toe, Nim, the 21 game etc. It is possible to create interactive players (as objects) with different playing strategy (AI-driven, user-driven, random etc.) and let them play with each other through message-sending technique.
The optimal strategy is implemented via lazy minimax algorythm with α-β-pruning and arbitrary depth of the recursion.
The program consists of separate modules:
+ minimax.rkt -- Written in Lazy Racket, implements the general minimax algorythm as | given in Wikipedia. | Knows nothing about games. V + game.rkt -- Written in Lazy Racket, defines general classes for the game and players. | Knows nothing about tick-tack-toe, only about zero-sum two-player | turn-taking games with perfect information in general. V + tick-tack.rkt -- Written in Racket, implements the tick-tack-toe game.
The minimax.rkt module:
<lang racket>
- lang lazy
(provide minimax)
(define (minimax tree)
(! (let minimax ([node tree] [α -inf.0] [β +inf.0] [max-player #f]) (cond [(number? node) node] [(empty? node) 0.0] [max-player (let next ([x node] [α α]) (if (or (empty? x) (<= β α)) α (next (cdr x) (max α (minimax (car x) α β (not max-player))))))] [else (let next ([x node] [β β]) (if (or (empty? x) (<= β α)) β (next (cdr x) (min β (minimax (car x) α β (not max-player))))))]))))
</lang>
The game.rkt module:
<lang racket>
- lang lazy
(require racket/class
"minimax.rkt" (only-in racket/list shuffle argmax))
(provide game%
interactive-player define-partners)
- --------------------------------------------------------------------
- Class representing the logics and optimal strategy
- for a zero-sum game with perfect information.
(define game%
(class object% (super-new) ;; virtual methods which set up the game rules (init-field my-win? ; State -> Bool my-loss? ; State -> Bool draw-game? ; State -> Bool my-move ; State Move -> State opponent-move ; State Move -> State possible-moves ; State -> (list Move) show-state) ; State -> Any ;; optimal-move :: State -> Move ;; Choses the optimal move. ;; If several equivalent moves exist -- choses one randomly. (define/public ((optimal-move look-ahead) S) (! (argmax (λ (m) (! (minimax (game-tree S m look-ahead)))) (shuffle (possible-moves S))))) ;; game-tree :: State -> (Move -> (Treeof Real)) (define (game-tree S m look-ahead) (let new-ply ([moves (cycle opponent-move my-move)] [i 1] [s (my-move S m)]) (cond [(my-win? s) (/ 1 i)] ; more close wins and loses [(my-loss? s) (/ -1 i)] ; have bigger weights [(draw-game? s) 0] [(>= i look-ahead) (/ 1 i)] [else (map (λ (x) (new-ply (cdr moves) (+ 1 i) ((car moves) s x))) (possible-moves s))]))) ;; make-move :: State (State -> Move) -> (Move State Symbol) (define/public (make-move S move) (cond [(my-loss? S) (values '() S 'loss)] [(draw-game? S) (values '() S 'draw)] [else (let* ([m* (! (move S))] [S* (my-move S m*)]) (cond [(my-win? S*) (values m* S* 'win)] [(draw-game? S*) (values m* S* 'draw)] [else (values m* S* 'next)]))]))))
- --------------------------------------------------------------------
- Mixin representing an interactive game player.
- The parameter `game` defines a game which is played.
(define (interactive-player game)
(class game (super-new) (inherit-field show-state) (inherit make-move optimal-move) (init-field name [look-ahead 4] [opponent 'undefined] [move-method (optimal-move look-ahead)]) (define/public (your-turn S) (define-values (m S* status) (make-move S move-method)) (! (printf "\n~a makes move ~a\n" name m)) (! (show-state S*)) (! (case status ['stop (displayln "The game was interrupted.")] ['win (printf "~a wins!" name)] ['loss (printf "~a wins!" name)] ['draw (printf "Draw!")] [else (send opponent your-turn S*)])))))
- --------------------------------------------------------------------
- a simple macro for initialization of game partners
(define-syntax-rule
(define-partners game (A #:win A-wins #:move A-move) (B #:win B-wins #:move B-move)) (begin (define A (class game (super-new [my-win? A-wins] [my-loss? B-wins] [my-move A-move] [opponent-move B-move]))) (define B (class game (super-new [my-win? B-wins] [my-loss? A-wins] [my-move B-move] [opponent-move A-move])))))
- --------------------------------------------------------------------
- the main procedure which initiates the game
(define (start-game p1 p2 initial-state)
(set-field! opponent p1 p2) (set-field! opponent p2 p1) (send p1 your-turn initial-state))
</lang>
The tick-tack.rkt module: <lang racket>#lang racket
(require "game.rkt"
racket/set lazy/force)
- --------------------------------------------------------------------
- Tick-tack-toe game implementation
- the structure representing a board
(struct board (x o))
- sets of X's and O's
(define xs board-x) (define os board-o)
(define empty-board (board (set) (set)))
(define all-cells
(set '(1 1) '(1 2) '(1 3) '(2 1) '(2 2) '(2 3) '(3 1) '(3 2) '(3 3)))
(define (free-cells b)
(set-subtract all-cells (xs b) (os b)))
(define winning-positions
(list (set '(1 1) '(2 2) '(3 3)) (set '(1 3) '(2 2) '(3 1)) (set '(1 1) '(1 2) '(1 3)) (set '(2 1) '(2 2) '(2 3)) (set '(3 1) '(3 2) '(3 3)) (set '(1 1) '(2 1) '(3 1)) (set '(1 2) '(2 2) '(3 2)) (set '(1 3) '(2 3) '(3 3))))
- a predicate for winning state on the board
(define ((wins? s) b)
(ormap (curryr subset? (s b)) winning-positions))
- player moves
(define (x-move b m) (board (set-add (xs b) m) (os b))) (define (o-move b m) (board (xs b) (set-add (os b) m)))
- textual representation of the board
(define (show-board b)
(for ([i '(3 2 1)]) (printf "~a " i) (for ([j '(1 2 3)]) (display (cond [(set-member? (os b) (list j i)) "|o"] [(set-member? (xs b) (list j i)) "|x"] [else "| "]))) (display "|\n")) (display " 1 2 3 "))
- --------------------------------------------------------------------
- The definition of the game
- general properties
(define tic-tac%
(class game% (super-new [draw-game? (compose set-empty? free-cells)] [possible-moves (compose set->list free-cells)] [show-state show-board])))
- players
(define-partners tic-tac%
(x% #:win (wins? xs) #:move x-move) (o% #:win (wins? os) #:move o-move))
- Computer players
(define player-A (new (interactive-player x%) [name "A"] [look-ahead 6]))
(define player-B (new (interactive-player o%) [name "B"] [look-ahead 6]))
- The interactive user
(define User
(new (interactive-player x%) [name "User"] [move-method (λ (b) (let make-move ([m (read)]) (match m ['q (exit)] [(list (or 1 2 3) (or 1 2 3)) m] [else (make-move (read))])))]))
- The dummy player plays randomly
(define Dummy
(new (interactive-player o%) [name "Dummy"] [look-ahead 0]))
</lang>
Sample games:
Computer plays with the computer:
> (!(start-game player-A player-B empty-board)) A makes move (3 1) 3 | | | | 2 | | | | 1 | | |x| 1 2 3 B makes move (2 2) 3 | | | | 2 | |o| | 1 | | |x| 1 2 3 A makes move (1 1) 3 | | | | 2 | |o| | 1 |x| |x| 1 2 3 B makes move (2 1) 3 | | | | 2 | |o| | 1 |x|o|x| 1 2 3 A makes move (2 3) 3 | |x| | 2 | |o| | 1 |x|o|x| 1 2 3 B makes move (3 2) 3 | |x| | 2 | |o|o| 1 |x|o|x| 1 2 3 A makes move (1 2) 3 | |x| | 2 |x|o|o| 1 |x|o|x| 1 2 3 B makes move (1 3) 3 |o|x| | 2 |x|o|o| 1 |x|o|x| 1 2 3 A makes move (3 3) 3 |o|x|x| 2 |x|o|o| 1 |x|o|x| 1 2 3 Draw!
Computer plays with the dummy:
> (!(start-game player-A Dummy empty-board)) A makes move (3 1) 3 | | | | 2 | | | | 1 | | |x| 1 2 3 Dummy makes move (2 3) 3 | |o| | 2 | | | | 1 | | |x| 1 2 3 A makes move (1 1) 3 | |o| | 2 | | | | 1 |x| |x| 1 2 3 Dummy makes move (3 3) 3 | |o|o| 2 | | | | 1 |x| |x| 1 2 3 A makes move (2 1) 3 | |o|o| 2 | | | | 1 |x|x|x| 1 2 3 A wins!
User plays with the dummy:
> (!(start-game Dummy User empty-board)) Dummy makes move (2 3) 3 | |o| | 2 | | | | 1 | | | | 1 2 3 (1 2) User makes move (1 2) 3 | |o| | 2 |x| | | 1 | | | | 1 2 3 Dummy makes move (3 2) 3 | |o| | 2 |x| |o| 1 | | | | 1 2 3 (1 3) User makes move (1 3) 3 |x|o| | 2 |x| |o| 1 | | | | 1 2 3 Dummy makes move (3 3) 3 |x|o|o| 2 |x| |o| 1 | | | | 1 2 3 (1 1) User makes move (1 1) 3 |x|o|o| 2 |x| |o| 1 |x| | | 1 2 3 User wins!
As an example of another zero-sum game consider the classical Nim game:
<lang racket>
- lang racket
(require "game.rkt"
lazy/force)
- --------------------------------------------------------------------
- The definition of the game
(define initial-state '(3 5 7))
(define (move s m) (map - s m))
(define (win? s) (= 1 (apply + s)))
(define (show-state s) (displayln (map (λ (n) (make-list n '●)) s)))
(define (possible-moves S)
(append-map (λ (heap n) (map (λ (x) (map (curry * x) heap)) (range 1 (+ 1 (min 3 n))))) '((1 0 0) (0 1 0) (0 0 1)) S))
(define Nim% (class game%
(super-new [draw-game? (const #f)] [possible-moves possible-moves] [show-state show-state])))
(define-partners Nim%
(first% #:win win? #:move move) (second% #:win win? #:move move))
- players
(define player-A
(new (interactive-player first%) [name "A"] [look-ahead 4]))
(define player-B
(new (interactive-player second%) [name "B"] [look-ahead 4]))
</lang>
Computer plays with the computer:
> (!(start-game player-A player-B initial-state)) A makes move (0 0 2) ((● ● ●) (● ● ● ● ●) (● ● ● ● ●)) B makes move (1 0 0) ((● ●) (● ● ● ● ●) (● ● ● ● ●)) A makes move (2 0 0) (() (● ● ● ● ●) (● ● ● ● ●)) B makes move (0 2 0) (() (● ● ●) (● ● ● ● ●)) A makes move (0 3 0) (() () (● ● ● ● ●)) B makes move (0 0 1) (() () (● ● ● ●)) A makes move (0 0 3) (() () (●)) A wins!
With use of memoization it is easy to train automatic players so that they would never lose and play very fast.
REXX
Options:
- a (single) numbered grid is used instead of coördinates for easier marker placement
- straight lines (wins) are handled dynamically instead of hard-coding them
- allows the human player to specify any NxN size tic─tac─toe board (a square grid)
- allows the human player to specify who plays first (default is the user)
- allows the human player to specify what markers (symbols) to be used (can use hex pairs)
- allows the human player to quit (exit) the game at any time
- allows the human player to win (if the human goes first and makes a certain move)
<lang rexx>/*REXX program plays (with a human) the tic─tac─toe game on an NxN grid.*/ $=copies('─', 9) /*eyecatcher literal for error messages*/ oops =$ '***error!*** '; cell# ='cell number' /*a couple of literals.*/ sing='│─┼'; jam='║'; bar='═'; junc='╬'; dbl=jam || bar || junc sw=linesize()-1 /*obtain width of the terminal (less 1)*/ parse arg N hm cm .,@. /*obtain optional arguments from the CL*/ if N== | N==',' then N=3; oN=N /*N not specified? Then use default.*/ N=abs(N); NN=N*N; middle=NN%2+N%2 /*if N < 0, then computer goes first. */ if N<2 then do; say oops 'tic─tac─toe grid is too small: ' N; exit; end pad=copies(left(,sw%NN),1+(N<5)) /*display padding: 6x6 in 80 colums.*/ if hm== then hm='X'; if cm== then cm='O' /*markers: Human, comp.*/ hm=aChar(hm,'human'); cm=aChar(cm,'computer') /*process the markers. */ parse upper value hm cm with uh uc /*use uppercase values is markers: X x*/ if uh==uc then cm=word('O X',1+(uh=='O')) /*Human wants Hal's marker? Swap.*/ if oN<0 then call Hmove middle /*Hal moves first? Then choose middling*/
else call showGrid /*showGrid also checks for wins & draws*/ do forever /*until the cows come home, by gummy. */ call CBLF /*process carbon-based lifeform's move.*/ call Hal /*determine Hal's (the computer) move.*/ end /*forever*/ /*···showGrid does wins & draws*/
/*────────────────────────────────────────────────────────────────────────────*/ ab: parse arg bx; if bx\==' ' then return bx /*test if a blank.*/
say oops 'character code for' whoseX "marker can't be a blank." exit /*stick a fork in it, we're all done. */
/*────────────────────────────────────────────────────────────────────────────*/ aChar: parse arg x,whoseX; L=length(x) /*process markers.*/
if L==1 then return ab(x) /*1 char, as is. */ if L==2 & datatype(x,'X') then return ab(x2c(x)) /*2 chars, hex. */ if L==3 & datatype(x,'W') then return ab(d2c(x)) /*3 chars, decimal*/ say oops 'illegal character or character code for' whoseX "marker: " x exit /*stick a fork in it, we're all done. */
/*────────────────────────────────────────────────────────────────────────────*/ CBLF: prompt='Please enter a' cell# "to place your next marker ["hm'] (or Quit):'
do forever; say $ prompt; parse pull x 1 ux 1 ox; upper ux if datatype(ox,'W') then ox=ox/1 /*maybe normalize cell#: +0007. */ select when abbrev('QUIT',ux,1) then call tell 'quitting.' when x= then iterate /*Nada? Try again.*/ when words(x)\==1 then say oops "too many" cell# 'specified:' x when \datatype(x,'N') then say oops cell# "isn't numeric: " x when \datatype(x,'W') then say oops cell# "isn't an integer: " x when x=0 then say oops cell# "can't be zero: " x when x<0 then say oops cell# "can't be negative: " x when x>NN then say oops cell# "can't exceed " NN when @.ox\== then say oops cell# "is already occupied: " x otherwise leave /*forever*/ end /*select*/ end /*forever*/ @.ox=hm /*place a marker for the human.*/ call showGrid /*and show the tic─tac─toe grid.*/ return
/*────────────────────────────────────────────────────────────────────────────*/ Hal: select /*Hal will try various moves. */
when win(cm,N-1) then call Hmove , ec /* winning move? */ when win(hm,N-1) then call Hmove , ec /* blocking move? */ when @.middle== then call Hmove middle /* center move. */ when @.N.N== then call Hmove , N N /*bR corner move. */ when @.N.1== then call Hmove , N 1 /*bL corner move. */ when @.1.N== then call Hmove , 1 N /*tR corner move. */ when @.1.1== then call Hmove , 1 1 /*tL corner move. */ otherwise call Hmove , ac /*some blank cell.*/ end /*select*/ return
/*────────────────────────────────────────────────────────────────────────────*/ Hmove: parse arg Hplace,dr dc; if Hplace== then Hplace = (dr-1)*N + dc
@.Hplace=cm /*place computer's marker.*/ say; say $ 'computer places a marker ['cm"] at" cell# ' ' Hplace call showGrid return
/*────────────────────────────────────────────────────────────────────────────*/ showGrid: _=0; open=0; cW=5; cH=3 /*cell width, cell height.*/
do r=1 for N; do c=1 for N; _=_+1; @.r.c=@._; open=open|@._==; end end /*r*/ say /* [↑] create grid coörds.*/ z=0; do j=1 for N /* [↓] show grids&markers.*/ do t=1 for cH; _=; __= /*mk is a marker in a cell*/ do k=1 for N; if t==2 then z=z+1; mk=; c#= if t==2 then do; mk=@.z; c#=z; end /*c# is cell#*/ _= _||jam||center(mk,cW); __= __ ||jam||center(c#, cW) end /*k*/ say pad substr(_,2) pad translate(substr(__,2), sing,dbl) end /*t*/ if j==N then leave; _= do b=1 for N; _=_||junc||copies(bar, cW); end /*b*/ say pad substr(_,2) pad translate(substr(_,2), sing, dbl) end /*j*/ say if win(hm) then call tell 'You ('hm") won!" if win(cm) then call tell 'The computer ('cm") won." if \open then call tell 'This tic─tac─toe game is a draw.' return
/*────────────────────────────────────────────────────────────────────────────*/ tell: do 4; say; end; say center(' 'arg(1)" ",sw,'─'); do 5; say; end; exit /*────────────────────────────────────────────────────────────────────────────*/ win: parse arg wm,w; if w== then w=N /*see if there are W # of markers*/
ac=; do r=1 for N; _=0; ec= /*see if any rows are a winner.*/ do c=1 for N; _=_+ (@.r.c==wm); if @.r.c== then ec=r c; end if ec\== then ac=ec; if _==N | (_>=w & ec\==) then return 1 end /*r*/ /*if w=N-1, checking for near win*/ do c=1 for N; _=0; ec= /*see if any cols are a winner.*/ do r=1 for N; _=_+ (@.r.c==wm); if @.r.c== then ec=r c; end if ec\== then ac=ec; if _==N | (_>=w & ec\==) then return 1 end /*r*/ /*EC is a r,c version of cell #*/ _=0; ec= /*see if winning descending diag.*/ do d=1 for N; _=_+ (@.d.d==wm); if @.d.d== then ec=d d; end if _==N | (_>=w & ec\==) then return 1 _=0; ec=; r=0 /*see if winning ascending diag.*/ do c=N for N by -1; r=r+1; _=_+ (@.r.7c==wm); if @.r.c== then ec=r c end /*r*/ if _==N | (_>=w & ec\==) then return 1 return 0</lang>
This REXX program makes use of LINESIZE REXX program (or BIF) which is used to determine the screen width (or linesize) of the terminal (console).
The LINESIZE.REX REXX program is included here ──► LINESIZE.REX.
output when using the input of: -3
(a negative 3 indicates a grid of 3x3 and that the computer should play first.)
Note: the user input is shown along with the program output.
───────── computer places a marker [O] at cell number 5 ║ ║ │ │ ║ ║ 1 │ 2 │ 3 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ ║ O ║ 4 │ 5 │ 6 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ ║ ║ 7 │ 8 │ 9 ║ ║ │ │ ───────── Please enter a cell number to place your next marker [X] (or Quit): 2 ║ ║ │ │ ║ X ║ 1 │ 2 │ 3 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ ║ O ║ 4 │ 5 │ 6 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ ║ ║ 7 │ 8 │ 9 ║ ║ │ │ ───────── computer places a marker [O] at cell number 9 ║ ║ │ │ ║ X ║ 1 │ 2 │ 3 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ ║ O ║ 4 │ 5 │ 6 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ ║ ║ O 7 │ 8 │ 9 ║ ║ │ │ ───────── Please enter a cell number to place your next marker [X] (or Quit): 1 ║ ║ │ │ X ║ X ║ 1 │ 2 │ 3 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ ║ O ║ 4 │ 5 │ 6 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ ║ ║ O 7 │ 8 │ 9 ║ ║ │ │ ───────── computer places a marker [O] at cell number 3 ║ ║ │ │ X ║ X ║ O 1 │ 2 │ 3 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ ║ O ║ 4 │ 5 │ 6 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ ║ ║ O 7 │ 8 │ 9 ║ ║ │ │ ───────── Please enter a cell number to place your next marker [X] (or Quit): 7 ║ ║ │ │ X ║ X ║ O 1 │ 2 │ 3 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ ║ O ║ 4 │ 5 │ 6 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ X ║ ║ O 7 │ 8 │ 9 ║ ║ │ │ ───────── computer places a marker [O] at cell number 6 ║ ║ │ │ X ║ X ║ O 1 │ 2 │ 3 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ ║ O ║ O 4 │ 5 │ 6 ║ ║ │ │ ═════╬═════╬═════ ─────┼─────┼───── ║ ║ │ │ X ║ ║ O 7 │ 8 │ 9 ║ ║ │ │ ────────────────────────────── The computer (O) won. ──────────────────────────────
output when using the input of: 5 db
(which indicates a grid of 5x5 and that the marker for the human is a hexadecimal db [█].)
║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ 1 │ 2 │ 3 │ 4 │ 5 ║ ║ ║ ║ │ │ │ │ ═════╬═════╬═════╬═════╬═════ ─────┼─────┼─────┼─────┼───── ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ 6 │ 7 │ 8 │ 9 │ 10 ║ ║ ║ ║ │ │ │ │ ═════╬═════╬═════╬═════╬═════ ─────┼─────┼─────┼─────┼───── ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ 11 │ 12 │ 13 │ 14 │ 15 ║ ║ ║ ║ │ │ │ │ ═════╬═════╬═════╬═════╬═════ ─────┼─────┼─────┼─────┼───── ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ 16 │ 17 │ 18 │ 19 │ 20 ║ ║ ║ ║ │ │ │ │ ═════╬═════╬═════╬═════╬═════ ─────┼─────┼─────┼─────┼───── ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ 21 │ 22 │ 23 │ 24 │ 25 ║ ║ ║ ║ │ │ │ │ ───────── Please enter a cell number to place your next marker [█] (or Quit): 5 ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ █ 1 │ 2 │ 3 │ 4 │ 5 ║ ║ ║ ║ │ │ │ │ ═════╬═════╬═════╬═════╬═════ ─────┼─────┼─────┼─────┼───── ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ 6 │ 7 │ 8 │ 9 │ 10 ║ ║ ║ ║ │ │ │ │ ═════╬═════╬═════╬═════╬═════ ─────┼─────┼─────┼─────┼───── ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ 11 │ 12 │ 13 │ 14 │ 15 ║ ║ ║ ║ │ │ │ │ ═════╬═════╬═════╬═════╬═════ ─────┼─────┼─────┼─────┼───── ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ 16 │ 17 │ 18 │ 19 │ 20 ║ ║ ║ ║ │ │ │ │ ═════╬═════╬═════╬═════╬═════ ─────┼─────┼─────┼─────┼───── ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ 21 │ 22 │ 23 │ 24 │ 25 ║ ║ ║ ║ │ │ │ │ ───────── computer places a marker [O] at cell number 14 ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ █ 1 │ 2 │ 3 │ 4 │ 5 ║ ║ ║ ║ │ │ │ │ ═════╬═════╬═════╬═════╬═════ ─────┼─────┼─────┼─────┼───── ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ 6 │ 7 │ 8 │ 9 │ 10 ║ ║ ║ ║ │ │ │ │ ═════╬═════╬═════╬═════╬═════ ─────┼─────┼─────┼─────┼───── ║ ║ ║ ║ │ │ │ │ ║ ║ ║ O ║ 11 │ 12 │ 13 │ 14 │ 15 ║ ║ ║ ║ │ │ │ │ ═════╬═════╬═════╬═════╬═════ ─────┼─────┼─────┼─────┼───── ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ 16 │ 17 │ 18 │ 19 │ 20 ║ ║ ║ ║ │ │ │ │ ═════╬═════╬═════╬═════╬═════ ─────┼─────┼─────┼─────┼───── ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ 21 │ 22 │ 23 │ 24 │ 25 ║ ║ ║ ║ │ │ │ │ ───────── Please enter a cell number to place your next marker [█] (or Quit): q ────────────────────────────────── quitting. ──────────────────────────────────
Ring
Easy and simple implementation of tecTacToe in ring programming language with human-human type of game(for now).
This implementation is a gui implementation using the default gui provided by the language
The tecTacToe.ring is provided here
Load "guilib.ring" #Provide a list to save each button status in numeric readable format #0=nothing 1=X 2=O lst=[] #Provide onScreen button status and style btns=[] #Define who has the turn isXTurn=true app=new qApp { frmMain=new qMainWindow() { setWindowTitle("TicTacToe!") resize(300,320) move(200,200) //buttons pos=0 for y=0 to 2 for x=0 to 2 //Creating Buttons on the screen pos++ Add(lst,0) Add(btns,new qPushButton(frmMain) { setGeometry(x*100,y*100,100,100) setText("-") setclickevent("Disp(" + pos +")") setstylesheet("font-size:24pt ; font: bold ; color:yellow ; background-color: green") }) next next //StatusBar status=new qStatusBar(frmMain) { showMessage("Ready",0) } setwindowflags(Qt_dialog) setStatusbar(status) show() } exec() } //Restart the game by re init buttons status func reStart for i=1 to 9 lst[i]=0 btns[i].setText("-") next isXTurn=true func Disp x if isXTurn=true and lst[x]=0 btns[x].setText("X") lst[x]=1 isXTurn=false but isXTurn=false and lst[x]=0 btns[x].setText("O") lst[x]=2 isXTurn=true ok winner = CheckWinner() #if there is no Winner and still there is ability to winner #continue playing. if winner<1 return ok //Who is the winner! switch winner on 1 new qMessagebox(frmMain) { SetWindowTitle("We have a winner!") SetText("Good job X you won!") show() } on 2 new qMessagebox(frmMain) { SetWindowTitle("We have a winner!") SetText("Good job O you won!") show() } on 3 new qMessagebox(frmMain) { SetWindowTitle("Oh no it's a tie") SetText("Oh no it's a tie!") show() } off reStart() func CheckWinner //vertical check for v=1 to 9 step 3 if lst[v]!=0 and lst[v+1]!=0 and lst[v+2]!=0 if lst[v]=lst[v+1] and lst[v+1]=lst[v+2] return lst[v] ok ok next //horzintal for h=1 to 3 if lst[h]!=0 and lst[h+3]!=0 and lst[h+6]!=0 if lst[h]=lst[h+3] and lst[h+3]=lst[h+6] return lst[h] ok ok next //Cross if lst[1]!=0 and lst[5]!=0 and lst[9]!=0 if lst[1]=lst[5] and lst[5]=lst[9] return lst[1] ok ok if lst[3]!=0 and lst[5]!=0 and lst[7]!=0 if lst[3]=lst[5] and lst[5]=lst[7] return lst[3] ok ok //tie tie=true for i=1 to 9 if lst[i]=0 tie=false exit ok next if tie=true return 3 ok return 0
Output: image
Ruby
This implementation splits functionality into four classes: Game
, Player
, HumanPlayer
, and ComputerPlayer
. A game can be played between any combination of HumanPlayer
s and ComputerPlayer
s.
The AI for the computer uses certain heuristics to ensure that it never loses, but the AI is not as aggressive as it could be. The AI defends against the opening corner trap, but does not exploit it in its offense.
This implementation stores the board as a one-dimensional array and hardcodes all possible straight lines in LINES
, rather than storing the board as a two-dimensional matrix and identifying straight lines dynamically.
<lang ruby>require 'set'
module TicTacToe
LINES = [[1,2,3],[4,5,6],[7,8,9],[1,4,7],[2,5,8],[3,6,9],[1,5,9],[3,5,7]] class Game def initialize(player_1_class, player_2_class) @board = Array.new(10) # we ignore index 0 for convenience @current_player_id = 0 @players = [player_1_class.new(self, "X"), player_2_class.new(self, "O")] puts "#{current_player} goes first." end attr_reader :board, :current_player_id def play loop do place_player_marker(current_player) if player_has_won?(current_player) puts "#{current_player} wins!" print_board return elsif board_full? puts "It's a draw." print_board return end switch_players! end end def free_positions Set.new((1..9).select {|position| @board[position].nil?}) end def place_player_marker(player) position = player.select_position! puts "#{player} selects #{player.marker} position #{position}" @board[position] = player.marker end def player_has_won?(player) LINES.any? do |line| line.all? {|position| @board[position] == player.marker} end end def board_full? free_positions.empty? end def other_player_id 1 - @current_player_id end def switch_players! @current_player_id = other_player_id end def current_player @players[current_player_id] end def opponent @players[other_player_id] end def turn_num 10 - free_positions.size end def print_board col_separator, row_separator = " | ", "--+---+--" label_for_position = lambda{|position| @board[position] ? @board[position] : position} row_for_display = lambda{|row| row.map(&label_for_position).join(col_separator)} row_positions = [[1,2,3], [4,5,6], [7,8,9]] rows_for_display = row_positions.map(&row_for_display) puts rows_for_display.join("\n" + row_separator + "\n") end end class Player def initialize(game, marker) @game = game @marker = marker end attr_reader :marker end class HumanPlayer < Player def select_position! @game.print_board loop do print "Select your #{marker} position: " selection = gets.to_i return selection if @game.free_positions.include?(selection) puts "Position #{selection} is not available. Try again." end end def to_s "Human" end end class ComputerPlayer < Player DEBUG = false # edit this line if necessary def group_positions_by_markers(line) markers = line.group_by {|position| @game.board[position]} markers.default = [] markers end def select_position! opponent_marker = @game.opponent.marker winning_or_blocking_position = look_for_winning_or_blocking_position(opponent_marker) return winning_or_blocking_position if winning_or_blocking_position if corner_trap_defense_needed? return corner_trap_defense_position(opponent_marker) end # could make this smarter by sometimes doing corner trap offense return random_prioritized_position end def look_for_winning_or_blocking_position(opponent_marker) for line in LINES markers = group_positions_by_markers(line) next if markers[nil].length != 1 if markers[self.marker].length == 2 log_debug "winning on line #{line.join}" return markers[nil].first elsif markers[opponent_marker].length == 2 log_debug "could block on line #{line.join}" blocking_position = markers[nil].first end end if blocking_position log_debug "blocking at #{blocking_position}" return blocking_position end end def corner_trap_defense_needed? corner_positions = [1, 3, 7, 9] opponent_chose_a_corner = corner_positions.any?{|pos| @game.board[pos] != nil} return @game.turn_num == 2 && opponent_chose_a_corner end def corner_trap_defense_position(opponent_marker) # if you respond in the center or the opposite corner, the opponent can force you to lose log_debug "defending against corner start by playing adjacent" # playing in an adjacent corner could also be safe, but would require more logic later on opponent_position = @game.board.find_index {|marker| marker == opponent_marker} safe_responses = {1=>[2,4], 3=>[2,6], 7=>[4,8], 9=>[6,8]} return safe_responses[opponent_position].sample end def random_prioritized_position log_debug "picking random position, favoring center and then corners" ([5] + [1,3,7,9].shuffle + [2,4,6,8].shuffle).find do |pos| @game.free_positions.include?(pos) end end def log_debug(message) puts "#{self}: #{message}" if DEBUG end def to_s "Computer#{@game.current_player_id}" end end
end
include TicTacToe
Game.new(ComputerPlayer, ComputerPlayer).play puts players_with_human = [HumanPlayer, ComputerPlayer].shuffle Game.new(*players_with_human).play</lang>
- Output:
Computer0 goes first. Computer0 selects X position 5 Computer1 selects O position 9 Computer0 selects X position 3 Computer1 selects O position 7 Computer0 selects X position 8 Computer1 selects O position 2 Computer0 selects X position 1 Computer1 selects O position 4 Computer0 selects X position 6 It's a draw. X | O | X --+---+-- O | X | X --+---+-- O | X | O Human goes first. 1 | 2 | 3 --+---+-- 4 | 5 | 6 --+---+-- 7 | 8 | 9 Select your X position: 3 Human selects X position 3 Computer1 selects O position 6 1 | 2 | X --+---+-- 4 | 5 | O --+---+-- 7 | 8 | 9 Select your X position: 7 Human selects X position 7 Computer1 selects O position 5 1 | 2 | X --+---+-- 4 | O | O --+---+-- X | 8 | 9 Select your X position: 4 Human selects X position 4 Computer1 selects O position 1 O | 2 | X --+---+-- X | O | O --+---+-- X | 8 | 9 Select your X position: 9 Human selects X position 9 Computer1 selects O position 8 O | 2 | X --+---+-- X | O | O --+---+-- X | O | X Select your X position: 2 Human selects X position 2 It's a draw. O | X | X --+---+-- X | O | O --+---+-- X | O | X
Run BASIC
<lang runbasic>' --------------------------- ' TIC TAC TOE ' --------------------------- winBox$ = "123 456 789 159 147 258 369 357" boxPos$ = "123 231 456 564 789 897 159 591 357 753 132 465 798 174 285 396 159 471 582 693 147 258 369 195 375" ai$ = "519628374" ox$ = "OX" [newGame] for i = 1 to 9
box$(i) = ""
next i goto [shoTic]
[loop] for j = 1 to 2
tic$ = mid$(ox$,j,1) for i = 1 to 25 b$ = word$(boxPos$,i," ") b1 = val(mid$(b$,1,1)) b2 = val(mid$(b$,2,1)) b3 = val(mid$(b$,3,1)) if box$(b1) = tic$ AND box$(b2) = tic$ AND box$(b3) = "" then box$(b3) = "O" goto [shoTic] end if next i
next j if box$(1) = "O" AND box$(5) = "X" and box$(9) = "X" then
if box$(3) = "" then box$(3) = "O" goto [shoTic] end if if box$(7) = "" then box$(7) = "O" goto [shoTic] end if
end if for i = 1 to 9
b1 = val(mid$(ai$,i,1)) if box$(b1) = "" then box$(b1) = "O" exit for end if
next i
[shoTic] cls ' ---------------------------------------- ' show tic tac toe screen ' ----------------------------------------
html "
" for i = 1 to 9 html "" next i html ""
|
"
gosub [checkWin] wait
[doTic] box$(val(EventKey$)) = "X" turn = 1 gosub [checkWin] goto [loop]
' --- check for a winner ---------- [checkWin] for i = 1 to 8
b$ = word$(winBox$,i," ") b1 = val(mid$(b$,1,1)) b2 = val(mid$(b$,2,1)) b3 = val(mid$(b$,3,1)) if box$(b1) = "O" and box$(b2) = "O" and box$(b3) = "O" then print "You Lose!" goto [playAgain] end if if box$(b1) = "X" and box$(b2) = "X" and box$(b3) = "X" then print "You Win!" goto [playAgain] end if
next i
moveCount = 0 for i = 1 to 9
if box$(i) <> "" then moveCount = moveCount + 1
next i if moveCount = 9 then
print "Draw!" goto [playAgain]
end if RETURN
[playAgain] input "Play again (y/n)";p$ if upper$(p$) = "Y" then goto [newGame] end</lang>
Scala
Functional implementation.
Computer vs. human. Human starts. Computer plays 'O' and human plays 'X'. Computer moves are legal, but random. <lang scala>package object tictactoe {
val Human = 'X' val Computer = 'O' val BaseBoard = ('1' to '9').toList val WinnerLines = List((0,1,2), (3,4,5), (6,7,8), (0,3,6), (1,4,7), (2,5,8), (0,4,8), (2,4,6)) val randomGen = new util.Random(System.currentTimeMillis)
}
package tictactoe {
class Board(aBoard : List[Char] = BaseBoard) {
def availableMoves = aBoard.filter(c => c != Human && c != Computer) def availableMovesIdxs = for ((c,i) <- aBoard.zipWithIndex if c != Human && c != Computer) yield i def computerPlays = new Board(aBoard.updated(availableMovesIdxs(randomGen.nextInt(availableMovesIdxs.length)), Computer)) def humanPlays(move : Char) = new Board(aBoard.updated(aBoard.indexOf(move), Human)) def isDraw = aBoard.forall(c => c == Human || c == Computer) def isWinner(winner : Char) = WinnerLines.exists{case (i,j,k) => aBoard(i) == winner && aBoard(j) == winner && aBoard(k) == winner} def isOver = isWinner(Computer) || isWinner(Human) || isDraw def print { aBoard.grouped(3).foreach(row => println(row(0) + " " + row(1) + " " + row(2))) } def printOverMessage { if (isWinner(Human)) println("You win.") else if (isWinner(Computer)) println("Computer wins.") else if (isDraw) println("It's a draw.") else println("Not over yet, or something went wrong.") }
}
object TicTacToe extends Application {
def play(board : Board, turn : Char) { // Reads a char from input until it is one of // the available moves in the current board def readValidMove() : Char = { print("Choose a move: ") val validMoves = board.availableMoves val move = readChar if (validMoves.contains(move)) { move } else { println("Invalid move. Choose another one in " + validMoves) readValidMove() } }
board.print if (board.isOver) { board.printOverMessage return } if (turn == Human) { // Human plays val nextBoard = board.humanPlays(readValidMove) play(nextBoard, Computer) } else { // Computer plays println("Computer plays: ") val nextBoard = board.computerPlays play(nextBoard, Human) } } play(new Board(),Human)
}
}</lang>
- Output:
(human is always first)
1 2 3 4 5 6 7 8 9 Choose a move: 1 X 2 3 4 5 6 7 8 9 Computer plays: X 2 O 4 5 6 7 8 9 Choose a move: 3 Invalid move. Choose another one in List(2, 4, 5, 6, 7, 8, 9) Choose a move: 4 X 2 O X 5 6 7 8 9 Computer plays: X 2 O X 5 6 7 8 O Choose a move: 7 X 2 O X 5 6 X 8 O You win.
Tcl
<lang tcl>package require Tcl 8.6
- This code splits the players from the core game engine
oo::class create TicTacToe {
variable board player letter who constructor {player1class player2class} {
set board {1 2 3 4 5 6 7 8 9} set player(0) [$player1class new [self] [set letter(0) "X"]] set player(1) [$player2class new [self] [set letter(1) "O"]] set who 0
}
method PrintBoard {} {
lassign $board a1 b1 c1 a2 b2 c2 a3 b3 c3 puts [format " %s | %s | %s" $a1 $b1 $c1] puts "---+---+---" puts [format " %s | %s | %s" $a2 $b2 $c2] puts "---+---+---" puts [format " %s | %s | %s" $a3 $b3 $c3]
}
method WinForSomeone {} {
foreach w { {0 1 2} {3 4 5} {6 7 8} {0 3 6} {1 4 7} {2 5 8} {0 4 8} {2 4 6} } { set b [lindex $board [lindex $w 0]] if {$b ni "X O"} continue foreach i $w {if {[lindex $board $i] ne $b} break} if {[lindex $board $i] eq $b} { foreach p $w {lappend w1 [expr {$p+1}]} return [list $b $w1] } } return ""
}
method status {} {
return $board
}
method IsDraw {} {
foreach b $board {if {[string is digit $b]} {return false}} return true
}
method legalMoves {} {
foreach b $board {if {[string is digit $b]} {lappend legal $b}} return $legal
}
method DoATurn {} {
set legal [my legalMoves] my PrintBoard while 1 { set move [$player($who) turn] if {$move in $legal} break puts "Illegal move!" } lset board [expr {$move - 1}] $letter($who) $player($who) describeMove $move set who [expr {1 - $who}] return [my WinForSomeone]
}
method game {} { puts " Tic-tac-toe game player. Input the index of where you wish to place your mark at your turn.\n"
while {![my IsDraw]} { set winner [my DoATurn] if {$winner eq ""} continue lassign $winner winLetter winSites my PrintBoard puts "\n$winLetter wins across \[[join $winSites {, }]\]" return $winLetter } puts "\nA draw"
}
}
- Stupid robotic player
oo::class create RandomRoboPlayer {
variable g constructor {game letter} {
set g $game
} method turn {} {
set legal [$g legalMoves] return [lindex $legal [expr {int(rand()*[llength $legal])}]]
} method describeMove {move} {
puts "I go at $move"
}
}
- Interactive human player delegate
oo::class create HumanPlayer {
variable g char constructor {game letter} {
set g $game set char $letter
} method turn {} {
set legal [$g legalMoves] puts ">>> Put your $char in any of these positions: [join $legal {}]" while 1 { puts -nonewline ">>> " flush stdout gets stdin number if {$number in $legal} break puts ">>> Whoops I don't understand the input!" } return $number
} method describeMove {move} {
puts "You went at $move"
}
}
- Assemble the pieces
set ttt [TicTacToe new HumanPlayer RandomRoboPlayer] $ttt game</lang> Sample game:
Tic-tac-toe game player. Input the index of where you wish to place your mark at your turn. 1 | 2 | 3 ---+---+--- 4 | 5 | 6 ---+---+--- 7 | 8 | 9 >>> Put your X in any of these positions: 123456789 >>> 1 You went at 1 X | 2 | 3 ---+---+--- 4 | 5 | 6 ---+---+--- 7 | 8 | 9 I go at 5 X | 2 | 3 ---+---+--- 4 | O | 6 ---+---+--- 7 | 8 | 9 >>> Put your X in any of these positions: 2346789 >>> 7 You went at 7 X | 2 | 3 ---+---+--- 4 | O | 6 ---+---+--- X | 8 | 9 I go at 9 X | 2 | 3 ---+---+--- 4 | O | 6 ---+---+--- X | 8 | O >>> Put your X in any of these positions: 23468 >>> 4 You went at 4 X | 2 | 3 ---+---+--- X | O | 6 ---+---+--- X | 8 | O X wins across [1, 4, 7]
XPL0
<lang XPL0>\The computer marks its moves with an "O" and the player uses an "X". The \ numeric keypad is used to make the player's move. \ \ 7 | 8 | 9 \ ---+---+--- \ 4 | 5 | 6 \ ---+---+--- \ 1 | 2 | 3 \ \The player always goes first, but the 0 key is used to skip a move. Thus \ it can be used to let the computer play first. Esc terminates program.
inc c:\cxpl\codes; \intrinsic routine declarations def X0=16, Y0=10; \coordinates of character in upper-left square int I0,
PMove, \player's move (^0..^9) Key; \keystroke
int X, O; \bit arrays for player and computer
\ bit 0 corresponds to playing square 1, etc.
proc HLine(X, Y); \Draw a horizontal line
int X, Y;
int I;
[Cursor(X, Y);
for I:= 0 to 10 do ChOut(0, ^Ä);
]; \HLine
proc VLine(X, Y); \Draw a vertical line over the above horizontal line
int X, Y;
int I;
[for I:= 0 to 4 do
[Cursor(X, Y+I); ChOut(0, if I&1 then ^Å else ^³); ];
]; \VLine
func Won(p); \Return 'true' if player P has won
int P;
int T, I;
[T:= [$007, $038, $1C0, $049, $092, $124, $111, $054];
for I:= 0 to 7 do \check if player matches a bit pattern for 3 in a row
if (P & T(I)) = T(I) then return true;
return false; ]; \Won
func Cats; \Return 'true' if no more moves available (Cat's game)
[if (X ! O) = $1FF then \all bit positions played
[Cursor(17, 20); Text(0, "A draw!"); return true; ];
return false; ]; \Cats
proc DoMove(P, M, Ch); \Make move in player's bit array and display it
int P, \address of player's bit array
M, \index 0..8 where bit is placed Ch;
int I, X, Y; [P(0):= P(0) ! 1<<M; \make move
I:= M / 3; \display move X:= Rem(0) * 4; Y:= (2-I) * 2; Cursor(X+X0, Y+Y0); ChOut(0, Ch); ]; \DoMove
func Try(P); \Return the value of the best node for player P
int P; \address of player's bit array
int P1, I, I0, V, V0;
[P1:= if P = addr X then addr O else addr X;
if Won(P1(0)) then return -1; if (X ! O) = $1FF then return 0;
V0:= -1; \assume the worst for I:= 0 to 8 do \for all of the squares...
if ((O!X) & 1<<I) = 0 then \if square is unused [P(0):= P(0) ! 1<<I; \make tenative move V:= -(extend(Try(P1))); \get value if V > V0 then \save best value [V0:= V; I0:= I]; P(0):= P(0) & ~(1<<I); \undo tenative move ];
return V0 & $FF ! I0<<8; ]; \Try
proc PlayGame; \Play one game
[ChOut(0, $0C\FF\); \clear screen with a form feed
HLine(X0-1, Y0+1); \draw grid (#)
HLine(X0-1, Y0+3);
VLine(X0+2, Y0);
VLine(X0+6, Y0);
X:= 0; O:= 0; \initialize player's bit arrays to empty loop [loop [PMove:= ChIn(1); \GET PLAYER'S MOVE (X)
if PMove = $1B\Esc\ then [SetVid(3); exit]; \restore display and end program if PMove = ^0 then quit; if PMove>=^1 & PMove<=^9 & \check for legal move ((X!O) & 1<<(PMove-^1)) = 0 then quit; ChOut(0, 7\Bel\); \beep the dude ]; if PMove # ^0 then [DoMove(addr X, PMove-^1, ^X); if Won(X) then [Cursor(17, 20); Text(0, "X wins!"); quit; ]; ]; if Cats then quit;
I0:= Try(addr O) >>8; \GET COMPUTER'S MOVE (O) DoMove(addr O, I0, ^O); \do best move if Won(O) then [Cursor(17, 20); Text(0, "O wins!"); quit; ]; if Cats then quit; ];
]; \PlayGame
int CpuReg;
[SetVid(1); \set 40x25 text mode
CpuReg:= GetReg; \turn off annoying flashing cursor
CpuReg(0):= $0100; \ with BIOS interrupt 10h, function 01h
CpuReg(2):= $2000; \set cursor type to disappear
SoftInt($10);
loop [PlayGame;
Key:= ChIn(1); \keep playing games until Esc key is hit if Key = $1B\Esc\ then [SetVid(3); exit]; \clear screen & restore normal text mode ];
]</lang>
- Programming Tasks
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