Tic-tac-toe: Difference between revisions
Undo revision 220229 by Childishbeat (talk) |
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{{task|Games}} |
{{task|Games}} |
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[[Category:Games]] |
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[[File:Tic_tac_toe.jpg|500px||right]] |
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;Task: |
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Play a game of [[wp:Tic-tac-toe|tic-tac-toe]]. |
Play a game of [[wp:Tic-tac-toe|tic-tac-toe]]. |
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Ensure that legal moves are played and that a winning position is notified. |
Ensure that legal moves are played and that a winning position is notified. |
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''Tic-tac-toe'' is also known as: |
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::* ''noughts and crosses'' |
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::* ''tic tac toe'' |
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::* ''tick tack toe'' |
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::* ''three in a row'' |
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::* ''tres en rayo'' and |
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::* ''<big>X</big>s and <big>O</big>s'' |
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;See also |
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* [http://mathworld.wolfram.com/Tic-Tac-Toe.html MathWorld™, Tic-Tac-Toe game]. |
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* [https://en.wikipedia.org/wiki/Tic-tac-toe Wikipedia tic-tac-toe]. |
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<br><br> |
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=={{header|11l}}== |
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{{trans|Python}} |
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<syntaxhighlight lang="11l">UInt32 seed = 0 |
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F nonrandom_choice(lst) |
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:seed = 1664525 * :seed + 1013904223 |
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R lst[:seed % UInt32(lst.len)] |
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V board = Array(‘123456789’) |
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V wins = ([0, 1, 2], [3, 4, 5], [6, 7, 8], |
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[0, 3, 6], [1, 4, 7], [2, 5, 8], |
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[0, 4, 8], [2, 4, 6]) |
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F printboard() |
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print([0, 3, 6].map(x -> (:board[x .+ 3]).join(‘ ’)).join("\n")) |
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F score(board = board) -> (Char, [Int])? |
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L(w) :wins |
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V b = board[w[0]] |
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I b C ‘XO’ & all(w.map(i -> @board[i] == @b)) |
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R (b, w.map(i -> i + 1)) |
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R N |
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F finished() |
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R all(:board.map(b -> b C ‘XO’)) |
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F space(board = board) |
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R board.filter(b -> b !C ‘XO’) |
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F my_turn(xo, &board) |
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V options = space() |
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V choice = nonrandom_choice(options) |
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board[Int(choice) - 1] = xo |
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R choice |
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F my_better_turn(xo, &board) |
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‘Will return a next winning move or block your winning move if possible’ |
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V ox = I xo == ‘X’ {Char(‘O’)} E Char(‘X’) |
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Int? oneblock |
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V options = space(board).map(s -> Int(s) - 1) |
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Int choice |
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L(chc) options |
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V brd = copy(board) |
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brd[chc] = xo |
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I score(brd) != N |
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choice = chc |
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L.break |
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I oneblock == N |
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brd[chc] = ox |
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I score(brd) != N |
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oneblock = chc |
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L.was_no_break |
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choice = oneblock ? nonrandom_choice(options) |
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board[choice] = xo |
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R choice + 1 |
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F your_turn(xo, &board) |
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V options = space() |
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L |
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V choice = input("\nPut your #. in any of these positions: #. ".format(xo, options.join(‘’))).trim((‘ ’, "\t", "\r", "\n")) |
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I choice C options |
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board[Int(choice) - 1] = xo |
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R choice |
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print(‘Whoops I don't understand the input’) |
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F me(xo = Char(‘X’)) |
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printboard() |
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print("\nI go at "my_better_turn(xo, &:board)) |
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R score() |
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F you(xo = Char(‘O’)) |
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printboard() |
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print("\nYou went at "my_turn(xo, &:board)) |
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R score() |
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L !finished() |
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(Char, [Int])? s = me(Char(‘X’)) |
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I s != N |
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printboard() |
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print("\n#. wins along #.".format(s[0], s[1])) |
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L.break |
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I !finished() |
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s = you(Char(‘O’)) |
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I s != N |
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printboard() |
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print("\n#. wins along #.".format(s[0], s[1])) |
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L.break |
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L.was_no_break |
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print("\nA draw")</syntaxhighlight> |
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{{out}} |
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<pre> |
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1 2 3 |
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4 5 6 |
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7 8 9 |
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I go at 8 |
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1 2 3 |
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4 5 6 |
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7 X 9 |
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You went at 3 |
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1 2 O |
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4 5 6 |
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7 X 9 |
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I go at 1 |
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X 2 O |
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4 5 6 |
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7 X 9 |
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You went at 5 |
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X 2 O |
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4 O 6 |
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7 X 9 |
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I go at 7 |
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X 2 O |
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4 O 6 |
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X X 9 |
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You went at 9 |
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X 2 O |
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4 O 6 |
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X X O |
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I go at 4 |
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X 2 O |
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X O 6 |
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X X O |
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X wins along [1, 4, 7] |
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</pre> |
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=={{header|Ada}}== |
=={{header|Ada}}== |
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< |
<syntaxhighlight lang="ada">with Ada.Text_IO, Ada.Numerics.Discrete_Random; |
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-- can play human-human, human-computer, computer-human or computer-computer |
-- can play human-human, human-computer, computer-human or computer-computer |
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-- the computer isn't very clever: it just chooses a legal random move |
-- the computer isn't very clever: it just chooses a legal random move |
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Line 127: | Line 281: | ||
Ada.Text_IO.Put_Line("The winner is: " & Find_Winner(The_Board)); |
Ada.Text_IO.Put_Line("The winner is: " & Find_Winner(The_Board)); |
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end if; |
end if; |
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end Tic_Tac_Toe;</ |
end Tic_Tac_Toe;</syntaxhighlight> |
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{{out}} |
{{out}} |
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Line 242: | Line 396: | ||
=={{header|ALGOL W}}== |
=={{header|ALGOL W}}== |
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The user can play O, X, both or neither. O goes first whether user or computer controlled. |
The user can play O, X, both or neither. O goes first whether user or computer controlled. |
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< |
<syntaxhighlight lang="algolw">begin |
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string(10) board; |
string(10) board; |
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Line 421: | Line 575: | ||
do begin end |
do begin end |
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end.</ |
end.</syntaxhighlight> |
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{{out}} |
{{out}} |
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<pre> |
<pre> |
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Line 467: | Line 621: | ||
=={{header|AppleScript}}== |
=={{header|AppleScript}}== |
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< |
<syntaxhighlight lang="applescript">property OMask : missing value |
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property XMask : missing value |
property XMask : missing value |
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property winningNumbers : {7, 56, 73, 84, 146, 273, 292, 448} |
property winningNumbers : {7, 56, 73, 84, 146, 273, 292, 448} |
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Line 579: | Line 733: | ||
end repeat |
end repeat |
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return theResult as integer |
return theResult as integer |
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end BWAND</ |
end BWAND</syntaxhighlight> |
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=={{header|AutoHotkey}}== |
=={{header|AutoHotkey}}== |
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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. |
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. |
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It plays logically, trying to win, trying to block, or playing randomly in that order. |
It plays logically, trying to win, trying to block, or playing randomly in that order. |
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< |
<syntaxhighlight lang="autohotkey">Gui, Add, Button, x12 y12 w30 h30 vB1 gButtonHandler, |
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Gui, Add, Button, x52 y12 w30 h30 vB2 gButtonHandler, |
Gui, Add, Button, x52 y12 w30 h30 vB2 gButtonHandler, |
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Gui, Add, Button, x92 y12 w30 h30 vB3 gButtonHandler, |
Gui, Add, Button, x92 y12 w30 h30 vB3 gButtonHandler, |
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Line 690: | Line 844: | ||
GuiClose: |
GuiClose: |
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ExitApp |
ExitApp |
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</syntaxhighlight> |
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</lang> |
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=={{header|AWK}}== |
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<syntaxhighlight lang="awk"> |
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# syntax: GAWK -f TIC-TAC-TOE.AWK |
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BEGIN { |
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move[12] = "3 7 4 6 8"; move[13] = "2 8 6 4 7"; move[14] = "7 3 2 8 6" |
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move[16] = "8 2 3 7 4"; move[17] = "4 6 8 2 3"; move[18] = "6 4 7 3 2" |
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move[19] = "8 2 3 7 4"; move[23] = "1 9 6 4 8"; move[24] = "1 9 3 7 8" |
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move[25] = "8 3 7 4 0"; move[26] = "3 7 1 9 8"; move[27] = "6 4 1 9 8" |
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move[28] = "1 9 7 3 4"; move[29] = "4 6 3 7 8"; move[35] = "7 4 6 8 2" |
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move[45] = "6 7 3 2 0"; move[56] = "4 7 3 2 8"; move[57] = "3 2 8 4 6" |
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move[58] = "2 3 7 4 6"; move[59] = "3 2 8 4 6" |
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split("7 4 1 8 5 2 9 6 3",rotate) |
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n = split("253 280 457 254 257 350 452 453 570 590",special) |
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i = 0 |
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while (i < 9) { s[++i] = " " } |
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print("") |
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print("You move first, use the keypad:") |
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board = "\n7 * 8 * 9\n*********\n4 * 5 * 6\n*********\n1 * 2 * 3\n\n? " |
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printf(board) |
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} |
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state < 7 { |
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x = $0 |
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if (s[x] != " ") { |
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printf("? ") |
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next |
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} |
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s[x] = "X" |
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++state |
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print("") |
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if (state > 1) { |
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for (i=0; i<r; ++i) { x = rotate[x] } |
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} |
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} |
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state == 1 { |
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for (r=0; x>2 && x!=5; ++r) { x = rotate[x] } |
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k = x |
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if (x == 5) { d = 1 } else { d = 5 } |
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} |
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state == 2 { |
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c = 5.5 * (k + x) - 4.5 * abs(k - x) |
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split(move[c],t) |
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d = t[1] |
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e = t[2] |
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f = t[3] |
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g = t[4] |
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h = t[5] |
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} |
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state == 3 { |
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k = x / 2. |
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c = c * 10 |
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d = f |
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if (abs(c-350) == 100) { |
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if (x != 9) { d = 10 - x } |
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if (int(k) == k) { g = f } |
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h = 10 - g |
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if (x+0 == e+0) { |
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h = g |
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g = 9 |
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} |
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} |
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else if (x+0 != e+0) { |
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d = e |
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state = 6 |
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} |
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} |
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state == 4 { |
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if (x+0 == g+0) { |
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d = h |
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} |
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else { |
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d = g |
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state = 6 |
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} |
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x = 6 |
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for (i=1; i<=n; ++i) { |
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b = special[i] |
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if (b == 254) { x = 4 } |
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if (k+0 == abs(b-c-k)) { state = x } |
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} |
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} |
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state < 7 { |
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if (state != 5) { |
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for (i=0; i<4-r; ++i) { d = rotate[d] } |
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s[d] = "O" |
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} |
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for (b=7; b>0; b-=5) { |
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printf("%s * %s * %s\n",s[b++],s[b++],s[b]) |
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if (b > 3) { print("*********") } |
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} |
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print("") |
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} |
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state < 5 { |
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printf("? ") |
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} |
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state == 5 { |
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printf("tie game") |
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state = 7 |
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} |
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state == 6 { |
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printf("you lost") |
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state = 7 |
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} |
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state == 7 { |
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printf(", play again? ") |
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++state |
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next |
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} |
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state == 8 { |
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if ($1 !~ /^[yY]$/) { exit(0) } |
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i = 0 |
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while (i < 9) { s[++i] = " " } |
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printf(board) |
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state = 0 |
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} |
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function abs(x) { if (x >= 0) { return x } else { return -x } } |
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</syntaxhighlight> |
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=={{header|Bash}}== |
=={{header|Bash}}== |
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Line 712: | Line 983: | ||
#encourage use of bash for more interesting tasks. |
#encourage use of bash for more interesting tasks. |
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< |
<syntaxhighlight lang="bash"> |
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#!/bin/bash |
#!/bin/bash |
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declare -a B=( e e e e e e e e e ) # Board |
declare -a B=( e e e e e e e e e ) # Board |
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Line 777: | Line 1,048: | ||
show; [[ RANDOM%2 -eq 0 ]] && { turn O X; exit $?; } || turn X O |
show; [[ RANDOM%2 -eq 0 ]] && { turn O X; exit $?; } || turn X O |
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</syntaxhighlight> |
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</lang> |
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{{out}} (nice ANSI formatting is not shown) |
{{out}} (nice ANSI formatting is not shown) |
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<pre> |
<pre> |
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Line 819: | Line 1,090: | ||
=={{header|BASIC}}== |
=={{header|BASIC}}== |
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=== |
==={{header|BASIC256}}=== |
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<syntaxhighlight lang="basic256"> |
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# basado en código de Antonio Rodrigo dos Santos Silva (gracias): |
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# http://statusgear.freeforums.net/thread/17/basic-256-tic-tac-toe |
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global playerturn$ |
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global endGame$ |
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global space$ |
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global player1Score$ |
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global player2Score$ |
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global invalidMove$ |
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global tecla$ |
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global keyQ$ |
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global keyW$ |
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global keyE$ |
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global keyA$ |
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global keyS$ |
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global keyD$ |
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global keyZ$ |
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global keyX$ |
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global keyC$ |
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global keySpace$ |
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global keyEsc$ |
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keyQ$ = 81 |
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keyW$ = 87 |
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keyE$ = 69 |
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keyA$ = 65 |
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keyS$ = 83 |
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keyD$ = 68 |
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keyZ$ = 90 |
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keyX$ = 88 |
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keyC$ = 67 |
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keySpace$ = 32 |
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keyEsc$ = 16777216 |
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dim space$(9) |
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subroutine clearGameVars() |
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playerturn$ = 1 |
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invalidMove$ = 0 |
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endGame$ = 0 |
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tecla$ = 0 |
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for t = 0 to space$[?]-1 |
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space$[t] = 0 |
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next t |
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end subroutine |
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subroutine endGame() |
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cls |
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print "¡Hasta pronto!..." |
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end |
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end subroutine |
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subroutine printBoard() |
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print " " + space$[0]+" | "+space$[1]+" | "+space$[2] |
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print " " + "— + — + —" |
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print " " + space$[3]+" | "+space$[4]+" | "+space$[5] |
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print " " + "— + — + —" |
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print " " + space$[6]+" | "+space$[7]+" | "+space$[8] |
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print "" |
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end subroutine |
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subroutine changePlayer() |
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if playerturn$ = 1 then |
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playerturn$ = 2 |
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else |
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playerturn$ = 1 |
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end if |
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end subroutine |
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subroutine endMatchWithWinner() |
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cls |
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call printPlayerScore() |
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call printBoard() |
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endGame$ = 1 |
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if playerturn$ = 1 then |
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player1Score$ += 1 |
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else |
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player2Score$ += 1 |
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end if |
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print "¡Jugador " + playerturn$ + " gana!" + chr(10) |
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print "Pulsa [SPACE] para jugar otra partida" |
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print "Pulsa [ESC] para dejar de jugar" |
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do |
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tecla$ = key |
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pause .01 |
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if tecla$ = keySpace$ then call gamePlay() |
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if tecla$ = keyEsc$ then call endGame() |
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until false |
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end subroutine |
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subroutine endMatchWithoutWinner() |
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cls |
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call printPlayerScore() |
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call printBoard() |
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endGame$ = 1 |
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print " Nadie ganó :( " + chr(10) |
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print " Pulsa [SPACE] para comenzar o [ESC] para salir. " |
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do |
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tecla$ = key |
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pause .01 |
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if tecla$ = keySpace$ then call gamePlay() |
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if tecla$ = keyEsc$ then call endGame() |
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until false |
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end subroutine |
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subroutine printPlayerScore() |
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print "--------------------------------------------" |
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print " Jugador #1: " + player1Score$ + " pts" |
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print " Jugador #2: " + player2Score$ + " pts" |
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print "--------------------------------------------" + chr(10) |
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end subroutine |
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subroutine printPlayerMessage() |
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print "Jugador: " + playerturn$ + ", elige una casilla, por favor." |
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end subroutine |
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subroutine gamePlay() |
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call clearGameVars() |
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cls |
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call printPlayerScore() |
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call printBoard() |
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call printPlayerMessage() |
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while 0 = 0 |
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invalidMove$ = 0 |
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if endGame$ = 0 then |
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do |
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tecla$ = key |
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pause .01 |
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validKeypressed$ = 0 |
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if tecla$ = keyQ$ or tecla$ = keyW$ or tecla$ = keyE$ or tecla$ = keyA$ or tecla$ = keyS$ or tecla$ = keyD$ or tecla$ = keyZ$ or tecla$ = keyX$ or tecla$ = keyC$ then validKeypressed$ = 1 |
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until validKeypressed$ = 1 |
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endif |
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if tecla$ = keyQ$ then |
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if space$[0] = 0 then |
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space$[0] = playerturn$ |
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else |
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invalidMove$ = 1 |
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endif |
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endif |
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if tecla$ = keyW$ then |
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if space$[1] = 0 then |
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space$[1] = playerturn$ |
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else |
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invalidMove$ = 1 |
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endif |
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endif |
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if tecla$ = keyE$ then |
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if space$[2] = 0 then |
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space$[2] = playerturn$ |
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else |
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invalidMove$ = 1 |
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endif |
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endif |
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if tecla$ = keyA$ then |
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if space$[3] = 0 then |
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space$[3] = playerturn$ |
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else |
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invalidMove$ = 1 |
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endif |
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endif |
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if tecla$ = keyS$ then |
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if space$[4] = 0 then |
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space$[4] = playerturn$ |
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else |
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invalidMove$ = 1 |
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endif |
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endif |
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if tecla$ = keyD$ then |
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if space$[5] = 0 then |
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space$[5] = playerturn$ |
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else |
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invalidMove$ = 1 |
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endif |
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endif |
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if tecla$ = keyZ$ then |
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if space$[6] = 0 then |
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space$[6] = playerturn$ |
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else |
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invalidMove$ = 1 |
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endif |
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endif |
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if tecla$ = keyX$ then |
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if space$[7] = 0 then |
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space$[7] = playerturn$ |
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else |
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invalidMove$ = 1 |
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endif |
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endif |
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if tecla$ = keyC$ then |
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if space$[8] = 0 then |
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space$[8] = playerturn$ |
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else |
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invalidMove$ = 1 |
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endif |
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endif |
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if invalidMove$ = 0 then |
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tecla$ = 0 |
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if space$[0] = 1 and space$[1] = 1 and space$[2] = 1 then call endMatchWithWinner() |
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if space$[3] = 1 and space$[4] = 1 and space$[5] = 1 then call endMatchWithWinner() |
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if space$[6] = 1 and space$[7] = 1 and space$[8] = 1 then call endMatchWithWinner() |
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if space$[0] = 1 and space$[3] = 1 and space$[6] = 1 then call endMatchWithWinner() |
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if space$[1] = 1 and space$[4] = 1 and space$[7] = 1 then call endMatchWithWinner() |
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if space$[2] = 1 and space$[5] = 1 and space$[8] = 1 then call endMatchWithWinner() |
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if space$[0] = 1 and space$[4] = 1 and space$[8] = 1 then call endMatchWithWinner() |
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if space$[2] = 1 and space$[4] = 1 and space$[6] = 1 then call endMatchWithWinner() |
|||
if space$[0] = 2 and space$[1] = 2 and space$[2] = 2 then call endMatchWithWinner() |
|||
if space$[3] = 2 and space$[4] = 2 and space$[5] = 2 then call endMatchWithWinner() |
|||
if space$[6] = 2 and space$[7] = 2 and space$[8] = 2 then call endMatchWithWinner() |
|||
if space$[0] = 2 and space$[3] = 2 and space$[6] = 2 then call endMatchWithWinner() |
|||
if space$[1] = 2 and space$[4] = 2 and space$[7] = 2 then call endMatchWithWinner() |
|||
if space$[2] = 2 and space$[5] = 2 and space$[8] = 2 then call endMatchWithWinner() |
|||
if space$[0] = 2 and space$[4] = 2 and space$[8] = 2 then call endMatchWithWinner() |
|||
if space$[2] = 2 and space$[4] = 2 and space$[6] = 2 then call endMatchWithWinner() |
|||
if space$[0] <> 0 and space$[1] <> 0 and space$[2] <> 0 and space$[3] <> 0 and space$[4] <> 0 and space$[5] <> 0 and space$[6] <> 0 and space$[7] <> 0 and space$[8] <> 0 then call endMatchWithoutWinner() |
|||
call changePlayer() |
|||
cls |
|||
call printPlayerScore() |
|||
call printBoard() |
|||
call printPlayerMessage() |
|||
end if |
|||
end while |
|||
end subroutine |
|||
subroutine gameMenu() |
|||
cls |
|||
call clearGameVars() |
|||
player1Score$ = 0 |
|||
player2Score$ = 0 |
|||
print "=================================================" |
|||
print "| TIC-TAC-TOE |" |
|||
print "=================================================" + chr(10) |
|||
print " Teclas para jugar:" |
|||
print "---------------------" |
|||
print " | q | w | e |" |
|||
print " | a | s | d |" |
|||
print " | z | x | c |" + chr(10) |
|||
print " Pulsa [SPACE] para comenzar o [ESC] para salir. " |
|||
do |
|||
tecla$ = key |
|||
pause .01 |
|||
if tecla$ = keySpace$ then call gamePlay() |
|||
if tecla$ = keyEsc$ then call endGame() |
|||
until false |
|||
end subroutine |
|||
call gameMenu() |
|||
end |
|||
</syntaxhighlight> |
|||
==={{header|FreeBASIC}}=== |
|||
====graphics mode==== |
|||
<syntaxhighlight lang="freebasic"> |
|||
'About 400 lines of code, but it is a graphical (GUI ish) i.e. mouse driven. |
|||
'I have made provision for the player to beat the computer now and then. |
|||
Type box |
|||
As long x,y |
|||
As long wide,high,index |
|||
Dim As ulong colour |
|||
As String caption |
|||
Declare Sub show |
|||
Declare Sub NewCaption(s As String) |
|||
Declare Constructor |
|||
Declare Constructor(x As long,y As long,wide As long,_ |
|||
high As long,index As long,colour As ulong,caption As String) |
|||
End Type |
|||
Constructor box |
|||
End Constructor |
|||
Constructor box(x As long,y As long,wide As long,_ |
|||
high As long,index As long,colour As ulong,caption As String) |
|||
this.x=x |
|||
this.y=y |
|||
this.wide=wide |
|||
this.high=high |
|||
this.index=index |
|||
this.colour=colour |
|||
this.caption=caption |
|||
End Constructor |
|||
'ALL PROCEDURES: |
|||
Declare Function inside(B As box,px As long,py As long) As long |
|||
Declare Sub make_frame_image(im As ulong Pointer) |
|||
Declare Sub setup_grid(boxes() As box,cellsacross As long,cellsdown As long,xp As long,yp As long,w As long,h As long) |
|||
Declare Function all_clicked(b() As box) As long |
|||
Declare Sub OnCLICK(a() As box,b As box) |
|||
Declare Sub refresh_screen(b() As box,f1 As long=0,f2 As long=0) |
|||
Declare Function Get_Mouse_Events(boxes() As box) As long |
|||
Declare Sub thickline(x1 As long,y1 As long,x2 As long,y2 As long,thickness As Single,colour As ulong,im As Any Pointer=0) |
|||
Declare Sub lineto(x1 As long,y1 As long,x2 As long,y2 As long,l As long,th As Single,col As ulong,im As Any Pointer=0) |
|||
Declare Sub thickcircle(x As long,y As long,rad As long,th As Single,col As ulong,im As Any Pointer=0) |
|||
Declare Sub startup(b() As box) |
|||
Declare Sub get_computer_events(b() As box) |
|||
Declare Sub finish |
|||
'Macro used by more than one procedure |
|||
#macro incircle(cx,cy,radius,x,y) |
|||
(cx-x)*(cx-x) +(cy-y)*(cy-y)<= radius*radius |
|||
#endmacro |
|||
'=============== RUN ============================ |
|||
Screen 19,32',1,16 |
|||
Color ,Rgb(233,236,216) 'background colour |
|||
windowtitle string(100," ")+"Noughts and crosses" |
|||
'Globals: |
|||
Dim Shared As ulong Pointer frame |
|||
Dim Shared As long computer,player |
|||
Dim Shared As String msg1,msg2,message |
|||
message="In Play" |
|||
msg1="Computer Start" |
|||
msg2="Player Start" |
|||
'Custom Frame |
|||
frame=Imagecreate(800,600) |
|||
Dim As box boxes(0 To 9) |
|||
setup_grid(boxes(),3,3,175,85,150,150) |
|||
make_frame_image(frame) |
|||
Do |
|||
If player=0 And computer=0 Then |
|||
startup(boxes()) |
|||
End If |
|||
If player Then |
|||
Get_Mouse_Events(boxes()) |
|||
End If |
|||
If computer Then |
|||
get_computer_events(boxes()) |
|||
End If |
|||
If all_clicked(boxes()) Then get_computer_events(boxes()) |
|||
Loop Until Inkey=Chr(27) |
|||
finish |
|||
Sub box.show |
|||
Line(this.x,this.y)-(this.x+this.wide,this.y+this.high),this.colour,bf |
|||
Line(this.x,this.y)-(this.x+this.wide,this.y+this.high),Rgb(200,200,200),b |
|||
''Draw String(this.x+.5*this.wide-4*Len(this.caption),this.y+(.5*this.high-4)),this.caption,Rgb(0,0,0) |
|||
If this.index=0 Then |
|||
Draw String(this.x+.5*this.wide-4*Len(this.caption),this.y+.5*this.high-6),this.caption,Rgb(0,0,0) |
|||
End If |
|||
End Sub |
|||
Sub box.NewCaption(s As String) |
|||
Var cx=(this.x+this.x+this.wide)/2 |
|||
Var cy=(this.y+this.y+this.high)/2 |
|||
If s="X" Then |
|||
For k As long=20 To 0 Step -1 |
|||
lineto(cx,cy,this.x,this.y,50,k,Rgb(50+10*k,5*k,0),frame) |
|||
lineto(cx,cy,this.x+this.wide,this.y+this.high,50,k,Rgb(50+10*k,5*k,0),frame) |
|||
lineto(cx,cy,this.x,this.y+this.high,50,k,Rgb(50+10*k,5*k,0),frame) |
|||
lineto(cx,cy,this.x+this.wide,this.y,50,k,Rgb(50+10*k,5*k,0),frame) |
|||
Next k |
|||
Else |
|||
For k As long=20 To 0 Step -1 |
|||
thickcircle(cx,cy,40,k,Rgb(50+10*k,5*k,0),frame) |
|||
Next k |
|||
End If |
|||
End Sub |
|||
Sub get_computer_events(b() As box) |
|||
#define other(n) b(n).caption<>"0" And b(n).caption<>"C" |
|||
#define another(n) b(n).caption="0" |
|||
#define rr(f,l) (Rnd*((l)-(f))+(f)) |
|||
Dim As long flag,i,k,Cwin,Pwin,NoWin |
|||
Static As long firstclick |
|||
var chance="001100" |
|||
dim as long ch |
|||
'horiz player finish |
|||
For x As long=1 To 3 |
|||
If b(1+k).caption="0" And b(2+k).caption="0" And another((3+k)) Then b(3+k).Caption="0":Pwin=1:Goto fin |
|||
If b(2+k).caption="0" And b(3+k).caption="0" And another((1+k))Then b(1+k).Caption="0":Pwin=1=1:Goto fin |
|||
If b(1+k).caption="0" And b(3+k).caption="0" And another((2+k))Then b(2+k).Caption="0":Pwin=1:Goto fin |
|||
k=k+3 |
|||
Next x |
|||
k=0 |
|||
'vert player finish |
|||
For x As long=1 To 3 |
|||
If b(1+k).caption="0" And b(4+k).caption="0" And another((7+k)) Then b(7+k).Caption="0":Pwin=1:Goto fin |
|||
If b(4+k).caption="0" And b(7+k).caption="0" And another((1+k))Then b(1+k).Caption="0":Pwin=1:Goto fin |
|||
If b(1+k).caption="0" And b(7+k).caption="0" And another((4+k))Then b(4+k).Caption="0":Pwin=1:Goto fin |
|||
k=k+1 |
|||
Next x |
|||
k=0 |
|||
'player finish main diag |
|||
If b(1+k).caption="0" And b(5+k).caption="0" And another((9+k)) Then b(9+k).Caption="0":Pwin=1:Goto fin |
|||
If b(1+k).caption="0" And b(9+k).caption="0" And another((5+k))Then b(5+k).Caption="0":Pwin=1:Goto fin |
|||
If b(5+k).caption="0" And b(9+k).caption="0" And another((1+k))Then b(1+k).Caption="0":Pwin=1:Goto fin |
|||
'player finish other diag |
|||
If b(7+k).caption="0" And b(5+k).caption="0" And another((3+k)) Then b(3+k).Caption="0":Pwin=1:Goto fin |
|||
If b(5+k).caption="0" And b(3+k).caption="0" And another((7+k))Then b(7+k).Caption="0":Pwin=1:Goto fin |
|||
If b(7+k).caption="0" And b(3+k).caption="0" And another((5+k))Then b(5+k).Caption="0":Pwin=1:Goto fin |
|||
'horiz computer finish |
|||
For x As long=1 To 3 |
|||
If b(1+k).caption="C" And b(2+k).caption="C" And other((3+k)) Then b(3+k).Caption="C":Cwin=1:Goto fin |
|||
If b(2+k).caption="C" And b(3+k).caption="C" And other((1+k))Then b(1+k).Caption="C":Cwin=1:Goto fin |
|||
If b(1+k).caption="C" And b(3+k).caption="C" And other((2+k))Then b(2+k).Caption="C":Cwin=1:Goto fin |
|||
k=k+3 |
|||
Next x |
|||
k=0 |
|||
'vert computer finish |
|||
For x As long=1 To 3 |
|||
If b(1+k).caption="C" And b(4+k).caption="C" And other((7+k)) Then b(7+k).Caption="C":Cwin=1:Goto fin |
|||
If b(4+k).caption="C" And b(7+k).caption="C" And other((1+k))Then b(1+k).Caption="C":Cwin=1:Goto fin |
|||
If b(1+k).caption="C" And b(7+k).caption="C" And other((4+k))Then b(4+k).Caption="C":Cwin=1:Goto fin |
|||
k=k+1 |
|||
Next x |
|||
k=0 |
|||
'computer finish main diag |
|||
If b(1+k).caption="C" And b(5+k).caption="C" And other((9+k)) Then b(9+k).Caption="C":Cwin=1:Goto fin |
|||
If b(1+k).caption="C" And b(9+k).caption="C" And other((5+k))Then b(5+k).Caption="C":Cwin=1:Goto fin |
|||
If b(5+k).caption="C" And b(9+k).caption="C" And other((1+k))Then b(1+k).Caption="C":Cwin=1:Goto fin |
|||
'computer finish other diag |
|||
If b(7+k).caption="C" And b(5+k).caption="C" And other((3+k)) Then b(3+k).Caption="C":Cwin=1:Goto fin |
|||
If b(5+k).caption="C" And b(3+k).caption="C" And other((7+k))Then b(7+k).Caption="C":Cwin=1:Goto fin |
|||
If b(7+k).caption="C" And b(3+k).caption="C" And other((5+k))Then b(5+k).Caption="C":Cwin=1:Goto fin |
|||
'block horizontals |
|||
For x As long=1 To 3 |
|||
If b(1+k).caption="0" And b(2+k).caption="0" And other((3+k)) Then b(3+k).Caption="C":flag=1:Goto fin |
|||
If b(2+k).caption="0" And b(3+k).caption="0" And other((1+k))Then b(1+k).Caption="C":flag=1:Goto fin |
|||
If b(1+k).caption="0" And b(3+k).caption="0" And other((2+k))Then b(2+k).Caption="C":flag=1:Goto fin |
|||
k=k+3 |
|||
Next x |
|||
k=0 |
|||
'block verticals |
|||
For x As long=1 To 3 |
|||
If b(1+k).caption="0" And b(4+k).caption="0" And other((7+k)) Then b(7+k).Caption="C":flag=1:Goto fin |
|||
If b(4+k).caption="0" And b(7+k).caption="0" And other((1+k))Then b(1+k).Caption="C":flag=1:Goto fin |
|||
If b(1+k).caption="0" And b(7+k).caption="0" And other((4+k))Then b(4+k).Caption="C":flag=1:Goto fin |
|||
k=k+1 |
|||
Next x |
|||
k=0 |
|||
'block main diag |
|||
If b(1+k).caption="0" And b(5+k).caption="0" And other((9+k)) Then b(9+k).Caption="C":flag=1:Goto fin |
|||
If b(1+k).caption="0" And b(9+k).caption="0" And other((5+k))Then b(5+k).Caption="C":flag=1:Goto fin |
|||
If b(5+k).caption="0" And b(9+k).caption="0" And other((1+k))Then b(1+k).Caption="C":flag=1:Goto fin |
|||
'block other diag |
|||
If b(7+k).caption="0" And b(5+k).caption="0" And other((3+k)) Then b(3+k).Caption="C":flag=1:Goto fin |
|||
If b(5+k).caption="0" And b(3+k).caption="0" And other((7+k))Then b(7+k).Caption="C":flag=1:Goto fin |
|||
If b(7+k).caption="0" And b(3+k).caption="0" And other((5+k))Then b(5+k).Caption="C":flag=1:Goto fin |
|||
If firstclick=0 Then |
|||
firstclick=1 |
|||
var st="1379" |
|||
dim as long i=rr(0,3) |
|||
If Valint(b(5).caption)=0 and b(5).caption <> "C" Then b(st[i]-48).caption="C":Goto fin |
|||
End If |
|||
ch=rr(0,5) |
|||
if chance[ch]-48=1 then |
|||
If Valint(b(5).caption)<>0 Then b(5).caption="C":Goto fin |
|||
end if |
|||
If all_clicked(b()) Then Nowin=1:Goto fin |
|||
If flag=0 Then |
|||
Randomize |
|||
Do |
|||
i=rr(1,9) |
|||
If Valint(b(i).caption) <> 0 Then b(i).caption="C":Exit Do |
|||
Loop |
|||
End If |
|||
fin: |
|||
If Cwin=1 Or Pwin=1 Or NoWin=1 Then |
|||
Dim As long mx,my,mb |
|||
dim as integer x,y |
|||
screencontrol 0,x,y |
|||
for z as single=0 to 8*atn(1) step .001 |
|||
dim as integer xx=x+100*cos(z) |
|||
dim as integer yy=y+100*sin(z) |
|||
screencontrol 100,xx,yy |
|||
next z |
|||
screencontrol 100,x,y |
|||
If Cwin=1 Then Message="You Loose" |
|||
If Pwin=1 Then Message="You WIN" |
|||
If Nowin=1 Then Message="DRAW" |
|||
cwin=0:k=0:pWin=0:Nowin=0:firstclick=0'i |
|||
Do |
|||
Getmouse mx,my,,mb |
|||
If inside(b(0),mx,my) And mb=1 Then finish |
|||
Var ic=incircle(500,55,20,mx,my) |
|||
If incircle(500,55,20,mx,my) And mb=1 Then Exit Do |
|||
refresh_screen(b(),ic) |
|||
Loop Until Inkey=chr(27) |
|||
For z As long=1 To Ubound(b) |
|||
b(z).caption=Str(b(z).index) |
|||
Next z |
|||
Imagedestroy frame |
|||
frame=Imagecreate(800,600) |
|||
make_frame_image(frame) |
|||
computer=0:player=0 |
|||
Exit Sub |
|||
End If |
|||
player=1:computer=0 |
|||
End Sub |
|||
Sub startup(b() As box) |
|||
message="In Play" |
|||
Dim As long mx,my,mb |
|||
Getmouse mx,my,,mb |
|||
For n As long=0 To Ubound(b) |
|||
If inside(b(n),mx,my) And mb=1 Then |
|||
If b(n).index=0 Then |
|||
finish |
|||
End If |
|||
End If |
|||
b(0).colour=Rgb(200,0,0) |
|||
Next n |
|||
Dim As long f1,f2 |
|||
If incircle(80,230,10,mx,my) Then |
|||
f1=1:f2=0 |
|||
If mb=1 Then computer=1:player=0 |
|||
End If |
|||
If incircle(670,230,10,mx,my) Then |
|||
f1=0:f2=1 |
|||
If mb=1 Then player=1:computer=0 |
|||
End If |
|||
refresh_screen(b(),f1,f2) |
|||
End Sub |
|||
Sub thickcircle(x As long,y As long,rad As long,th As Single,col As ulong,im As Any Pointer=0) |
|||
Circle(x,y),rad+th/2,col |
|||
Circle(x,y),rad-th/2,col |
|||
Paint(x,y+rad),col,col |
|||
End Sub |
|||
Sub thickline(x1 As long,_ |
|||
y1 As long,_ |
|||
x2 As long,_ |
|||
y2 As long,_ |
|||
thickness As Single,_ |
|||
colour As ulong,_ |
|||
im As Any Pointer=0) |
|||
Dim p As ulong=Rgb(255, 255, 255) |
|||
If thickness<2 Then |
|||
Line(x1,y1)-(x2,y2),colour |
|||
Else |
|||
Dim As Double s,h,c |
|||
h=Sqr((x2-x1)^2+(y2-y1)^2) |
|||
If h=0 Then h=1e-6 |
|||
s=(y1-y2)/h |
|||
c=(x2-x1)/h |
|||
For x As long=1 To 2 |
|||
Line im,(x1+s*thickness/2,y1+c*thickness/2)-(x2+s*thickness/2,y2+c*thickness/2),p |
|||
Line im,(x1-s*thickness/2,y1-c*thickness/2)-(x2-s*thickness/2,y2-c*thickness/2),p |
|||
Line im,(x1+s*thickness/2,y1+c*thickness/2)-(x1-s*thickness/2,y1-c*thickness/2),p |
|||
Line im,(x2+s*thickness/2,y2+c*thickness/2)-(x2-s*thickness/2,y2-c*thickness/2),p |
|||
Paint im,((x1+x2)/2, (y1+y2)/2), p, p |
|||
p=colour |
|||
Next x |
|||
End If |
|||
End Sub |
|||
Sub lineto(x1 As long,y1 As long,x2 As long,y2 As long,l As long,th As Single,col As ulong,im As Any Pointer=0) |
|||
Dim As long diffx=x2-x1,diffy=y2-y1,ln=Sqr(diffx*diffx+diffy*diffy) |
|||
Dim As Single nx=diffx/ln,ny=diffy/ln |
|||
thickline(x1,y1,(x1+l*nx),(y1+l*ny),th,col,im) |
|||
End Sub |
|||
Function inside(B As box,px As long,py As long) As long |
|||
Return (px>B.x)*(px<(B.x+B.wide))*(py>B.y)*(py<(B.y+B.high)) |
|||
End Function |
|||
Sub make_frame_image(im As ulong Pointer) |
|||
#macro map(a,b,x,d,c) |
|||
((d)-(c))*((x)-(a))/((b)-(a))+(c) |
|||
#endmacro |
|||
#macro logo(sx,sy,rad) |
|||
For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx,sy),rad+k,Rgb(15,118,155):Next |
|||
For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx+1.3*rad,sy+rad),rad+k,Rgb(230,193,78),2.,1.7:Next |
|||
For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx+2*1.3*rad,sy),rad+k,Rgb(21,3,0),3.25,3.05:Next |
|||
For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx+3*1.3*rad,sy+rad),rad+k,Rgb(26,143,76),2,1.8:Next |
|||
For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx+4*1.3*rad,sy),rad+k,Rgb(200,63,87),3.25,3.05:Next |
|||
#endmacro |
|||
For k As long=0 To 50 |
|||
Var r=map(0,50,k,233,193-20) |
|||
Var g=map(0,50,k,236,153-20) |
|||
Var b=map(0,50,k,216,19-19) |
|||
Line im,(0+k,20+k)-(800-k,600-k),Rgb(r,g,b),b |
|||
Next k |
|||
For k As long=0 To 20 |
|||
Var r=map(0,20,k,250,0) |
|||
Var g=map(0,20,k,250,0) |
|||
Var b=map(0,20,k,250,255) |
|||
Line im,(0,k)-(780,k),Rgb(r,g,b)',bf |
|||
Next k |
|||
logo(60,8,5) |
|||
logo(380,8,5) |
|||
logo(720,8,5) |
|||
End Sub |
|||
Sub setup_grid(boxes() As box,cellsacross As long,cellsdown As long,xp As long,yp As long,w As long,h As long) |
|||
Dim As long index |
|||
For y As long=yp To yp+h*(cellsdown-1) Step h |
|||
For x As long=xp To xp+w*(cellsacross-1) Step w |
|||
index=index+1 |
|||
boxes(index)=Type<box>(x,y,w,h,index,Rgb(133,136,116),Str(index)) |
|||
Next x |
|||
Next y |
|||
boxes(0)=Type<box>(780,-2,20,24,0,Rgb(200,0,0),"X") |
|||
End Sub |
|||
Function all_clicked(b() As box) As long |
|||
Dim As long sum |
|||
For z As long=1 To Ubound(b) |
|||
sum=sum+Valint(b(z).caption) |
|||
Next z |
|||
If sum<=0 Then Return -1 |
|||
End Function |
|||
Sub OnCLICK(a() As box,b As box) |
|||
If b.caption="0" Then Exit Sub |
|||
If b.caption="C" Then Exit Sub |
|||
If b.caption <> "C" Then b.caption="0" |
|||
If b.index=0 Then finish |
|||
player=0:computer=1 |
|||
End Sub |
|||
Sub refresh_screen(b() As box,f1 As long=0,f2 As long=0) |
|||
Screenlock:Cls |
|||
For n As long=0 To Ubound(b) |
|||
b(n).show 'draw boxes |
|||
If b(n).caption="0" Then b(n).NewCaption("X") |
|||
If b(n).caption="C" Then b(n).NewCaption("O") |
|||
Next n |
|||
Put(0,0),frame,trans |
|||
Draw String (390,50),message,Rgb(0,0,0) |
|||
If message <>"In Play" Then |
|||
Circle(500,55),20,Rgb(255,20,255),,,,f |
|||
If f1=-1 Then Circle(500,55),20,Rgb(202,200,200),,,,f |
|||
Draw String(480,50),"Click",Rgb(0,0,0) |
|||
End If |
|||
If computer=0 And player=0 Then |
|||
Draw String (60,200),msg1,Rgb(0,0,0) |
|||
Circle(80,230),10,Rgb(0,0,0) |
|||
Circle(80,230),5,Rgb(100,100,100),,,,f |
|||
If f1=1 Then Circle(80,230),10,Rgb(200,0,0),,,,f |
|||
Draw String (650,200),msg2,Rgb(0,0,0) |
|||
Circle(670,230),10,Rgb(0,0,0) |
|||
Circle(670,230),5,Rgb(100,100,100),,,,f |
|||
If f2=1 Then Circle(670,230),10,Rgb(200,0,0),,,,f |
|||
End If |
|||
Screenunlock:Sleep 1,1 |
|||
End Sub |
|||
Function Get_Mouse_Events(boxes() As box) As long |
|||
Static released As long |
|||
Static pressed As long |
|||
Dim As long mousex,mousey,mousebutton ,x,y |
|||
Getmouse mousex,mousey,,mousebutton |
|||
Dim As box bar=Type<box>(0,0,780,50,0,0,"") |
|||
refresh_screen(boxes()) |
|||
For n As long=0 To Ubound(boxes) |
|||
If inside(boxes(n),mousex,mousey) Then |
|||
If released Then |
|||
boxes(n).colour=Rgb(120,123,103) |
|||
If n=0 Then boxes(0).colour=Rgb(255,0,0) |
|||
End If |
|||
If mousebutton=1 Then |
|||
If released Then OnCLICK(boxes(),boxes(n)) |
|||
Exit For |
|||
End If |
|||
Else |
|||
boxes(n).colour=Rgb(133,136,116) |
|||
If n=0 Then boxes(0).colour=Rgb(200,0,0) |
|||
End If |
|||
Next n |
|||
If mousebutton=0 Then released=1 Else released=0 'clean clicks |
|||
Return 0 |
|||
End Function |
|||
Sub finish |
|||
Screenunlock |
|||
Imagedestroy frame |
|||
End |
|||
End Sub |
|||
</syntaxhighlight> |
|||
====text mode==== |
|||
<syntaxhighlight lang="freebasic"> |
|||
Screenres 320,240,32 |
|||
'global variables globales |
|||
Dim Shared As Integer b(3,3) 'tablero |
|||
Dim Shared As Integer mx, my, btns, ox, oy |
|||
'prueba para ganar posición |
|||
'3 victorias horizontales |
|||
Function TestWin(t As Integer) As Integer |
|||
Dim As Integer win = 0 |
|||
If b(0,0)= t And b(1,0)= t And b(2,0)= t Then win = t |
|||
If b(0,1)= t And b(1,1)= t And b(2,1)= t Then win = t |
|||
If b(0,2)= t And b(1,2)= t And b(2,2)= t Then win = t |
|||
'3 en vertical gana |
|||
If b(0,0)= t And b(0,1)= t And b(0,2)= t Then win = t |
|||
If b(1,0)= t And b(1,1)= t And b(1,2)= t Then win = t |
|||
If b(2,0)= t And b(2,1)= t And b(2,2)= t Then win = t |
|||
'cruzada gana |
|||
If b(0,0)= t And b(1,1)= t And b(2,2)= t Then win = t |
|||
If b(2,0)= t And b(1,1)= t And b(0,2)= t Then win = t |
|||
Return win |
|||
End Function |
|||
Sub InicializarTablero() |
|||
For j As Integer = 0 To 2 |
|||
For i As Integer = 0 To 2 |
|||
b(i,j)=0 |
|||
Next i |
|||
Next j |
|||
End Sub |
|||
Sub DibujaTablero() |
|||
Locate 1,1 : Print "+---+---+---+" |
|||
For j As Integer = 0 To 2 |
|||
Print "|"; |
|||
For i As Integer = 0 To 2 |
|||
If b(i,j) = 0 Then Print " |"; |
|||
If b(i,j) = 1 Then Print " x |"; |
|||
If b(i,j) = 2 Then Print " o |"; |
|||
Next i |
|||
Print !"\n+---+---+---+" |
|||
Next j |
|||
End Sub |
|||
Function MovimientoHumano() As Integer |
|||
DibujaTablero() |
|||
Print !"\n HAZ CLICK CON EL MOUSE" |
|||
Print "EN LA CASILLA QUE ELIJAS" |
|||
Dim As Integer opcion = -1 |
|||
While opcion = -1 |
|||
Getmouse mx,my,,btns |
|||
While btns <> 1 'esperar a pulsar botón |
|||
Getmouse mx,my,,btns |
|||
Wend |
|||
mx = (mx-4)\32 |
|||
my = (my-4)\16 |
|||
If mx >= 0 And mx < 3 And my >= 0 And my < 3 Then |
|||
If b(mx,my) = 0 Then opcion = mx+my*3 'Casilla vacía? |
|||
End If |
|||
While btns=1 |
|||
Getmouse mx,my,,btns |
|||
Wend |
|||
Wend |
|||
Return opcion |
|||
End Function |
|||
Function MovimientoAleatorio() As Integer |
|||
Dim As Integer opcion, i, j |
|||
opcion = Int(Rnd(1)*9) |
|||
j = Int(opcion/3) |
|||
i = opcion - Int(opcion/3)*3 |
|||
While b(i,j) <> 0 Or (opcion > 8 Or opcion < 0) |
|||
opcion = Int(Rnd(1)*9) |
|||
j = Int(opcion/3) |
|||
i = opcion - Int(opcion/3)*3 |
|||
Wend |
|||
Return j*3+i |
|||
End Function |
|||
Function MovimientoInteligente(t As Integer) As Integer |
|||
Dim As Integer i, j, opcion, t2 |
|||
opcion = -1 'opcion aún no seleccionada |
|||
'obtener la ficha t2 de los oponentes |
|||
If t = 1 Then t2 = 2 Else t2 = 1 |
|||
'prueba para la casilla central |
|||
If b(1,1) = 0 Then opcion = 4 |
|||
'prueba para ganar |
|||
If opcion = -1 Then |
|||
If b(0,0)= 0 And b(1,0)= t And b(2,0)= t Then opcion = 0 |
|||
If b(0,0)= t And b(1,0)= 0 And b(2,0)= t Then opcion = 1 |
|||
If b(0,0)= t And b(1,0)= t And b(2,0)= 0 Then opcion = 2 |
|||
If b(0,1)= 0 And b(1,1)= t And b(2,1)= t Then opcion = 3 |
|||
If b(0,1)= t And b(1,1)= 0 And b(2,1)= t Then opcion = 4 |
|||
If b(0,1)= t And b(1,1)= t And b(2,1)= 0 Then opcion = 5 |
|||
If b(0,2)= 0 And b(1,2)= t And b(2,2)= t Then opcion = 6 |
|||
If b(0,2)= t And b(1,2)= 0 And b(2,2)= t Then opcion = 7 |
|||
If b(0,2)= t And b(1,2)= t And b(2,2)= 0 Then opcion = 8 |
|||
'3 bloques verticales |
|||
If b(0,0)= 0 And b(0,1)= t And b(0,2)= t Then opcion = 0 |
|||
If b(0,0)= t And b(0,1)= 0 And b(0,2)= t Then opcion = 3 |
|||
If b(0,0)= t And b(0,1)= t And b(0,2)= 0 Then opcion = 6 |
|||
If b(1,0)= 0 And b(1,1)= t And b(1,2)= t Then opcion = 1 |
|||
If b(1,0)= t And b(1,1)= 0 And b(1,2)= t Then opcion = 4 |
|||
If b(1,0)= t And b(1,1)= t And b(1,2)= 0 Then opcion = 7 |
|||
If b(2,0)= 0 And b(2,1)= t And b(2,2)= t Then opcion = 2 |
|||
If b(2,0)= t And b(2,1)= 0 And b(2,2)= t Then opcion = 5 |
|||
If b(2,0)= t And b(2,1)= t And b(2,2)= 0 Then opcion = 8 |
|||
'bloques cruzados |
|||
If b(0,0)= 0 And b(1,1)= t And b(2,2)= t Then opcion = 0 |
|||
If b(0,0)= t And b(1,1)= 0 And b(2,2)= t Then opcion = 4 |
|||
If b(0,0)= t And b(1,1)= t And b(2,2)= 0 Then opcion = 8 |
|||
If b(2,0)= 0 And b(1,1)= t And b(0,2)= t Then opcion = 2 |
|||
If b(2,0)= t And b(1,1)= 0 And b(0,2)= t Then opcion = 4 |
|||
If b(2,0)= t And b(1,1)= t And b(0,2)= 0 Then opcion = 6 |
|||
End If |
|||
'prueba para bloques |
|||
If opcion = -1 Then |
|||
If b(0,0)= 0 And b(1,0)= t2 And b(2,0)= t2 Then opcion = 0 |
|||
If b(0,0)= t2 And b(1,0)= 0 And b(2,0)= t2 Then opcion = 1 |
|||
If b(0,0)= t2 And b(1,0)= t2 And b(2,0)= 0 Then opcion = 2 |
|||
If b(0,1)= 0 And b(1,1)= t2 And b(2,1)= t2 Then opcion = 3 |
|||
If b(0,1)= t2 And b(1,1)= 0 And b(2,1)= t2 Then opcion = 4 |
|||
If b(0,1)= t2 And b(1,1)= t2 And b(2,1)= 0 Then opcion = 5 |
|||
If b(0,2)= 0 And b(1,2)= t2 And b(2,2)= t2 Then opcion = 6 |
|||
If b(0,2)= t2 And b(1,2)= 0 And b(2,2)= t2 Then opcion = 7 |
|||
If b(0,2)= t2 And b(1,2)= t2 And b(2,2)= 0 Then opcion = 8 |
|||
'3 bloques verticales |
|||
If b(0,0)= 0 And b(0,1)= t2 And b(0,2)= t2 Then opcion = 0 |
|||
If b(0,0)= t2 And b(0,1)= 0 And b(0,2)= t2 Then opcion = 3 |
|||
If b(0,0)= t2 And b(0,1)= t2 And b(0,2)= 0 Then opcion = 6 |
|||
If b(1,0)= 0 And b(1,1)= t2 And b(1,2)= t2 Then opcion = 1 |
|||
If b(1,0)= t2 And b(1,1)= 0 And b(1,2)= t2 Then opcion = 4 |
|||
If b(1,0)= t2 And b(1,1)= t2 And b(1,2)= 0 Then opcion = 7 |
|||
If b(2,0)= 0 And b(2,1)= t2 And b(2,2)= t2 Then opcion = 2 |
|||
If b(2,0)= t2 And b(2,1)= 0 And b(2,2)= t2 Then opcion = 5 |
|||
If b(2,0)= t2 And b(2,1)= t2 And b(2,2)= 0 Then opcion = 8 |
|||
'bloques cruzados |
|||
If b(0,0)= 0 And b(1,1)= t2 And b(2,2)= t2 Then opcion = 0 |
|||
If b(0,0)= t2 And b(1,1)= 0 And b(2,2)= t2 Then opcion = 4 |
|||
If b(0,0)= t2 And b(1,1)= t2 And b(2,2)= 0 Then opcion = 8 |
|||
If b(2,0)= 0 And b(1,1)= t2 And b(0,2)= t2 Then opcion = 2 |
|||
If b(2,0)= t2 And b(1,1)= 0 And b(0,2)= t2 Then opcion = 4 |
|||
If b(2,0)= t2 And b(1,1)= t2 And b(0,2)= 0 Then opcion = 6 |
|||
End If |
|||
If opcion = -1 Then |
|||
If b(0,0) = 0 Then opcion = 0 |
|||
If b(2,0) = 0 Then opcion = 2 |
|||
If b(0,2) = 0 Then opcion = 6 |
|||
If b(2,2) = 0 Then opcion = 8 |
|||
End If |
|||
'no hay opción de hacer una elección al azar |
|||
If opcion = -1 Then |
|||
opcion = Int(Rnd(1)*9) |
|||
j = Int(opcion/3) |
|||
i = opcion - Int(opcion/3)*3 |
|||
'encontrar una casilla vacía |
|||
While b(i,j) <> 0 |
|||
opcion = Int(Rnd(1)*9) |
|||
j = Int(opcion/3) |
|||
i = opcion - Int(opcion/3)*3 |
|||
Wend |
|||
End If |
|||
Return opcion |
|||
End Function |
|||
InicializarTablero() |
|||
DibujaTablero() |
|||
Dim As Integer resultado |
|||
Dim As Integer jugador = 1 |
|||
Dim As Integer ContarMovimientos = 0 |
|||
Dim As Integer ContarPartidas = 0 |
|||
Dim As Integer movimiento = 0 |
|||
Dim As Integer i, j |
|||
Do |
|||
'alternar jugadores |
|||
If jugador = 1 Then jugador = 2 Else jugador = 1 |
|||
'selecciona tipo de movimiento para cada jugador |
|||
If jugador = 1 Then |
|||
movimiento = MovimientoHumano() |
|||
Else |
|||
movimiento = MovimientoInteligente(2) |
|||
End If |
|||
'print "movimiento ="; movimiento |
|||
'print "jugador ="; jugador |
|||
'convertir la elección a las coordenadas del tablero i,j |
|||
j = Int(movimiento/3) |
|||
i = movimiento - (j*3) |
|||
b(i,j) = jugador 'ingrese la ficha de jugador 1 o 2 |
|||
resultado = TestWin(jugador) 'comprobar si el jugador ha ganado |
|||
DibujaTablero() |
|||
ContarMovimientos += 1 |
|||
'======================================================= |
|||
'Comprobar final de partida y/o un resultado de victoria |
|||
'======================================================= |
|||
If ContarMovimientos = 9 Or resultado <> 0 Then |
|||
DibujaTablero() |
|||
If resultado = 0 Then Print !"\n EMPATE " |
|||
If resultado = 1 Then Print !"\n x GANA " |
|||
If resultado = 2 Then Print !"\n o GANA " |
|||
Print Space(28) |
|||
Print "PULSA BARRA ESPACIADORA PARA" |
|||
Print "OTRA PARTIDA, ESC PARA SALIR" |
|||
Sleep |
|||
Cls |
|||
InicializarTablero() 'reiniciar tablero |
|||
ContarMovimientos = 0 |
|||
ContarPartidas += 1 |
|||
End If |
|||
Loop Until Multikey(&H01) |
|||
End |
|||
</syntaxhighlight> |
|||
==={{header|Microsoft Small Basic}}=== |
|||
This game has a simple AI. |
This game has a simple AI. |
||
< |
<syntaxhighlight lang="smallbasic">place1 = 1 |
||
place2 = 2 |
place2 = 2 |
||
place3 = 3 |
place3 = 3 |
||
Line 964: | Line 2,186: | ||
Else |
Else |
||
Goto reset |
Goto reset |
||
EndIf</ |
EndIf</syntaxhighlight> |
||
=== |
==={{header|QuickBASIC}}=== |
||
{{works with|QuickBasic|4.5}} |
|||
<lang zxbasic> |
|||
<syntaxhighlight lang="qbasic"> |
|||
</lang> |
|||
' Tic-tac-toe |
|||
DECLARE FUNCTION Win% (Piece AS STRING) |
|||
DECLARE FUNCTION SpacesFilled% () |
|||
DECLARE SUB ClearBoard () |
|||
DECLARE SUB DisplayNumberedBoard () |
|||
DECLARE SUB DisplayPiecedBoard () |
|||
DECLARE FUNCTION Evaluate% (Me AS STRING, Him AS STRING) |
|||
DIM SHARED Board(8) AS STRING * 1, BestMove AS INTEGER |
|||
DIM SHARED WinPos(7, 2) AS INTEGER |
|||
DIM SHARED MyPiece AS STRING, HisPiece AS STRING |
|||
FOR I = 0 TO 7 |
|||
FOR J = 0 TO 2 |
|||
READ WinPos(I, J) |
|||
NEXT J |
|||
NEXT I |
|||
' Winning positions |
|||
DATA 0, 1, 2, 3, 4, 5, 6, 7, 8, 0, 3, 6, 1, 4, 7, 2, 5, 8, 0, 4, 8, 2, 4, 6 |
|||
MyWinsCnt = 0: HisWinsCnt = 0: DrawsCnt = 0 |
|||
CompFirst = -1 ' It be reversed, so human goes first |
|||
CLS |
|||
PRINT |
|||
PRINT " TIC-TAC-TOE" |
|||
PRINT |
|||
PRINT "In this version, X always goes first." |
|||
PRINT "The board is numbered:" |
|||
DO |
|||
CompFirst = NOT CompFirst ' reverse who goes first |
|||
MovesCnt = 0 |
|||
PRINT |
|||
DisplayNumberedBoard |
|||
PRINT |
|||
IF CompFirst THEN PRINT "I go first." ELSE PRINT "You go first. "; |
|||
ClearBoard |
|||
IF CompFirst THEN MyPiece = "X": HisPiece = "O" ELSE MyPiece = "O": HisPiece = "X" |
|||
' -1: human; 1: computer; 0: nobody |
|||
IF CompFirst THEN Mover = 1 ELSE Mover = -1 |
|||
WHILE Mover <> 0 |
|||
SELECT CASE Mover |
|||
CASE 1 |
|||
IF MovesCnt = 0 THEN |
|||
BestMove = INT(RND * 9) |
|||
ELSEIF MovesCnt = 1 THEN |
|||
IF Board(4) <> " " THEN BestMove = INT(RND * 2) * 6 + INT(RND * 2) * 2 ELSE BestMove = 4 |
|||
ELSE |
|||
T = Evaluate(MyPiece, HisPiece) |
|||
END IF |
|||
Board(BestMove) = MyPiece |
|||
MovesCnt = MovesCnt + 1 |
|||
PRINT |
|||
CALL DisplayPiecedBoard |
|||
PRINT |
|||
IF Win(MyPiece) THEN |
|||
MyWinsCnt = MyWinsCnt + 1 |
|||
PRINT "I win!" |
|||
Mover = 0 |
|||
ELSEIF SpacesFilled THEN |
|||
DrawsCnt = DrawsCnt + 1 |
|||
PRINT "It's a draw. Thank you." |
|||
Mover = 0 |
|||
ELSE |
|||
Mover = -1 |
|||
END IF |
|||
CASE -1 |
|||
DO |
|||
INPUT "Where do you move? ", I |
|||
IF I < 1 OR I > 9 THEN |
|||
PRINT "Illegal! "; |
|||
ELSEIF Board(I - 1) <> " " THEN |
|||
PRINT "Place already occupied. "; |
|||
ELSE |
|||
EXIT DO |
|||
END IF |
|||
LOOP |
|||
Board(I - 1) = HisPiece |
|||
MovesCnt = MovesCnt + 1 |
|||
PRINT |
|||
CALL DisplayPiecedBoard |
|||
PRINT |
|||
IF Win(HisPiece) THEN |
|||
HisWinsCnt = HisWinsCnt + 1 |
|||
PRINT "You beat me! Good game." |
|||
Mover = 0 |
|||
ELSEIF SpacesFilled THEN |
|||
DrawsCnt = DrawsCnt + 1 |
|||
PRINT "It's a draw. Thank you." |
|||
Mover = 0 |
|||
ELSE |
|||
Mover = 1 |
|||
END IF |
|||
END SELECT |
|||
WEND |
|||
PRINT |
|||
INPUT "Another game (y/n)? ", Answ$ |
|||
LOOP UNTIL UCASE$(Answ$) <> "Y" |
|||
PRINT |
|||
PRINT "Final score:" |
|||
PRINT "You won", HisWinsCnt; "game"; |
|||
IF HisWinsCnt <> 1 THEN PRINT "s"; |
|||
PRINT "." |
|||
PRINT "I won", MyWinsCnt; "game"; |
|||
IF MyWinsCnt <> 1 THEN PRINT "s"; |
|||
PRINT "." |
|||
PRINT "We tied", DrawsCnt; "game"; |
|||
IF DrawsCnt <> 1 THEN PRINT "s"; |
|||
PRINT "." |
|||
PRINT "See you later!" |
|||
END |
|||
SUB ClearBoard |
|||
FOR I = 0 TO 8: Board(I) = " ": NEXT I |
|||
END SUB |
|||
SUB DisplayNumberedBoard |
|||
FOR I = 0 TO 8 STEP 3 |
|||
PRINT I + 1; "|"; I + 2; "|"; I + 3 |
|||
IF I <> 6 THEN PRINT "---+---+---" |
|||
NEXT I |
|||
END SUB |
|||
SUB DisplayPiecedBoard |
|||
FOR I = 0 TO 8 STEP 3 |
|||
PRINT " "; Board(I); " | "; Board(I + 1); " | "; Board(I + 2) |
|||
IF I <> 6 THEN PRINT "---+---+---" |
|||
NEXT I |
|||
END SUB |
|||
FUNCTION Evaluate% (Me AS STRING, Him AS STRING) |
|||
' Recursive algorithm |
|||
IF Win(Me) THEN Evaluate = 1: EXIT FUNCTION |
|||
IF Win(Him) THEN Evaluate = -1: EXIT FUNCTION |
|||
IF SpacesFilled THEN Evaluate = 0: EXIT FUNCTION |
|||
LoseFlag = 1 |
|||
FOR I = 0 TO 8 |
|||
IF Board(I) = " " THEN |
|||
Board(I) = Me ' Try the move. |
|||
V = Evaluate(Him, Me) |
|||
Board(I) = " " ' Restore the empty space. |
|||
IF V = -1 THEN BestMove = I: Evaluate = 1: EXIT FUNCTION |
|||
IF V = 0 THEN LoseFlag = 0: SafeMove = I |
|||
END IF |
|||
NEXT |
|||
BestMove = SafeMove |
|||
Evaluate = -LoseFlag |
|||
END FUNCTION |
|||
FUNCTION SpacesFilled% |
|||
FOR I = 0 TO 8 |
|||
IF Board(I) = " " THEN SpacesFilled = 0: EXIT FUNCTION |
|||
NEXT I |
|||
SpacesFilled = -1 |
|||
END FUNCTION |
|||
FUNCTION Win% (Piece AS STRING) |
|||
FOR I = 0 TO 7 |
|||
IF Board(WinPos(I, 0)) = Piece AND Board(WinPos(I, 1)) = Piece AND Board(WinPos(I, 2)) = Piece THEN Win = -1: EXIT FUNCTION |
|||
NEXT I |
|||
Win = 0 |
|||
END FUNCTION |
|||
</syntaxhighlight> |
|||
==={{header|RapidQ}}=== |
|||
{{trans|QuickBASIC}} |
|||
<syntaxhighlight lang="basic"> |
|||
' Tic-tac-toe |
|||
' Console application |
|||
DECLARE FUNCTION Win (Piece AS STRING) AS INTEGER |
|||
DECLARE FUNCTION SpacesFilled () AS INTEGER |
|||
DECLARE SUB ClearBoard () |
|||
DECLARE SUB DisplayNumberedBoard () |
|||
DECLARE SUB DisplayPiecedBoard () |
|||
DECLARE FUNCTION Evaluate (Me AS STRING, Him AS STRING) AS INTEGER |
|||
DIM Board(8) AS STRING * 1, BestMove AS INTEGER |
|||
DIM WinPos(7, 2) AS INTEGER |
|||
DIM MyPiece AS STRING, HisPiece AS STRING |
|||
FOR I = 0 TO 7 |
|||
FOR J = 0 TO 2 |
|||
READ WinPos(I, J) |
|||
NEXT J |
|||
NEXT I |
|||
' Winning positions |
|||
DATA 0, 1, 2, 3, 4, 5, 6, 7, 8, 0, 3, 6, 1, 4, 7, 2, 5, 8, 0, 4, 8, 2, 4, 6 |
|||
MyWinsCnt = 0: HisWinsCnt = 0: DrawsCnt = 0 |
|||
CompFirst = -1 ' It be reversed, so human goes first |
|||
CLS |
|||
PRINT |
|||
PRINT " TIC-TAC-TOE" |
|||
PRINT |
|||
PRINT "In this version, X always goes first." |
|||
PRINT "The board is numbered:" |
|||
DO |
|||
CompFirst = NOT CompFirst ' reverse who goes first |
|||
MovesCnt = 0 |
|||
PRINT |
|||
DisplayNumberedBoard |
|||
PRINT |
|||
PRINT IIF(CompFirst, "I go first.", "You go first.") |
|||
ClearBoard |
|||
IF CompFirst THEN MyPiece = "X": HisPiece = "O" ELSE MyPiece = "O": HisPiece = "X" |
|||
' -1: human; 1: computer; 0: nobody |
|||
Mover = IIF(CompFirst, 1, -1) |
|||
WHILE Mover <> 0 |
|||
SELECT CASE Mover |
|||
CASE 1 |
|||
IF MovesCnt = 0 THEN |
|||
BestMove = INT(RND * 9) |
|||
ELSEIF MovesCnt = 1 THEN |
|||
BestMove = IIF(Board(4) <> " ", INT(RND * 2) * 6 + INT(RND * 2) * 2, 4) |
|||
ELSE |
|||
T = Evaluate(MyPiece, HisPiece) |
|||
END IF |
|||
Board(BestMove) = MyPiece |
|||
INC(MovesCnt) |
|||
PRINT |
|||
CALL DisplayPiecedBoard |
|||
PRINT |
|||
IF Win(MyPiece) THEN |
|||
INC(MyWinsCnt) |
|||
PRINT "I win!" |
|||
Mover = 0 |
|||
ELSEIF SpacesFilled THEN |
|||
INC(DrawsCnt) |
|||
PRINT "It's a draw. Thank you." |
|||
Mover = 0 |
|||
ELSE |
|||
Mover = -1 |
|||
END IF |
|||
CASE -1 |
|||
DO |
|||
INPUT "Where do you move? ",I |
|||
IF I < 1 OR I > 9 THEN |
|||
PRINT "Illegal! "; |
|||
ELSEIF Board(I - 1) <> " " THEN |
|||
PRINT "Place already occupied. "; |
|||
ELSE |
|||
EXIT DO |
|||
END IF |
|||
LOOP |
|||
Board(I - 1) = HisPiece |
|||
INC(MovesCnt) |
|||
PRINT |
|||
CALL DisplayPiecedBoard |
|||
PRINT |
|||
IF Win(HisPiece) THEN |
|||
INC(HisWinsCnt) |
|||
PRINT "You beat me! Good game." |
|||
Mover = 0 |
|||
ELSEIF SpacesFilled THEN |
|||
INC(DrawsCnt) |
|||
PRINT "It's a draw. Thank you." |
|||
Mover = 0 |
|||
ELSE |
|||
Mover = 1 |
|||
END IF |
|||
END SELECT |
|||
WEND |
|||
PRINT |
|||
INPUT "Another game (y/n)? ", Answ$ |
|||
LOOP UNTIL UCASE$(Answ$) <> "Y" |
|||
PRINT |
|||
PRINT "Final score:" |
|||
PRINT "You won "; HisWinsCnt; " game"; IIF(HisWinsCnt <> 1, "s.", ".") |
|||
PRINT "I won "; MyWinsCnt; " game"; IIF(MyWinsCnt <> 1, "s.", ".") |
|||
PRINT "We tied "; DrawsCnt; " game"; IIF(DrawsCnt <> 1, "s.", ".") |
|||
PRINT "See you later!" |
|||
END |
|||
SUB ClearBoard |
|||
FOR I = 0 TO 8: Board(I) = " ": NEXT I |
|||
END SUB |
|||
SUB DisplayNumberedBoard |
|||
FOR I = 0 TO 8 STEP 3 |
|||
PRINT " "; I + 1; " | "; I + 2; " | "; I + 3 |
|||
IF I <> 6 THEN PRINT "---+---+---" |
|||
NEXT I |
|||
END SUB |
|||
SUB DisplayPiecedBoard |
|||
FOR I = 0 TO 8 STEP 3 |
|||
PRINT " "; Board(I); " | "; Board(I + 1); " | "; Board(I + 2) |
|||
IF I <> 6 THEN PRINT "---+---+---" |
|||
NEXT I |
|||
END SUB |
|||
FUNCTION Evaluate (Me AS STRING, Him AS STRING) |
|||
' Recursive algorithm |
|||
DIM I AS INTEGER, SafeMove AS INTEGER, V AS INTEGER, LoseFlag AS INTEGER |
|||
IF Win(Me) THEN Evaluate = 1: EXIT FUNCTION |
|||
IF Win(Him) THEN Evaluate = -1: EXIT FUNCTION |
|||
IF SpacesFilled THEN Evaluate = 0: EXIT FUNCTION |
|||
LoseFlag = 1 |
|||
I = 0 |
|||
WHILE I <= 8 |
|||
IF Board(I) = " " THEN |
|||
Board(I) = Me ' Try the move. |
|||
V = Evaluate(Him, Me) |
|||
Board(I) = " " ' Restore the empty space. |
|||
IF V = -1 THEN BestMove = I: Evaluate = 1: EXIT FUNCTION |
|||
IF V = 0 THEN LoseFlag = 0: SafeMove = I |
|||
END IF |
|||
INC(I) |
|||
WEND |
|||
BestMove = SafeMove |
|||
Evaluate = -LoseFlag |
|||
END FUNCTION |
|||
FUNCTION SpacesFilled |
|||
FOR I = 0 TO 8 |
|||
IF Board(I) = " " THEN SpacesFilled = 0: EXIT FUNCTION |
|||
NEXT I |
|||
SpacesFilled = -1 |
|||
END FUNCTION |
|||
FUNCTION Win (Piece AS STRING) |
|||
FOR I = 0 TO 7 |
|||
IF Board(WinPos(I, 0)) = Piece AND Board(WinPos(I, 1)) = Piece AND Board(WinPos(I, 2)) = Piece THEN Win = -1: EXIT FUNCTION |
|||
NEXT I |
|||
Win = 0 |
|||
END FUNCTION |
|||
</syntaxhighlight> |
|||
==={{header|Run BASIC}}=== |
|||
<syntaxhighlight 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$(b1) = "O" |
|||
exit for |
|||
end if |
|||
next i |
|||
[shoTic] |
|||
cls |
|||
' ---------------------------------------- |
|||
' show tic tac toe screen |
|||
' ---------------------------------------- |
|||
html "<table border=1 width=300px height=225px><TR>" |
|||
for i = 1 to 9 |
|||
html "<td align=center width=33%><h1>" |
|||
if box$(i) <> "" then |
|||
html box$(i) |
|||
else |
|||
button #box, " ";box$(i);" ", [doTic] |
|||
#box setkey(str$(i)) |
|||
end if |
|||
if i mod 3 = 0 then html "</tr><tr>" |
|||
next i |
|||
html "</table>" |
|||
gosub [checkWin] |
|||
wait |
|||
[doTic] |
|||
box$(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</syntaxhighlight> |
|||
==={{Header|Tiny BASIC}}=== |
|||
<syntaxhighlight lang="basic"> REM Tic-tac-toe for Tiny BASIC |
|||
REM |
|||
REM Released as public domain by Damian Gareth Walker, 2019 |
|||
REM Created: 21-Sep-2019 |
|||
REM --- Variables |
|||
REM A - first square in line examined |
|||
REM B - second square in line examined |
|||
REM C - third square in line examined |
|||
REM D - player whose pieces to count |
|||
REM E - number of DREM s pieces on a line |
|||
REM F - first square of line to examine |
|||
REM G - game winner |
|||
REM H - which side the human takes |
|||
REM I - increment for line to examine |
|||
REM L - line to examine |
|||
REM M - where to move (various uses) |
|||
REM N - piece found in a square |
|||
REM P - player currently playing |
|||
REM Q - square to examine |
|||
REM R-Z - contents of the board |
|||
REM --- Main Program |
|||
GOSUB 40 |
|||
GOSUB 60 |
|||
GOSUB 80 |
|||
END |
|||
REM --- Subroutine to initialise the game |
|||
REM Outputs: H - Human play order |
|||
REM P - Whose turn it is |
|||
40 PRINT "Tic tac toe. Board positions are:" |
|||
PRINT " 1 2 3" |
|||
PRINT " 4 5 6" |
|||
PRINT " 7 8 9" |
|||
PRINT "Play first or second (1/2)?" |
|||
INPUT H |
|||
IF H<1 THEN GOTO 40 |
|||
IF H>2 THEN GOTO 40 |
|||
LET P=1 |
|||
RETURN |
|||
REM --- Subroutine to take turns |
|||
REM Inputs: H - who is the human |
|||
REM P - whose turn it is |
|||
REM Outputs: G - who won the game |
|||
60 IF P=H THEN GOSUB 100 |
|||
IF P<>H THEN GOSUB 120 |
|||
GOSUB 200 |
|||
IF G>0 THEN RETURN |
|||
LET P=3-P |
|||
IF R=0 THEN GOTO 60 |
|||
IF S=0 THEN GOTO 60 |
|||
IF T=0 THEN GOTO 60 |
|||
IF U=0 THEN GOTO 60 |
|||
IF V=0 THEN GOTO 60 |
|||
IF W=0 THEN GOTO 60 |
|||
IF X=0 THEN GOTO 60 |
|||
IF Y=0 THEN GOTO 60 |
|||
IF Z=0 THEN GOTO 60 |
|||
RETURN |
|||
REM --- Victory |
|||
REM Inputs: H - which side was the human |
|||
REM P - player who won |
|||
80 IF G=H THEN PRINT "You win!" |
|||
IF G<>0 THEN IF G<>H THEN PRINT "Computer wins" |
|||
IF G=0 THEN PRINT "A draw" |
|||
RETURN |
|||
REM --- Subroutine to allow the player to move |
|||
REM Inputs: P - player number |
|||
REM Outputs: M - where the player wishes to move |
|||
100 PRINT "Move? " |
|||
INPUT Q |
|||
IF Q<1 THEN GOTO 100 |
|||
IF Q>9 THEN GOTO 100 |
|||
GOSUB 220 |
|||
IF N<>0 THEN GOTO 100 |
|||
LET M=Q |
|||
GOSUB 240 |
|||
RETURN |
|||
REM --- Subroutine to make the computerREM s move |
|||
REM Inputs: P - player number |
|||
REM Outputs: M - the move chosen |
|||
120 LET M=0 |
|||
LET D=3-H |
|||
GOSUB 145 |
|||
IF M>0 THEN GOTO 135 |
|||
LET D=H |
|||
GOSUB 145 |
|||
IF M=0 THEN IF V=0 THEN LET M=5 |
|||
IF M=0 THEN IF R=0 THEN LET M=1 |
|||
IF M=0 THEN IF T=0 THEN LET M=3 |
|||
IF M=0 THEN IF X=0 THEN LET M=7 |
|||
IF M=0 THEN IF Z=0 THEN LET M=9 |
|||
IF M=0 THEN IF S=0 THEN LET M=2 |
|||
IF M=0 THEN IF U=0 THEN LET M=4 |
|||
IF M=0 THEN IF Y=0 THEN LET M=8 |
|||
IF M=0 THEN IF W=0 THEN LET M=6 |
|||
135 GOSUB 240 |
|||
PRINT "Computer move ",M |
|||
RETURN |
|||
REM --- Identify moves to win or avoid a loss |
|||
REM Inputs: D - player whose pieces weREM re counting |
|||
REM Changes: E - number of pieces on line being scanned |
|||
REM F - first square in winning line |
|||
REM I - increment of winning line |
|||
REM L - line being scanned (counter) |
|||
145 LET L=1 |
|||
146 GOSUB 170 |
|||
IF E<2 THEN GOTO 152 |
|||
IF A=0 THEN LET M=F |
|||
IF B=0 THEN LET M=F+I |
|||
IF C=0 THEN LET M=F+I+I |
|||
IF M>0 THEN RETURN |
|||
152 LET L=L+1 |
|||
IF L<9 THEN GOTO 146 |
|||
RETURN |
|||
REM --- Count a playerREM s pieces on a line |
|||
REM Inputs: D - player whose pieces weREM re counting |
|||
REM L - line number |
|||
REM Changes: F - first square on the line |
|||
REM I - increment of the line |
|||
REM Q - individual squares to examine |
|||
REM Outputs: A - contents of first square |
|||
REM B - contents of second square |
|||
REM C - contents of third square |
|||
REM E - number of the playerREM s pieces |
|||
170 IF L>3 THEN GOTO 174 |
|||
LET F=3*L-2 |
|||
LET I=1 |
|||
GOTO 180 |
|||
174 IF L>6 THEN GOTO 178 |
|||
LET F=L-3 |
|||
LET I=3 |
|||
GOTO 180 |
|||
178 LET F=1+2*(L-7) |
|||
LET I=4-2*(L-7) |
|||
180 LET E=0 |
|||
LET Q=F |
|||
GOSUB 220 |
|||
LET A=N |
|||
IF N=D THEN LET E=E+1 |
|||
LET Q=Q+I |
|||
GOSUB 220 |
|||
LET B=N |
|||
IF N=D THEN LET E=E+1 |
|||
LET Q=Q+I |
|||
GOSUB 220 |
|||
LET C=N |
|||
IF N=D THEN LET E=E+1 |
|||
RETURN |
|||
REM --- Subroutine to check for a win |
|||
REM Inputs: R-Z - board squares |
|||
REM Outputs: G - the winning player (0 for neither) |
|||
200 LET G=0 |
|||
IF R>0 THEN IF R=S THEN IF S=T THEN LET G=R |
|||
IF U>0 THEN IF U=V THEN IF V=W THEN LET G=U |
|||
IF X>0 THEN IF X=Y THEN IF Y=Z THEN LET G=X |
|||
IF R>0 THEN IF R=U THEN IF U=X THEN LET G=R |
|||
IF S>0 THEN IF S=V THEN IF V=Y THEN LET G=S |
|||
IF T>0 THEN IF T=W THEN IF W=Z THEN LET G=T |
|||
IF R>0 THEN IF R=V THEN IF V=Z THEN LET G=R |
|||
IF T>0 THEN IF T=V THEN IF V=X THEN LET G=T |
|||
RETURN |
|||
REM --- Subroutine to see what piece is in a square |
|||
REM Inputs: Q - the square to check |
|||
REM R-Z - the contents of the squares |
|||
REM Outputs: N - the piece in that square |
|||
220 LET N=0 |
|||
IF Q=1 THEN LET N=R |
|||
IF Q=2 THEN LET N=S |
|||
IF Q=3 THEN LET N=T |
|||
IF Q=4 THEN LET N=U |
|||
IF Q=5 THEN LET N=V |
|||
IF Q=6 THEN LET N=W |
|||
IF Q=7 THEN LET N=X |
|||
IF Q=8 THEN LET N=Y |
|||
IF Q=9 THEN LET N=Z |
|||
RETURN |
|||
REM --- Subroutine to put a piece in a square |
|||
REM Inputs: P - the player whose piece should be placed |
|||
REM M - the square to put the piece in |
|||
REM Changes: R-Z - the contents of the squares |
|||
240 IF M=1 THEN LET R=P |
|||
IF M=2 THEN LET S=P |
|||
IF M=3 THEN LET T=P |
|||
IF M=4 THEN LET U=P |
|||
IF M=5 THEN LET V=P |
|||
IF M=6 THEN LET W=P |
|||
IF M=7 THEN LET X=P |
|||
IF M=8 THEN LET Y=P |
|||
IF M=9 THEN LET Z=P |
|||
RETURN </syntaxhighlight> |
|||
==={{header|VBA}}=== |
|||
Human play first with the "X". You must choose the row and the column you want to play... |
|||
<syntaxhighlight lang="vb"> |
|||
Option Explicit |
|||
Private Lines(1 To 3, 1 To 3) As String |
|||
Private Nb As Byte, player As Byte |
|||
Private GameWin As Boolean, GameOver As Boolean |
|||
Sub Main_TicTacToe() |
|||
Dim p As String |
|||
InitLines |
|||
printLines Nb |
|||
Do |
|||
p = WhoPlay |
|||
Debug.Print p & " play" |
|||
If p = "Human" Then |
|||
Call HumanPlay |
|||
GameWin = IsWinner("X") |
|||
Else |
|||
Call ComputerPlay |
|||
GameWin = IsWinner("O") |
|||
End If |
|||
If Not GameWin Then GameOver = IsEnd |
|||
Loop Until GameWin Or GameOver |
|||
If Not GameOver Then |
|||
Debug.Print p & " Win !" |
|||
Else |
|||
Debug.Print "Game Over!" |
|||
End If |
|||
End Sub |
|||
Sub InitLines(Optional S As String) |
|||
Dim i As Byte, j As Byte |
|||
Nb = 0: player = 0 |
|||
For i = LBound(Lines, 1) To UBound(Lines, 1) |
|||
For j = LBound(Lines, 2) To UBound(Lines, 2) |
|||
Lines(i, j) = "#" |
|||
Next j |
|||
Next i |
|||
End Sub |
|||
Sub printLines(Nb As Byte) |
|||
Dim i As Byte, j As Byte, strT As String |
|||
Debug.Print "Loop " & Nb |
|||
For i = LBound(Lines, 1) To UBound(Lines, 1) |
|||
For j = LBound(Lines, 2) To UBound(Lines, 2) |
|||
strT = strT & Lines(i, j) |
|||
Next j |
|||
Debug.Print strT |
|||
strT = vbNullString |
|||
Next i |
|||
End Sub |
|||
Function WhoPlay(Optional S As String) As String |
|||
If player = 0 Then |
|||
player = 1 |
|||
WhoPlay = "Human" |
|||
Else |
|||
player = 0 |
|||
WhoPlay = "Computer" |
|||
End If |
|||
End Function |
|||
Sub HumanPlay(Optional S As String) |
|||
Dim L As Byte, C As Byte, GoodPlay As Boolean |
|||
Do |
|||
L = Application.InputBox("Choose the row", "Numeric only", Type:=1) |
|||
If L > 0 And L < 4 Then |
|||
C = Application.InputBox("Choose the column", "Numeric only", Type:=1) |
|||
If C > 0 And C < 4 Then |
|||
If Lines(L, C) = "#" And Not Lines(L, C) = "X" And Not Lines(L, C) = "O" Then |
|||
Lines(L, C) = "X" |
|||
Nb = Nb + 1 |
|||
printLines Nb |
|||
GoodPlay = True |
|||
End If |
|||
End If |
|||
End If |
|||
Loop Until GoodPlay |
|||
End Sub |
|||
Sub ComputerPlay(Optional S As String) |
|||
Dim L As Byte, C As Byte, GoodPlay As Boolean |
|||
Randomize Timer |
|||
Do |
|||
L = Int((Rnd * 3) + 1) |
|||
C = Int((Rnd * 3) + 1) |
|||
If Lines(L, C) = "#" And Not Lines(L, C) = "X" And Not Lines(L, C) = "O" Then |
|||
Lines(L, C) = "O" |
|||
Nb = Nb + 1 |
|||
printLines Nb |
|||
GoodPlay = True |
|||
End If |
|||
Loop Until GoodPlay |
|||
End Sub |
|||
Function IsWinner(S As String) As Boolean |
|||
Dim i As Byte, j As Byte, Ch As String, strTL As String, strTC As String |
|||
Ch = String(UBound(Lines, 1), S) |
|||
'check lines & columns |
|||
For i = LBound(Lines, 1) To UBound(Lines, 1) |
|||
For j = LBound(Lines, 2) To UBound(Lines, 2) |
|||
strTL = strTL & Lines(i, j) |
|||
strTC = strTC & Lines(j, i) |
|||
Next j |
|||
If strTL = Ch Or strTC = Ch Then IsWinner = True: Exit For |
|||
strTL = vbNullString: strTC = vbNullString |
|||
Next i |
|||
'check diagonales |
|||
strTL = Lines(1, 1) & Lines(2, 2) & Lines(3, 3) |
|||
strTC = Lines(1, 3) & Lines(2, 2) & Lines(3, 1) |
|||
If strTL = Ch Or strTC = Ch Then IsWinner = True |
|||
End Function |
|||
Function IsEnd() As Boolean |
|||
Dim i As Byte, j As Byte |
|||
For i = LBound(Lines, 1) To UBound(Lines, 1) |
|||
For j = LBound(Lines, 2) To UBound(Lines, 2) |
|||
If Lines(i, j) = "#" Then Exit Function |
|||
Next j |
|||
Next i |
|||
IsEnd = True |
|||
End Function |
|||
</syntaxhighlight> |
|||
{{out}} |
|||
<pre>Loop 0 |
|||
### |
|||
### |
|||
### |
|||
Human Play |
|||
Loop 1 |
|||
X## |
|||
### |
|||
### |
|||
Computer Play |
|||
Loop 2 |
|||
X#O |
|||
### |
|||
### |
|||
Human Play |
|||
Loop 3 |
|||
X#O |
|||
#X# |
|||
### |
|||
Computer Play |
|||
Loop 4 |
|||
XOO |
|||
#X# |
|||
### |
|||
Human Play |
|||
Loop 5 |
|||
XOO |
|||
#X# |
|||
##X |
|||
Human Win !</pre> |
|||
==={{header|Yabasic}}=== |
|||
In the classic style. |
|||
<syntaxhighlight lang="yabasic">5 REM Adaptation to Yabasic of the program published in Tim Hartnell's book "Artificial Intelligence: Concepts and Programs", with some minor modifications. 6/2018. |
|||
10 REM TICTAC |
|||
15 INPUT "English (0), Spanish (other key): " IDIOMA : IF NOT IDIOMA THEN RESTORE 2020 ELSE RESTORE 2010 END IF |
|||
20 GOSUB 1180: REM INICIALIZACION |
|||
30 REM *** REQUISITOS PREVIOS AL JUEGO *** |
|||
40 FOR J = 1 TO 9 |
|||
50 A(J) = 32 |
|||
60 NEXT J |
|||
70 FOR J = 1 TO 5 |
|||
80 D(J) = 0 |
|||
90 NEXT J |
|||
100 CCONTADOR = 0 |
|||
110 R$ = "" |
|||
120 GOSUB 1070: REM IMPRESION DEL TABLERO |
|||
130 REM ** CICLO PRINCIPAL ** |
|||
140 GOSUB 540: REM MOVIMIENTO DEL ORDENADOR |
|||
150 GOSUB 1070: REM IMPRESION DEL TABLERO |
|||
160 GOSUB 870: REM COMPRUEBA LA VICTORIA |
|||
170 IF R$ <> "" GOTO 240 |
|||
180 GOSUB 980: REM SE ACEPTA EL MOVIMIENTO DE LA PERSONA |
|||
190 GOSUB 1070: REM IMPRESION DEL TABLERO |
|||
200 GOSUB 870: REM COMPRUEBA LA VICTORIA |
|||
210 IF R$ = "" GOTO 140 |
|||
220 REM ** FIN DEL CICLO PRINCIPAL ** |
|||
230 REM ***************************** |
|||
240 REM FIN DEL JUEGO |
|||
250 GOSUB 1070: REM IMPRESION DEL TABLERO |
|||
260 PRINT: PRINT |
|||
270 IF R$ = "G" PRINT MENSAJE$(1): BANDERA = -1 |
|||
280 IF R$ = "P" PRINT MENSAJE$(2): BANDERA = 1 |
|||
290 IF R$ = "D" PRINT MENSAJE$(3): GOTO 430 |
|||
300 REM ACTUALIZACION DE LA BASE DE DATOS |
|||
310 FOR B = 1 TO 5 |
|||
320 FOR J = 2 TO 9 |
|||
330 IF M(J) = D(B) GOSUB 370 |
|||
340 NEXT J |
|||
350 NEXT B |
|||
360 GOTO 430 |
|||
370 REM ** REORDENACION DE LOS ELEMENTOS DE LA MATRIZ M ** |
|||
380 TEMP = M(J + BANDERA) |
|||
390 M(J + BANDERA) = M(J) |
|||
400 M(J) = TEMP |
|||
410 J = 9 |
|||
420 RETURN |
|||
430 PRINT: PRINT |
|||
440 PRINT MENSAJE$(4) |
|||
450 PRINT: PRINT |
|||
460 FOR J = 1 TO 9 |
|||
470 PRINT M(J), " "; |
|||
480 NEXT J |
|||
490 PRINT: PRINT |
|||
500 PRINT MENSAJE$(5) |
|||
510 INPUT A$ |
|||
520 GOTO 30 |
|||
530 REM ************************ |
|||
540 REM MOVIMIENTO DEL ORDENADOR |
|||
550 P = ASC("O") |
|||
560 X = 0 |
|||
570 J = 1 |
|||
580 IF A(W(J)) = A(W(J + 1)) AND A(W(J + 2)) = 32 AND A(W(J)) = P X = W(J + 2): GOTO 750 |
|||
590 IF A(W(J)) = A(W(J + 2)) AND A(W(J + 1)) = 32 AND A(W(J)) = P X = W(J + 1): GOTO 750 |
|||
600 IF A(W(J + 1)) = A(W(J + 2)) AND A(W(J)) = 32 AND A(W(J + 1)) = P X = W(J): GOTO 750 |
|||
610 IF J < 21 J = J + 3: GOTO 580 |
|||
620 IF P = ASC("O") P = ASC("X"): GOTO 570 |
|||
630 REM ** SI NO SE GANA SE BUSCA UN MOVIMIENTO DE BLOQUEO ** |
|||
640 REM * ENTONCES SE USA LA SIGUIENTE SECCION * |
|||
650 J = 1 |
|||
660 IF A(M(J)) = 32 X = M(J): GOTO 750 |
|||
670 IF J < 10 J = J + 1: GOTO 660 |
|||
680 H = 0 |
|||
690 H = H + 1 |
|||
700 X = INT(RAN(1) * 9): IF A(X) = 32 GOTO 750 |
|||
710 IF H < 100 GOTO 690 |
|||
720 R$ = "D": REM ES SIMPLEMENTE UN DIBUJO |
|||
730 RETURN |
|||
740 REM ********************* |
|||
750 REM REALIZA EL MOVIMIENTO |
|||
760 A(X) = ASC("O") |
|||
770 CCONTADOR = CCONTADOR + 1 |
|||
780 D(CCONTADOR) = X |
|||
790 BANDERA = 0 |
|||
800 FOR J = 1 TO 9 |
|||
810 IF A(J) = 32 BANDERA = 1 |
|||
820 NEXT J |
|||
830 IF BANDERA = 0 AND R$ = "" R$ = "D" |
|||
840 REM SI TODAS LAS CASILLAS ESTAN LLENAS Y R$ ESTA VACIO, ENTONCES ES SIMPLEMENTE UN DIBUJO |
|||
850 RETURN |
|||
860 REM ********************* |
|||
870 REM COMPRUEBA LA VICTORIA |
|||
880 J = 1 |
|||
890 IF A(W(J)) = 32 J = J + 3 |
|||
900 IF J > 23 RETURN |
|||
910 IF A(W(J)) = A(W(J + 1)) AND A(W(J)) = A(W(J + 2)) GOTO 940 |
|||
920 IF J < 22 J = J + 3: GOTO 890 |
|||
930 RETURN |
|||
940 IF A(W(J)) = ASC("O") R$ = "G": REM EL ORDENADOR GANA |
|||
950 IF A(W(J)) = ASC("X") R$ = "P": REM EL ORDENADOR PIERDE |
|||
960 RETURN |
|||
970 REM ************************ |
|||
980 REM MOVIMIENTO DE LA PERSONA |
|||
990 PRINT: PRINT |
|||
1000 PRINT MENSAJE$(6) |
|||
1010 PRINT MENSAJE$(7); : INPUT MOVIMIENTO |
|||
1020 IF MOVIMIENTO < 1 OR MOVIMIENTO > 9 GOTO 1010 |
|||
1030 IF A(MOVIMIENTO) <> 32 GOTO 1010 |
|||
1040 A(MOVIMIENTO) = ASC("X") |
|||
1050 RETURN |
|||
1060 REM ********************* |
|||
1070 REM IMPRESION DEL TABLERO |
|||
1080 CLEAR SCREEN |
|||
1090 PRINT: PRINT: PRINT |
|||
1100 PRINT " 1 : 2 : 3 ", CHR$(A(1)), " : ", CHR$(A(2)), " : ", CHR$(A(3)) |
|||
1110 PRINT "----------- ------------" |
|||
1120 PRINT " 4 : 5 : 6 ", CHR$(A(4)), " : ", CHR$(A(5)), " : ", CHR$(A(6)) |
|||
1130 PRINT "----------- ------------" |
|||
1140 PRINT " 7 : 8 : 9 ", CHR$(A(7)), " : ", CHR$(A(8)), " : ", CHR$(A(9)) |
|||
1150 PRINT |
|||
1160 RETURN |
|||
1170 REM ************** |
|||
1180 REM INICIALIZACION |
|||
1190 CLEAR SCREEN |
|||
1200 DIM A(9) : REM TABLERO |
|||
1210 DIM M(10) : REM ACCESO A LA BASE DE DATOS |
|||
1220 DIM W(24) : REM DATOS DE VICTORIA O BLOQUEO |
|||
1230 DIM D(5) : REM ACCESO AL MOVIMIENTO EN EL JUEGO ACTUAL |
|||
1235 DIM MENSAJE$(1) : READ M$ : N = TOKEN(M$,MENSAJE$(),",") : RESTORE |
|||
1240 REM DATOS DE VICTORIA O BLOQUEO |
|||
1250 FOR J = 1 TO 24 |
|||
1260 READ W(J) |
|||
1270 NEXT J |
|||
1280 DATA 1, 2, 3, 4, 5, 6, 7, 8, 9 |
|||
1290 DATA 1, 4, 7, 2, 5, 8, 3, 6, 9 |
|||
1300 DATA 1, 5, 9, 3, 5, 7 |
|||
1310 REM BASE INICIAL DE DATOS |
|||
1320 FOR J = 1 TO 10 |
|||
1330 READ M(J) |
|||
1340 NEXT J |
|||
1350 DATA 2, 6, 8, 4, 7, 3, 1, 9, 5, 2 |
|||
1360 RETURN |
|||
2000 REM MENSAJES EN ESPAÑOL |
|||
2010 DATA "YO GANO,TU GANAS,ES SIMPLEMENTE UN DIBUJO,ESTA ES MI PRIORIDAD ACTUALIZADA,PULSE LA TECLA <RETURN> PARA CONTINUAR,REALICE SU MOVIMIENTO,MOVIMIENTO: " |
|||
2020 DATA "I WIN,YOU WIN,IT'S JUST A DRAWING,THIS IS MY PRIORITY UPDATE,PRESS <RETURN> TO CONTINUE,TO MAKE YOUR MOVE,MOVEMENT: " |
|||
</syntaxhighlight> |
|||
=={{header|Batch File}}== |
=={{header|Batch File}}== |
||
This is just a game between two human players. |
This is just a game between two human players. |
||
< |
<syntaxhighlight lang="dos">@echo off |
||
setlocal enabledelayedexpansion |
setlocal enabledelayedexpansion |
||
:newgame |
:newgame |
||
Line 1,020: | Line 3,183: | ||
pause |
pause |
||
goto newgame |
goto newgame |
||
</syntaxhighlight> |
|||
</lang> |
|||
===Advanced=== |
===Advanced=== |
||
This code makes a version of Tic Tac Toe with more features: |
This code makes a version of Tic Tac Toe with more features: |
||
< |
<syntaxhighlight lang="dos">@ECHO OFF |
||
:BEGIN |
:BEGIN |
||
REM Skill level |
REM Skill level |
||
Line 1,343: | Line 3,506: | ||
set t7= |
set t7= |
||
set t8= |
set t8= |
||
set t9=</ |
set t9=</syntaxhighlight> |
||
=={{header|Befunge}}== |
=={{header|Befunge}}== |
||
Line 1,350: | Line 3,513: | ||
Plays reasonably well, but not perfectly, so can be beaten. |
Plays reasonably well, but not perfectly, so can be beaten. |
||
< |
<syntaxhighlight lang="befunge">v123456789 --- >9 >48*,:55+\-0g,1v |
||
>9>066+0p076+0p^ ^,," |"_v#%3:- < |
>9>066+0p076+0p^ ^,," |"_v#%3:- < |
||
:,,0537051v>:#,_$#^5#,5#+<>:#v_55+ |
:,,0537051v>:#,_$#^5#,5#+<>:#v_55+ |
||
Line 1,364: | Line 3,527: | ||
>"yM">:#,_$ :. 1234+++, 789*+ \0^< |
>"yM">:#,_$ :. 1234+++, 789*+ \0^< |
||
"a s't"98:*+>:#,_$@>365*+"ward"48* |
"a s't"98:*+>:#,_$@>365*+"ward"48* |
||
</syntaxhighlight> |
|||
</lang> |
|||
{{out}} |
{{out}} |
||
Line 1,410: | Line 3,573: | ||
=={{header|C}}== |
=={{header|C}}== |
||
Opening alternates between human and computer. Computer never loses. |
Opening alternates between human and computer. Computer never loses. |
||
< |
<syntaxhighlight lang="c">#include <stdio.h> |
||
#include <stdlib.h> |
#include <stdlib.h> |
||
Line 1,512: | Line 3,675: | ||
while (1) printf("%s", game(first = !first)); |
while (1) printf("%s", game(first = !first)); |
||
return 0; |
return 0; |
||
}</ |
}</syntaxhighlight> |
||
=={{header|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> |
|||
{{out}} Computer plays 'X' and human plays 'O' |
|||
<pre> |
|||
1 | 2 | X |
|||
---+---+--- |
|||
X | 5 | 6 |
|||
---+---+--- |
|||
7 | O | 9 |
|||
Enter your move ( 1 - 9 ) |
|||
</pre> |
|||
=={{header|C sharp}}== |
=={{header|C sharp}}== |
||
Line 1,711: | Line 3,681: | ||
It tries to show a number of C# code features while still keeping each function small and understandable. |
It tries to show a number of C# code features while still keeping each function small and understandable. |
||
< |
<syntaxhighlight lang="csharp">using System; |
||
using System.Collections.Generic; |
using System.Collections.Generic; |
||
using System.Linq; |
using System.Linq; |
||
Line 1,956: | Line 3,926: | ||
} |
} |
||
}</ |
}</syntaxhighlight> |
||
{{out}} |
{{out}} |
||
Line 2,000: | Line 3,970: | ||
HUMAN, enter you move (number):</pre> |
HUMAN, enter you move (number):</pre> |
||
=={{header|C++}}== |
|||
<syntaxhighlight 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; |
|||
} |
|||
//-------------------------------------------------------------------------------------------------- |
|||
</syntaxhighlight> |
|||
{{out}} Computer plays 'X' and human plays 'O' |
|||
<pre> |
|||
1 | 2 | X |
|||
---+---+--- |
|||
X | 5 | 6 |
|||
---+---+--- |
|||
7 | O | 9 |
|||
Enter your move ( 1 - 9 ) |
|||
</pre> |
|||
=={{header|Common Lisp}}== |
=={{header|Common Lisp}}== |
||
< |
<syntaxhighlight lang="lisp"> |
||
(defun generate-board () |
(defun generate-board () |
||
(loop repeat 9 collect nil)) |
(loop repeat 9 collect nil)) |
||
Line 2,095: | Line 4,258: | ||
(format t "The winner is ~a!" (find-winner board)) |
(format t "The winner is ~a!" (find-winner board)) |
||
(format t "It's a tie."))))) |
(format t "It's a tie."))))) |
||
</syntaxhighlight> |
|||
</lang> |
|||
{{out}} |
{{out}} |
||
Line 2,124: | Line 4,287: | ||
=={{header|D}}== |
=={{header|D}}== |
||
< |
<syntaxhighlight lang="d">import std.stdio, std.string, std.algorithm, std.conv, std.random, |
||
std.ascii, std.array, std.range, std.math; |
std.ascii, std.array, std.range, std.math; |
||
Line 2,238: | Line 4,401: | ||
break; |
break; |
||
} |
} |
||
}</ |
}</syntaxhighlight> |
||
{{out}} |
{{out}} |
||
<pre>Tic-tac-toe game player. |
<pre>Tic-tac-toe game player. |
||
Line 2,282: | Line 4,445: | ||
You win!</pre> |
You win!</pre> |
||
=={{header|Delphi}}== |
|||
{{works with|Delphi|6.0}} |
|||
{{libheader|SysUtils,StdCtrls}} |
|||
This is a GUI, event driven version of the game. The game board is a "TStringGrid" component, which has a grid that can hold and display characters. In this case, the grid displays Xs and Ox using a large font. |
|||
When the user clicks on the grid, this generates an event that is handled by the program. The mouse click coordinates are converted to a cell coordinates and a large X is placed in the box. At this point program tests if this resulted in a win. Next it calculate the computer's response and it checks to see if the computer won. The process is repeated until there is a winner or a draw. |
|||
[[File:DelphiTicTacToe.png|frame|none]] |
|||
<syntaxhighlight lang="Delphi"> |
|||
{Array contain possiple winning lines} |
|||
type TWinLine = array [0..3-1] of TPoint; |
|||
var WinLines: array [0..8-1] of TWinLine = ( |
|||
((X:0; Y:0), (X:1; Y:0), (X:2; Y:0)), |
|||
((X:0; Y:1), (X:1; Y:1), (X:2; Y:1)), |
|||
((X:0; Y:2), (X:1; Y:2), (X:2; Y:2)), |
|||
((X:0; Y:0), (X:0; Y:1), (X:0; Y:2)), |
|||
((X:1; Y:0), (X:1; Y:1), (X:1; Y:2)), |
|||
((X:2; Y:0), (X:2; Y:1), (X:2; Y:2)), |
|||
((X:0; Y:0), (X:1; Y:1), (X:2; Y:2)), |
|||
((X:2; Y:0), (X:1; Y:1), (X:0; Y:2)) |
|||
); |
|||
{Array containing all characters in a line} |
|||
type TCellArray = array [0..3-1] of char; |
|||
var WinLineInx: integer; |
|||
var GameOver: boolean; |
|||
procedure ClearGrid; |
|||
{Clear TTT Grid by setting all cells to a space} |
|||
var X,Y: integer; |
|||
begin |
|||
with TicTacToeDlg do |
|||
begin |
|||
for Y:=0 to GameGrid.RowCount-1 do |
|||
for X:=0 to GameGrid.ColCount-1 do GameGrid.Cells[X,Y]:=' '; |
|||
WinLineInx:=-1; |
|||
Status1Dis.Caption:=''; |
|||
GameOver:=False; |
|||
end; |
|||
end; |
|||
function FirstEmptyCell(var P: TPoint): boolean; |
|||
{Find first empty grid i.e. the one containing a space} |
|||
{Returns false if there are no empty cells (a tie game)} |
|||
var X,Y: integer; |
|||
begin |
|||
Result:=True; |
|||
with TicTacToeDlg do |
|||
begin |
|||
{Iterate through all cells in array} |
|||
for Y:=0 to GameGrid.RowCount-1 do |
|||
for X:=0 to GameGrid.ColCount-1 do |
|||
if GameGrid.Cells[X,Y]=' ' then |
|||
begin |
|||
P.X:=X; P.Y:=Y; |
|||
Exit; |
|||
end; |
|||
end; |
|||
Result:=False; |
|||
end; |
|||
procedure GetLineChars(Inx: integer; var CA: TCellArray); |
|||
{Get all the characters in a specific win line} |
|||
var P1,P2,P3: TPoint; |
|||
begin |
|||
with TicTacToeDlg do |
|||
begin |
|||
{Get cell position of specific win line} |
|||
P1:=WinLines[Inx,0]; |
|||
P2:=WinLines[Inx,1]; |
|||
P3:=WinLines[Inx,2]; |
|||
{Get the characters from each and put in array} |
|||
CA[0]:=GameGrid.Cells[P1.X,P1.Y][1]; |
|||
CA[1]:=GameGrid.Cells[P2.X,P2.Y][1]; |
|||
CA[2]:=GameGrid.Cells[P3.X,P3.Y][1]; |
|||
end; |
|||
end; |
|||
function IsWinner(var Inx: integer; var C: char): boolean; |
|||
{Test if the specified line is a winner} |
|||
{Return index of line and the char of winner} |
|||
var I,J: integer; |
|||
var CA: TCellArray; |
|||
begin |
|||
with TicTacToeDlg do |
|||
begin |
|||
Result:=False; |
|||
{Go through all winning patterns} |
|||
for J:=0 to High(WinLines) do |
|||
begin |
|||
{Get one winning pattern} |
|||
GetLineChars(J,CA); |
|||
{Look for line that has the same char in all three places} |
|||
if (CA[0]<>' ') and (CA[0]=CA[1]) and (CA[0]=CA[2]) then |
|||
begin |
|||
Result:=True; |
|||
Inx:=J; |
|||
C:=CA[0]; |
|||
end; |
|||
end; |
|||
end; |
|||
end; |
|||
procedure DrawWinLine(Inx: integer); |
|||
{Draw line through winning squares} |
|||
var Line: TWinLine; |
|||
var C1,C2: TPoint; |
|||
var P1,P2: TPoint; |
|||
var W2,H2: integer; |
|||
begin |
|||
with TicTacToeDlg do |
|||
begin |
|||
{Offset to center of cell} |
|||
W2:=GameGrid.ColWidths[0] div 2; |
|||
H2:=GameGrid.RowHeights[0] div 2; |
|||
{Get winning pattern of lines} |
|||
Line:=WinLines[Inx]; |
|||
{Get beginning and ending cell of win} |
|||
C1:=Line[0]; C2:=Line[2]; |
|||
{Convert to screen coordinates} |
|||
P1.X:=C1.X * GameGrid.ColWidths[0] + W2; |
|||
P1.Y:=C1.Y * GameGrid.RowHeights[0] + H2; |
|||
P2.X:=C2.X * GameGrid.ColWidths[0] + W2; |
|||
P2.Y:=C2.Y * GameGrid.RowHeights[0] + H2; |
|||
{Set line attributes} |
|||
GameGrid.Canvas.Pen.Color:=clRed; |
|||
GameGrid.Canvas.Pen.Width:=5; |
|||
{Draw line} |
|||
GameGrid.Canvas.MoveTo(P1.X,P1.Y); |
|||
GameGrid.Canvas.LineTo(P2.X,P2.Y); |
|||
end; |
|||
end; |
|||
procedure DoBestComputerMove; |
|||
{Analyze game board and execute the best computer move} |
|||
var I,J,Inx: integer; |
|||
var CA: TCellArray; |
|||
var P: TPoint; |
|||
function UrgentMove(CA: TCellArray; var EmptyInx: integer): boolean; |
|||
{Test row, column or diagonal for an urgent move} |
|||
{This would be either an immediate win or immediate loss} |
|||
{Returns True if there is an urgent move and the index of location to respond} |
|||
var I: integer; |
|||
var OCnt,XCnt,EmptyCnt: integer; |
|||
begin |
|||
Result:=False; |
|||
OCnt:=0; XCnt:=0; |
|||
EmptyCnt:=0; EmptyInx:=-1; |
|||
{Count number of Xs, Os or Spaces in line} |
|||
for I:=0 to High(CA) do |
|||
begin |
|||
case CA[I] of |
|||
'O': Inc(OCnt); |
|||
'X': Inc(XCnt); |
|||
' ': |
|||
begin |
|||
Inc(EmptyCnt); |
|||
if EmptyCnt=1 then EmptyInx:=I; |
|||
end; |
|||
end; |
|||
end; |
|||
{Look for pattern of one empty and two Xs or two Os} |
|||
{Which means it's one move away from a win} |
|||
Result:=(EmptyCnt=1) and ((OCnt=2) or (XCnt=2)); |
|||
end; |
|||
begin |
|||
with TicTacToeDlg do |
|||
begin |
|||
{Look for urgent moves in all patterns of wins} |
|||
for J:=0 to High(WinLines) do |
|||
begin |
|||
{Get a winning pattern of chars} |
|||
GetLineChars(J,CA); |
|||
if UrgentMove(CA,Inx) then |
|||
begin |
|||
{Urgent move found - take it} |
|||
P:=WinLines[J,Inx]; |
|||
GameGrid.Cells[P.X,P.Y]:='O'; |
|||
exit; |
|||
end; |
|||
end; |
|||
{No urgent moves, so use first empty} |
|||
{If there is no empty, the game is stalemated} |
|||
if FirstEmptyCell(P) then GameGrid.Cells[P.X,P.Y]:='O'; |
|||
end; |
|||
end; |
|||
function TestWin: boolean; |
|||
{Test if last move resulted in win/draw} |
|||
var Inx: integer; var C: char; |
|||
var P: TPoint; |
|||
var S: string; |
|||
begin |
|||
Result:=True; |
|||
{Test if somebody won} |
|||
if IsWinner(Inx,C) then |
|||
begin |
|||
WinLineInx:=Inx; |
|||
TicTacToeDlg.GameGrid.Invalidate; |
|||
if C='O' then S:=' Computer Won!!' else S:=' You Won!!'; |
|||
TicTacToeDlg.Status1Dis.Caption:=S; |
|||
GameOver:=True; |
|||
exit; |
|||
end; |
|||
{Test if game is a draw} |
|||
if not FirstEmptyCell(P) then |
|||
begin |
|||
TicTacToeDlg.Status1Dis.Caption:=' Game is Draw.'; |
|||
GameOver:=True; |
|||
exit; |
|||
end; |
|||
Result:=False; |
|||
end; |
|||
procedure PlayTicTacToe; |
|||
{Show TicTacToe dialog box} |
|||
begin |
|||
ClearGrid; |
|||
TicTacToeDlg.ShowModal |
|||
end; |
|||
procedure TTicTacToeDlg.GameGridMouseDown(Sender: TObject; |
|||
Button: TMouseButton; Shift: TShiftState; X, Y: Integer); |
|||
{Handle user click on TicTacToe grid} |
|||
var Row,Col: integer; |
|||
begin |
|||
with TicTacToeDlg do |
|||
begin |
|||
if GameOver then exit;; |
|||
{Convert Mouse X,Y to Grid row and column} |
|||
GameGrid.MouseToCell(X,Y,Col,Row); |
|||
{Mark user's selection by placing X in the cell} |
|||
if GameGrid.Cells[Col,Row]=' 'then |
|||
GameGrid.Cells[Col,Row]:='X'; |
|||
{Did this result in a win? } |
|||
if TestWin then exit; |
|||
{Get computer's response} |
|||
DoBestComputerMove; |
|||
{Did computer win} |
|||
TestWin; |
|||
end; |
|||
end; |
|||
procedure TTicTacToeDlg.ReplayBtnClick(Sender: TObject); |
|||
begin |
|||
ClearGrid; |
|||
end; |
|||
procedure TTicTacToeDlg.GameGridDrawCell(Sender: TObject; ACol, |
|||
ARow: Integer; Rect: TRect; State: TGridDrawState); |
|||
{Draw winner line on top of Xs and Os} |
|||
begin |
|||
if WinLineInx>=0 then DrawWinLine(WinLineInx); |
|||
end; |
|||
</syntaxhighlight> |
|||
{{out}} |
|||
<pre> |
|||
Elapsed Time: 19.126 Sec. |
|||
</pre> |
|||
=={{header|EasyLang}}== |
|||
It uses minimax with alpha-beta pruning. Therefore, the computer never loses. |
|||
[https://easylang.online/apps/tictactoe.html Run it] |
|||
<syntaxhighlight lang=text> |
|||
len f[] 9 |
|||
state = 0 |
|||
textsize 14 |
|||
# |
|||
proc init . . |
|||
linewidth 2 |
|||
clear |
|||
color 666 |
|||
move 34 96 |
|||
line 34 20 |
|||
move 62 96 |
|||
line 62 20 |
|||
move 10 72 |
|||
line 86 72 |
|||
move 10 44 |
|||
line 86 44 |
|||
linewidth 2.5 |
|||
for i = 1 to 9 |
|||
f[i] = 0 |
|||
. |
|||
if state = 1 |
|||
timer 0.2 |
|||
. |
|||
. |
|||
proc draw ind . . |
|||
c = (ind - 1) mod 3 |
|||
r = (ind - 1) div 3 |
|||
x = c * 28 + 20 |
|||
y = r * 28 + 30 |
|||
if f[ind] = 4 |
|||
color 900 |
|||
move x - 7 y - 7 |
|||
line x + 7 y + 7 |
|||
move x + 7 y - 7 |
|||
line x - 7 y + 7 |
|||
elif f[ind] = 1 |
|||
color 009 |
|||
move x y |
|||
circle 10 |
|||
color -2 |
|||
circle 7.5 |
|||
. |
|||
. |
|||
proc sum3 a d . st . |
|||
for i = 1 to 3 |
|||
s += f[a] |
|||
a += d |
|||
. |
|||
if s = 3 |
|||
st = -1 |
|||
elif s = 12 |
|||
st = 1 |
|||
. |
|||
. |
|||
proc rate . res done . |
|||
res = 0 |
|||
for i = 1 step 3 to 7 |
|||
sum3 i 1 res |
|||
. |
|||
for i = 1 to 3 |
|||
sum3 i 3 res |
|||
. |
|||
sum3 1 4 res |
|||
sum3 3 2 res |
|||
cnt = 1 |
|||
for i = 1 to 9 |
|||
if f[i] = 0 |
|||
cnt += 1 |
|||
. |
|||
. |
|||
res *= cnt |
|||
done = 1 |
|||
if res = 0 and cnt > 1 |
|||
done = 0 |
|||
. |
|||
. |
|||
proc minmax player alpha beta . rval rmov . |
|||
rate rval done |
|||
if done = 1 |
|||
if player = 1 |
|||
rval = -rval |
|||
. |
|||
else |
|||
rval = alpha |
|||
start = random 9 |
|||
mov = start |
|||
repeat |
|||
if f[mov] = 0 |
|||
f[mov] = player |
|||
minmax (5 - player) (-beta) (-rval) val h |
|||
val = -val |
|||
f[mov] = 0 |
|||
if val > rval |
|||
rval = val |
|||
rmov = mov |
|||
. |
|||
. |
|||
mov = mov mod 9 + 1 |
|||
until mov = start or rval >= beta |
|||
. |
|||
. |
|||
. |
|||
proc show_result val . . |
|||
color 555 |
|||
move 16 4 |
|||
if val < 0 |
|||
# this never happens |
|||
text "You won" |
|||
elif val > 0 |
|||
text "You lost" |
|||
else |
|||
text "Tie" |
|||
. |
|||
state += 2 |
|||
. |
|||
proc computer . . |
|||
minmax 4 -11 11 val mov |
|||
f[mov] = 4 |
|||
draw mov |
|||
rate val done |
|||
state = 0 |
|||
if done = 1 |
|||
show_result val |
|||
. |
|||
. |
|||
proc human . . |
|||
mov = floor ((mouse_x - 6) / 28) + 3 * floor ((mouse_y - 16) / 28) + 1 |
|||
if f[mov] = 0 |
|||
f[mov] = 1 |
|||
draw mov |
|||
state = 1 |
|||
timer 0.5 |
|||
. |
|||
. |
|||
on timer |
|||
rate val done |
|||
if done = 1 |
|||
show_result val |
|||
else |
|||
computer |
|||
. |
|||
. |
|||
on mouse_down |
|||
if state = 0 |
|||
if mouse_x > 6 and mouse_x < 90 and mouse_y > 16 |
|||
human |
|||
. |
|||
elif state >= 2 |
|||
state -= 2 |
|||
init |
|||
. |
|||
. |
|||
init |
|||
</syntaxhighlight> |
|||
=={{header|Erlang}}== |
=={{header|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? |
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? |
||
<syntaxhighlight lang="erlang"> |
|||
<lang Erlang> |
|||
-module(tic_tac_toe). |
-module(tic_tac_toe). |
||
Line 2,391: | Line 5,007: | ||
turn_next_move_ok( true, _Prompt, _Ns, N ) -> N; |
turn_next_move_ok( true, _Prompt, _Ns, N ) -> N; |
||
turn_next_move_ok( false, Prompt, Ns, _N ) -> turn_next_move( Prompt, Ns ). |
turn_next_move_ok( false, Prompt, Ns, _N ) -> turn_next_move( Prompt, Ns ). |
||
</syntaxhighlight> |
|||
</lang> |
|||
{{out}} |
{{out}} |
||
<pre> |
<pre> |
||
Line 2,677: | Line 5,293: | ||
{{works with|OpenEuphoria}} |
{{works with|OpenEuphoria}} |
||
No computer AI |
No computer AI |
||
< |
<syntaxhighlight lang="euphoria"> |
||
include std/console.e |
include std/console.e |
||
include std/text.e |
include std/text.e |
||
Line 2,778: | Line 5,394: | ||
end while |
end while |
||
</syntaxhighlight> |
|||
</lang> |
|||
{{out}} |
{{out}} |
||
<pre> |
<pre> |
||
Line 2,876: | Line 5,492: | ||
A purely-functional solution with a naive (but perfect) computer player implementation. The first move is played randomly by the computer. |
A purely-functional solution with a naive (but perfect) computer player implementation. The first move is played randomly by the computer. |
||
< |
<syntaxhighlight lang="fsharp">type Brick = |
||
| Empty |
| Empty |
||
| Computer |
| Computer |
||
Line 3,008: | Line 5,624: | ||
let b = set Computer emptyBoard (choose (freeSpace emptyBoard)) |
let b = set Computer emptyBoard (choose (freeSpace emptyBoard)) |
||
printBoard b |
printBoard b |
||
gameLoop b User</ |
gameLoop b User</syntaxhighlight> |
||
Example game: |
Example game: |
||
Line 3,080: | Line 5,696: | ||
Game over. I have won. |
Game over. I have won. |
||
</pre> |
</pre> |
||
=={{header|Forth}}== |
|||
{{works with|gforth|0.7.3}} |
|||
Game between two humans. |
|||
<syntaxhighlight lang="forth">create board 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , |
|||
\ board: 0=empty, 1=player X, 2=player O |
|||
: player. ( player -- ) C" XO" 1+ + @ emit ; |
|||
: spot ( n -- addr ) cells board + ; |
|||
: clean-board ( -- ) 9 0 do 0 i spot ! loop ; |
|||
: show-board |
|||
CR ." +---+---+---+ +---+---+---+" CR |
|||
3 0 do |
|||
." | " |
|||
3 0 do |
|||
i j 3 * + spot @ player. ." | " |
|||
loop |
|||
." | " |
|||
3 0 do |
|||
i j 3 * + . ." | " |
|||
loop |
|||
CR ." +---+---+---+ +---+---+---+" CR |
|||
loop ; |
|||
: spots-equal ( n1 n2 n3 -- f ) |
|||
over spot @ swap spot @ = >r spot @ swap spot @ = r> and ; |
|||
: spots-win ( n1 n2 n3 -- f ) |
|||
dup >r spots-equal r> spot @ 0<> and ; |
|||
: winner-check ( -- player ) |
|||
0 1 2 spots-win if 0 spot @ exit then |
|||
3 4 5 spots-win if 3 spot @ exit then |
|||
6 7 8 spots-win if 6 spot @ exit then |
|||
0 3 6 spots-win if 0 spot @ exit then |
|||
1 4 7 spots-win if 1 spot @ exit then |
|||
2 5 8 spots-win if 2 spot @ exit then |
|||
0 4 8 spots-win if 0 spot @ exit then |
|||
2 4 6 spots-win if 2 spot @ exit then |
|||
0 ; |
|||
: player-move ( player -- ) |
|||
begin |
|||
key dup emit [char] 0 - dup |
|||
spot @ 0= if spot ! exit else drop then |
|||
again ; |
|||
: game |
|||
clean-board show-board |
|||
9 0 do |
|||
i 2 mod 1+ dup ." Player " player. ." : " |
|||
player-move show-board |
|||
winner-check dup 0<> if player. ." wins !" unloop exit else drop then |
|||
loop |
|||
." Draw!" ; |
|||
game |
|||
</syntaxhighlight> |
|||
{{out}} |
|||
<pre> |
|||
+---+---+---+ +---+---+---+ |
|||
| | | | | 0 | 1 | 2 | |
|||
+---+---+---+ +---+---+---+ |
|||
| | | | | 3 | 4 | 5 | |
|||
+---+---+---+ +---+---+---+ |
|||
| | | | | 6 | 7 | 8 | |
|||
+---+---+---+ +---+---+---+ |
|||
Player X: 0 |
|||
+---+---+---+ +---+---+---+ |
|||
| X | | | | 0 | 1 | 2 | |
|||
+---+---+---+ +---+---+---+ |
|||
| | | | | 3 | 4 | 5 | |
|||
+---+---+---+ +---+---+---+ |
|||
| | | | | 6 | 7 | 8 | |
|||
+---+---+---+ +---+---+---+ |
|||
Player O: 3 |
|||
+---+---+---+ +---+---+---+ |
|||
| X | | | | 0 | 1 | 2 | |
|||
+---+---+---+ +---+---+---+ |
|||
| O | | | | 3 | 4 | 5 | |
|||
+---+---+---+ +---+---+---+ |
|||
| | | | | 6 | 7 | 8 | |
|||
+---+---+---+ +---+---+---+ |
|||
Player X: 1 |
|||
+---+---+---+ +---+---+---+ |
|||
| X | X | | | 0 | 1 | 2 | |
|||
+---+---+---+ +---+---+---+ |
|||
| O | | | | 3 | 4 | 5 | |
|||
+---+---+---+ +---+---+---+ |
|||
| | | | | 6 | 7 | 8 | |
|||
+---+---+---+ +---+---+---+ |
|||
Player O: 4 |
|||
+---+---+---+ +---+---+---+ |
|||
| X | X | | | 0 | 1 | 2 | |
|||
+---+---+---+ +---+---+---+ |
|||
| O | O | | | 3 | 4 | 5 | |
|||
+---+---+---+ +---+---+---+ |
|||
| | | | | 6 | 7 | 8 | |
|||
+---+---+---+ +---+---+---+ |
|||
Player X: 2 |
|||
+---+---+---+ +---+---+---+ |
|||
| X | X | X | | 0 | 1 | 2 | |
|||
+---+---+---+ +---+---+---+ |
|||
| O | O | | | 3 | 4 | 5 | |
|||
+---+---+---+ +---+---+---+ |
|||
| | | | | 6 | 7 | 8 | |
|||
+---+---+---+ +---+---+---+ |
|||
X wins ! ok |
|||
</pre> |
|||
=={{header|Fortran}}== |
|||
Objective: write program in less than 100 lines, not using semicolons. Computer never loses, but plays as random as possible. Player gets first move of first game. Afterwards, first move alternates between computer and player. |
|||
<syntaxhighlight lang="fortran"> |
|||
! This is a fortran95 implementation of the game of tic-tac-toe. |
|||
! - Objective was to use less than 100 lines. |
|||
! - No attention has been devoted to efficiency. |
|||
! - Indentation by findent: https://sourceforge.net/projects/findent/ |
|||
! - This is free software, use as you like at own risk. |
|||
! - Compile: gfortran -o tictactoe tictactoe.f90 |
|||
! - Run: ./tictactoe |
|||
! Comments to: wvermin at gmail dot com |
|||
module tic |
|||
implicit none |
|||
integer :: b(9) |
|||
contains |
|||
logical function iswin(p) |
|||
integer,intent(in) :: p |
|||
iswin = & |
|||
all(b([1,2,3])==p).or.all(b([4,5,6])==p).or.all(b([7,8,9])==p).or.& |
|||
all(b([1,4,7])==p).or.all(b([2,5,8])==p).or.all(b([3,6,9])==p).or.& |
|||
all(b([1,5,9])==p).or.all(b([3,5,7])==p) |
|||
end function iswin |
|||
subroutine printb(mes) |
|||
character(len=*) :: mes |
|||
integer :: i,j |
|||
character :: s(0:2) = ['.','X','O'] |
|||
print "(3a3,' ',3i3)",(s(b(3*i+1:3*i+3)),(j,j=3*i+1,3*i+3),i=0,2) |
|||
if(mes /= ' ') print "(/,a)",mes |
|||
end subroutine printb |
|||
integer recursive function minmax(player,bestm) result(bestv) |
|||
integer :: player,bestm,move,v,bm,win=1000,inf=100000 |
|||
real :: x |
|||
if (all(b .ne. 0)) then |
|||
bestv = 0 |
|||
else |
|||
bestv = -inf |
|||
do move=1,9 |
|||
if (b(move) == 0) then |
|||
b(move) = player |
|||
if (iswin(player)) then |
|||
v = win |
|||
else |
|||
call random_number(x) |
|||
v = -minmax(3-player,bm) - int(10*x) |
|||
endif |
|||
if (v > bestv) then |
|||
bestv = v |
|||
bestm = move |
|||
endif |
|||
b(move) = 0 |
|||
if (v == win) exit |
|||
endif |
|||
enddo |
|||
endif |
|||
end function minmax |
|||
end module tic |
|||
program tictactoe |
|||
! computer: player=1, user: player=2 |
|||
use tic |
|||
implicit none |
|||
integer :: move,ios,v,bestmove,ply,player=2,k,values(8) |
|||
integer,allocatable :: seed(:) |
|||
call date_and_time(values=values) |
|||
call random_seed(size=k) |
|||
allocate(seed(k)) |
|||
seed = values(8)+1000*values(7)+60*1000*values(6)+60*60*1000*values(5) |
|||
call random_seed(put=seed) |
|||
mainloop: do |
|||
b = 0 |
|||
call printb('You have O, I have X. You enter 0: game ends.') |
|||
plyloop: do ply=0,4 |
|||
if (player == 2 .or. ply >0 ) then ! user move |
|||
write(*,"(/,a)",advance='no'),'Your move? (0..9) ' |
|||
getloop: do |
|||
readloop: do |
|||
read (*,*,iostat=ios),move |
|||
if (ios == 0 .and. move >= 0 .and. move <= 9) exit readloop |
|||
write(*,"(a)",advance='no'),'huh? Try again (0..9): ' |
|||
enddo readloop |
|||
if ( move == 0) exit mainloop |
|||
if (b(move) == 0) exit getloop |
|||
write(*,"(a)",advance='no'),'Already occupied, again (0..9): ' |
|||
enddo getloop |
|||
b(move) = 2 |
|||
if(iswin(2)) then ! this should not happen |
|||
call printb('***** You win *****') |
|||
exit plyloop |
|||
endif |
|||
endif |
|||
v = minmax(1,bestmove) ! computer move |
|||
b(bestmove) = 1 |
|||
if(iswin(1)) then |
|||
call printb('***** I win *****') |
|||
exit plyloop |
|||
endif |
|||
write(*,"(/,a,i3)"), 'My move: ',bestmove |
|||
call printb(' ') |
|||
enddo plyloop |
|||
if(ply == 5) write(*,"('***** Draw *****',/)") |
|||
player = 3-player |
|||
enddo mainloop |
|||
end program |
|||
</syntaxhighlight> |
|||
=={{header|Go}}== |
=={{header|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. |
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. |
||
< |
<syntaxhighlight lang="go">package main |
||
import ( |
import ( |
||
Line 3,242: | Line 6,078: | ||
{0, 4, 8}, // diagonals |
{0, 4, 8}, // diagonals |
||
{2, 4, 6}, |
{2, 4, 6}, |
||
}</ |
}</syntaxhighlight> |
||
=={{header|Groovy}}== |
=={{header|Groovy}}== |
||
Simplified version of Tic Tac Toe for player vs. player (no AI computer-controlled option). |
Simplified version of Tic Tac Toe for player vs. player (no AI computer-controlled option). |
||
< |
<syntaxhighlight lang="groovy">class Main { |
||
def input = new Scanner(System.in) |
def input = new Scanner(System.in) |
||
Line 3,378: | Line 6,215: | ||
return builder.toString(); |
return builder.toString(); |
||
} |
} |
||
}</ |
}</syntaxhighlight> |
||
=={{header|Haskell}}== |
=={{header|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. |
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. |
There are lots of comments throughout the code. |
||
<syntaxhighlight lang="haskell"> |
|||
<lang Haskell> |
|||
module Main where |
module Main where |
||
Line 3,604: | Line 6,441: | ||
putStrLn "3 : player X is human and player O is computer" |
putStrLn "3 : player X is human and player O is computer" |
||
putStrLn "Player X always begins." |
putStrLn "Player X always begins." |
||
</syntaxhighlight> |
|||
</lang> |
|||
{{out}} |
{{out}} |
||
Player X is computer, O is human. |
Player X is computer, O is human. |
||
Line 3,733: | Line 6,570: | ||
The following works in both Icon and Unicon. The computer plays randomly against a human player, with legal moves enforced and wins/draws notified. |
The following works in both Icon and Unicon. The computer plays randomly against a human player, with legal moves enforced and wins/draws notified. |
||
<syntaxhighlight lang="icon"> |
|||
<lang Icon> |
|||
# Play TicTacToe |
# Play TicTacToe |
||
Line 3,846: | Line 6,683: | ||
play_game () |
play_game () |
||
end |
end |
||
</syntaxhighlight> |
|||
</lang> |
|||
=={{header|J}}== |
=={{header|J}}== |
||
A tacit, functional, stateless (no mutation or variables) implementation. CPU selects a random open position. |
|||
To subsequent j poster: replacing this entry is fine by me. |
|||
<lang J> |
|||
Note 'ttt adjudicates or plays' |
|||
<syntaxhighlight lang="j"> |
|||
use: markers ttt characters |
|||
Until=. [ F.([.[(_2:Z:].)) |
|||
prompt=. [ echo@'enter a move (1–9):' |
|||
'`turn board open full'=. {.`}.`(0=[{board@])`(0-.@e.board) |
|||
'`cpu pos'=. (?@#{])@([:I.0=board)`(cpu`you@.(_1 1 i.turn)) |
|||
you=. $:@echo@'no'^:(-.@e.i.@9)@:<:@".@(1!:1@1)@prompt |
|||
move=. pos ($:@][echo@'no')`(-@turn@], turn@]`[`(board@])})@.open ] |
|||
outcome=. (echo@'tie')`(' wins' echo@,~ {&'.XO'@-@turn)@.won |
|||
show=. [ ''echo@, '',~ (,' '&,)/"1@({&'.XO')@(3 3$board) |
|||
won=. [: +./ (3=[:|+/)"1 @ (],|:,(<@0 1|:]),:<@0 1|:|.) @ (3 3$board) |
|||
ttt=: [: outcome [: show@move Until (won+.full) 10&{.@_1 |
|||
ttt'' |
|||
</syntaxhighlight> |
|||
{{out}} |
|||
<pre> |
|||
. O . |
|||
. . . |
|||
. . . |
|||
enter a move (1–9): |
|||
1 |
|||
X O . |
|||
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. |
|||
X O . |
|||
The game is set up for the computer as the |
|||
. . . |
|||
first strategy (random), and human as second. |
|||
. . O |
|||
enter a move (1–9): |
|||
5 |
|||
X O . |
|||
A standard use: |
|||
. X . |
|||
'XOX'ttt'abcdefghijkl' |
|||
. . O |
|||
Example game reformatted w/ emacs artist-mode |
|||
to fit your display: |
|||
X O . |
|||
'#-#'ttt'wersdfxcv' |
|||
. X . |
|||
w│e│r w│e│r .... -│e│r . -│e│# |
|||
. O O |
|||
─┼─┼─ . ─┼─┼─ .. ─┼─┼─ .. ─┼─┼─ |
|||
enter a move (1–9): |
|||
s│d│f . s│#│f .. s│#│f .. -│#│f |
|||
_1 |
|||
─┼─┼─ .. ─┼─┼─ . ─┼─┼─ ... ─┼─┼─ |
|||
no |
|||
x│c│v .. -│c│v . -│c│# .. -│c│# |
|||
enter a move (1–9): |
|||
d .. v .. r . VICTORY |
|||
7 |
|||
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 |
|||
) |
|||
X O . |
|||
while=: conjunction def 'u ^: v ^:_' NB. j assumes while is a verb and needs to know while is a conjunction. |
|||
. X . |
|||
X O O |
|||
ttt=: outcome@:((display@:move) while undecided)@:display@:prepare |
|||
X O . |
|||
blindfolded_variant=: outcome@:display@:(move while undecided)@:display@:prepare |
|||
O X . |
|||
X O O |
|||
enter a move (1–9): |
|||
9 |
|||
no |
|||
enter a move (1–9): |
|||
3 |
|||
X O X |
|||
outcome=: {&(>;:'kitty VICTORY')@:won NB. (outcome does not pass along the state) |
|||
O X . |
|||
move=: post locate |
|||
X O O |
|||
undecided=: won nor full |
|||
prepare=: , board@:] NB. form the state vector |
|||
X wins</pre> |
|||
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 |
|||
The <code>turn</code> and <code>board</code> verbs extract the turn/board from the vector which represents the game state. The verb <code>open</code> tests whether the selected position is available on the board. Fold (<code>F.</code>) is used instead of <code>Until=. [.^:(-.@:].)^:_</code> because the latter would exit the loop upon receiving invalid input, as the argument would remain unchanged for the next iteration. |
|||
lines=: , diagonal , diagonal@:|. , |: |
|||
diagonal=: (<0 1)&|: |
|||
all=: *./ |
|||
any=: +./ |
|||
nor=: 8 b. |
|||
infix_pairs_agree=: 2&(=/\) |
|||
</lang> |
|||
=={{header|Java}}== |
=={{header|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. |
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. |
||
< |
<syntaxhighlight lang="java"> |
||
import java.io.BufferedReader; |
import java.io.BufferedReader; |
||
import java.io.InputStreamReader; |
import java.io.InputStreamReader; |
||
Line 4,274: | Line 7,084: | ||
} |
} |
||
} |
} |
||
</syntaxhighlight> |
|||
</lang> |
|||
<pre> |
<pre> |
||
Line 4,324: | Line 7,134: | ||
This version uses javax.swing. |
This version uses javax.swing. |
||
< |
<syntaxhighlight lang="java">import javax.swing.*; |
||
import java.awt.*; |
import java.awt.*; |
||
import java.awt.event.*; |
import java.awt.event.*; |
||
Line 4,487: | Line 7,297: | ||
} |
} |
||
} |
} |
||
</syntaxhighlight> |
|||
</lang> |
|||
Graphical Java Example |
Graphical Java Example |
||
< |
<syntaxhighlight lang="java"> |
||
import javax.swing.*; |
import javax.swing.*; |
||
import java.awt.event.*; |
import java.awt.event.*; |
||
Line 4,965: | Line 7,775: | ||
} |
} |
||
} |
} |
||
</syntaxhighlight> |
|||
</lang> |
|||
The following program may be executed for a player-against-player game. |
|||
<syntaxhighlight lang="java"> |
|||
import javax.swing.*; |
|||
import javax.swing.border.Border; |
|||
import java.awt.*; |
|||
public class TicTacToe { |
|||
private static int turnNumber = 0; |
|||
private static final JPanel panel = new JPanel(); |
|||
private static final JTextField ta = new JTextField("Player A's Turn (X)"); |
|||
private static final JButton r1c1 = new JButton(""); |
|||
private static final JButton r1c2 = new JButton(""); |
|||
private static final JButton r1c3 = new JButton(""); |
|||
private static final JButton r2c1 = new JButton(""); |
|||
private static final JButton r2c2 = new JButton(""); |
|||
private static final JButton r2c3 = new JButton(""); |
|||
private static final JButton r3c1 = new JButton(""); |
|||
private static final JButton r3c2 = new JButton(""); |
|||
private static final JButton r3c3 = new JButton(""); |
|||
private static final JButton restart = new JButton("New Game"); |
|||
private static final JPanel startMain = new JPanel(); |
|||
public static void main(String[]args){ |
|||
JFrame frame = new JFrame("Tic Tac Toe"); |
|||
frame.setSize(600,650); |
|||
ta.setEditable(false); |
|||
restart.addActionListener(e -> { |
|||
enableAll(); |
|||
ta.setText("Player A's Turn (X)"); |
|||
}); |
|||
r1c1.setSize(67,67); |
|||
r1c1.setFont(new Font("Trebuchet MS", Font.PLAIN, 70)); |
|||
r1c1.addActionListener(e -> { |
|||
turnNumber++; |
|||
if(turnNumber % 2 == 0){ |
|||
r1c1.setText("O"); |
|||
r1c1.setEnabled(false); |
|||
ta.setText("Player A's Turn (X)"); |
|||
}else{ |
|||
r1c1.setText("X"); |
|||
r1c1.setEnabled(false); |
|||
ta.setText("Player B's Turn (O)"); |
|||
} |
|||
checkWin(); |
|||
}); |
|||
r1c2.setSize(67,67); |
|||
r1c2.setFont(new Font("Trebuchet MS", Font.PLAIN, 70)); |
|||
r1c2.addActionListener(e -> { |
|||
turnNumber++; |
|||
if(turnNumber % 2 == 0){ |
|||
r1c2.setText("O"); |
|||
r1c2.setEnabled(false); |
|||
ta.setText("Player A's Turn (X)"); |
|||
}else{ |
|||
r1c2.setText("X"); |
|||
r1c2.setEnabled(false); |
|||
ta.setText("Player B's Turn (O)"); |
|||
} |
|||
checkWin(); |
|||
}); |
|||
r1c3.setSize(67,67); |
|||
r1c3.setFont(new Font("Trebuchet MS", Font.PLAIN, 70)); |
|||
r1c3.addActionListener(e -> { |
|||
turnNumber++; |
|||
if(turnNumber % 2 == 0){ |
|||
r1c3.setText("O"); |
|||
r1c3.setEnabled(false); |
|||
ta.setText("Player A's Turn (X)"); |
|||
}else{ |
|||
r1c3.setText("X"); |
|||
r1c3.setEnabled(false); |
|||
ta.setText("Player B's Turn (O)"); |
|||
} |
|||
checkWin(); |
|||
}); |
|||
r2c1.setSize(67,67); |
|||
r2c1.setFont(new Font("Trebuchet MS", Font.PLAIN, 70)); |
|||
r2c1.addActionListener(e -> { |
|||
turnNumber++; |
|||
if(turnNumber % 2 == 0){ |
|||
r2c1.setText("O"); |
|||
r2c1.setEnabled(false); |
|||
ta.setText("Player A's Turn (X)"); |
|||
}else{ |
|||
r2c1.setText("X"); |
|||
r2c1.setEnabled(false); |
|||
ta.setText("Player B's Turn (O)"); |
|||
} |
|||
checkWin(); |
|||
}); |
|||
r2c2.setSize(67,67); |
|||
r2c2.setFont(new Font("Trebuchet MS", Font.PLAIN, 70)); |
|||
r2c2.addActionListener(e -> { |
|||
turnNumber++; |
|||
if(turnNumber % 2 == 0){ |
|||
r2c2.setText("O"); |
|||
r2c2.setEnabled(false); |
|||
ta.setText("Player A's Turn (X)"); |
|||
}else{ |
|||
r2c2.setText("X"); |
|||
r2c2.setEnabled(false); |
|||
ta.setText("Player B's Turn (O)"); |
|||
} |
|||
checkWin(); |
|||
}); |
|||
r2c3.setSize(67,67); |
|||
r2c3.setFont(new Font("Trebuchet MS", Font.PLAIN, 70)); |
|||
r2c3.addActionListener(e -> { |
|||
turnNumber++; |
|||
if(turnNumber % 2 == 0){ |
|||
r2c3.setText("O"); |
|||
r2c3.setEnabled(false); |
|||
ta.setText("Player A's Turn (X)"); |
|||
}else{ |
|||
r2c3.setText("X"); |
|||
r2c3.setEnabled(false); |
|||
ta.setText("Player B's Turn (O)"); |
|||
} |
|||
checkWin(); |
|||
}); |
|||
r3c1.setSize(67,67); |
|||
r3c1.setFont(new Font("Trebuchet MS", Font.PLAIN, 70)); |
|||
r3c1.addActionListener(e -> { |
|||
turnNumber++; |
|||
if(turnNumber % 2 == 0){ |
|||
r3c1.setText("O"); |
|||
r3c1.setEnabled(false); |
|||
ta.setText("Player A's Turn (X)"); |
|||
}else{ |
|||
r3c1.setText("X"); |
|||
r3c1.setEnabled(false); |
|||
ta.setText("Player B's Turn (O)"); |
|||
} |
|||
checkWin(); |
|||
}); |
|||
r3c2.setSize(67,67); |
|||
r3c2.setFont(new Font("Trebuchet MS", Font.PLAIN, 70)); |
|||
r3c2.addActionListener(e -> { |
|||
turnNumber++; |
|||
if(turnNumber % 2 == 0){ |
|||
r3c2.setText("O"); |
|||
r3c2.setEnabled(false); |
|||
ta.setText("Player A's Turn (X)"); |
|||
}else{ |
|||
r3c2.setText("X"); |
|||
r3c2.setEnabled(false); |
|||
ta.setText("Player B's Turn (O)"); |
|||
} |
|||
checkWin(); |
|||
}); |
|||
r3c3.setSize(67,67); |
|||
r3c3.setFont(new Font("Trebuchet MS", Font.PLAIN, 70)); |
|||
r3c3.addActionListener(e -> { |
|||
turnNumber++; |
|||
if(turnNumber % 2 == 0){ |
|||
r3c3.setText("O"); |
|||
r3c3.setEnabled(false); |
|||
ta.setText("Player A's Turn (X)"); |
|||
}else{ |
|||
r3c3.setText("X"); |
|||
r3c3.setEnabled(false); |
|||
ta.setText("Player B's Turn (O)"); |
|||
} |
|||
checkWin(); |
|||
}); |
|||
panel.setLayout(new GridLayout(3,3)); |
|||
panel.add(r1c1); |
|||
panel.add(r1c2); |
|||
panel.add(r1c3); |
|||
panel.add(r2c1); |
|||
panel.add(r2c2); |
|||
panel.add(r2c3); |
|||
panel.add(r3c1); |
|||
panel.add(r3c2); |
|||
panel.add(r3c3); |
|||
startMain.setLayout(new GridLayout(5,5)); |
|||
JButton start = new JButton("Start"); |
|||
JLabel main = new JLabel("Tic Tac Toe", SwingConstants.CENTER); |
|||
main.setFont(new Font("Trebuchet MS", Font.PLAIN, 70)); |
|||
main.setSize(400,400); |
|||
startMain.add(main); |
|||
startMain.add(start); |
|||
frame.add(startMain); |
|||
frame.setVisible(true); |
|||
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); |
|||
start.addActionListener(e -> { |
|||
startMain.setVisible(false); |
|||
frame.add(restart, BorderLayout.PAGE_START); |
|||
frame.add(ta, BorderLayout.PAGE_END); |
|||
frame.add(panel, BorderLayout.CENTER); |
|||
}); |
|||
} |
|||
public static void checkWin(){ |
|||
if(r1c1.getText().equals("X") && r1c2.getText().equals("X") && r1c3.getText().equals("X")){ |
|||
ta.setText("Player A Won! (X)"); |
|||
disableAll(); |
|||
}else if(r1c1.getText().equals("O") && r1c2.getText().equals("O") && r1c3.getText().equals("O")){ |
|||
ta.setText("Player B Won! (O)"); |
|||
disableAll(); |
|||
}else if(r1c1.getText().equals("X") && r2c2.getText().equals("X") && r3c3.getText().equals("X")){ |
|||
ta.setText("Player A Won! (X)"); |
|||
disableAll(); |
|||
}else if(r1c1.getText().equals("O") && r2c2.getText().equals("O") && r3c3.getText().equals("O")){ |
|||
ta.setText("Player B Won! (O)"); |
|||
disableAll(); |
|||
}else if(r1c1.getText().equals("X") && r2c1.getText().equals("X") && r3c1.getText().equals("X")){ |
|||
ta.setText("Player A Won! (X)"); |
|||
disableAll(); |
|||
}else if(r1c1.getText().equals("O") && r2c1.getText().equals("O") && r3c1.getText().equals("O")){ |
|||
ta.setText("Player B Won! (O)"); |
|||
disableAll(); |
|||
}else if(r2c1.getText().equals("X") && r2c2.getText().equals("X") && r2c3.getText().equals("X")){ |
|||
ta.setText("Player A Won! (X)"); |
|||
disableAll(); |
|||
}else if(r2c1.getText().equals("O") && r2c2.getText().equals("O") && r2c3.getText().equals("O")){ |
|||
ta.setText("Player B Won! (O)"); |
|||
disableAll(); |
|||
}else if(r1c2.getText().equals("X") && r2c2.getText().equals("X") && r3c2.getText().equals("X")){ |
|||
ta.setText("Player A Won! (X)"); |
|||
disableAll(); |
|||
}else if(r1c2.getText().equals("O") && r2c2.getText().equals("O") && r3c2.getText().equals("O")){ |
|||
ta.setText("Player B Won! (O)"); |
|||
disableAll(); |
|||
}else if(r1c3.getText().equals("X") && r2c3.getText().equals("X") && r3c3.getText().equals("X")){ |
|||
ta.setText("Player A Won! (X)"); |
|||
disableAll(); |
|||
}else if(r1c3.getText().equals("O") && r2c3.getText().equals("O") && r3c3.getText().equals("O")){ |
|||
ta.setText("Player B Won! (O)"); |
|||
disableAll(); |
|||
}else if(r3c1.getText().equals("X") && r3c2.getText().equals("X") && r3c3.getText().equals("X")){ |
|||
ta.setText("Player A Won! (X)"); |
|||
disableAll(); |
|||
}else if(r3c1.getText().equals("O") && r3c2.getText().equals("O") && r3c3.getText().equals("O")){ |
|||
ta.setText("Player B Won! (O)"); |
|||
disableAll(); |
|||
}else if(r3c1.getText().equals("X") && r2c2.getText().equals("X") && r1c3.getText().equals("X")){ |
|||
ta.setText("Player A Won! (X)"); |
|||
disableAll(); |
|||
}else if(r3c1.getText().equals("O") && r2c2.getText().equals("O") && r1c3.getText().equals("O")){ |
|||
ta.setText("Player B Won! (O)"); |
|||
disableAll(); |
|||
}else if(!r1c1.isEnabled() && !r1c2.isEnabled() && !r1c3.isEnabled() && !r2c1.isEnabled() && !r2c2.isEnabled() && !r2c3.isEnabled() && !r3c1.isEnabled() && !r3c2.isEnabled() && !r3c3.isEnabled()){ |
|||
ta.setText("Draw!"); |
|||
disableAll(); |
|||
} |
|||
} |
|||
public static void disableAll(){ |
|||
r1c1.setEnabled(false); |
|||
r1c2.setEnabled(false); |
|||
r1c3.setEnabled(false); |
|||
r2c1.setEnabled(false); |
|||
r2c2.setEnabled(false); |
|||
r2c3.setEnabled(false); |
|||
r3c1.setEnabled(false); |
|||
r3c2.setEnabled(false); |
|||
r3c3.setEnabled(false); |
|||
} |
|||
public static void enableAll(){ |
|||
turnNumber = 0; |
|||
r1c1.setEnabled(true); |
|||
r1c2.setEnabled(true); |
|||
r1c3.setEnabled(true); |
|||
r2c1.setEnabled(true); |
|||
r2c2.setEnabled(true); |
|||
r2c3.setEnabled(true); |
|||
r3c1.setEnabled(true); |
|||
r3c2.setEnabled(true); |
|||
r3c3.setEnabled(true); |
|||
r1c1.setText(""); |
|||
r1c2.setText(""); |
|||
r1c3.setText(""); |
|||
r2c1.setText(""); |
|||
r2c2.setText(""); |
|||
r2c3.setText(""); |
|||
r3c1.setText(""); |
|||
r3c2.setText(""); |
|||
r3c3.setText(""); |
|||
panel.setEnabled(true); |
|||
} |
|||
} |
|||
</syntaxhighlight> |
|||
=={{header|Javascript}}== |
|||
HTML5 Canvas implementation. Should play perfectly or near-perfectly. |
|||
<syntaxhighlight lang="javascript"> |
|||
<!DOCTYPE html> |
|||
<html> |
|||
<head> |
|||
<meta charset="utf-8" /> |
|||
<title>TicTacToe</title> |
|||
</head> |
|||
<body> |
|||
<canvas id="canvas" width="400" height="400"></canvas> |
|||
<script> |
|||
//All helper functions |
|||
isBetween = (num, a, b) => { |
|||
return num >= a && num <= b; |
|||
} |
|||
randInt = (low, high) => { |
|||
return Math.floor(Math.random() * (high - low + 1)) + low; |
|||
} |
|||
choice = arr => { |
|||
return arr[randInt(0, arr.length - 1)]; |
|||
} |
|||
//Checks if every value in an array equals an item |
|||
equals = (arr, item) => { |
|||
return arr.filter(a => { |
|||
return a === item; |
|||
}).length === arr.length; |
|||
} |
|||
//Returns number of items in array that equal an item |
|||
equallen = (arr, item) => { |
|||
return arr.filter(a => { |
|||
return a === item; |
|||
}).length |
|||
} |
|||
//Checks if any value in the array equals an item |
|||
equalanyof = (arr, item) => { |
|||
return equallen(arr, item) > 0; |
|||
} |
|||
//Should be scalable, but it uses default elements for calculations and tracking |
|||
let canvas = document.getElementById("canvas"); |
|||
let ctx = canvas.getContext("2d"); |
|||
const width = canvas.width; |
|||
const blockSize = canvas.width / 3; |
|||
const lineSize = blockSize / 5; |
|||
//Draws background |
|||
ctx.fillStyle = "rgb(225, 225, 225)"; |
|||
ctx.fillRect(0, 0, 400, 400); |
|||
//Title page |
|||
ctx.fillStyle = "rgb(0, 0, 0)"; |
|||
ctx.font = width / (250 / 17) + "px Arial"; //34 |
|||
ctx.textAlign = "center"; |
|||
ctx.fillText("Tic Tac Toe", width / 2, width / (2 + 2 / 3)); //200, 150 |
|||
//Button for starting |
|||
ctx.fillStyle = "rgb(200, 200, 200)"; |
|||
ctx.fillRect(width / 3.2, width / 2, width / (2 + 2 / 3), width / 8); //125, 200, 150, 50 |
|||
ctx.fillStyle = "rgb(0, 0, 0)"; |
|||
ctx.font = width / (200 / 9) + "px Arial"; //18 |
|||
ctx.fillText("Start", width / 2, width / (40 / 23)); //200, 230 |
|||
//Uses an array so a forEach loop can scan it for the correct tile |
|||
let tileArray = []; //Contains all tiles |
|||
let available = []; //Contains only available tiles |
|||
class Tile { |
|||
constructor(x, y) { |
|||
this.x = x * blockSize; |
|||
this.y = y * blockSize; |
|||
this.state = "none"; |
|||
tileArray.push(this); |
|||
available.push(this); |
|||
} |
|||
draw() { |
|||
ctx.strokeStyle = "rgb(175, 175, 175)"; |
|||
ctx.lineWidth = blockSize / 10; |
|||
if (this.state === "X") { |
|||
ctx.beginPath(); |
|||
ctx.moveTo(this.x + blockSize / 4, this.y + blockSize / 4); |
|||
ctx.lineTo(this.x + blockSize / (4 / 3), this.y + blockSize / (4 / 3)); |
|||
ctx.moveTo(this.x + blockSize / 4, this.y + blockSize / (4 / 3)); |
|||
ctx.lineTo(this.x + blockSize / (4 / 3), this.y + blockSize / 4); |
|||
ctx.stroke(); |
|||
} else if (this.state === "O") { |
|||
ctx.beginPath(); |
|||
ctx.arc(this.x + blockSize / 2, this.y + blockSize / 2, blockSize / 4, 0, 2 * Math.PI); |
|||
ctx.stroke(); |
|||
} |
|||
//Removes this from the available array |
|||
const ind = available.indexOf(this); |
|||
available = available.slice(0, ind).concat(available.slice(ind + 1, available.length)); |
|||
} |
|||
} |
|||
//Defines the game |
|||
let game = { |
|||
state: "start", |
|||
turn: "Player", |
|||
player: "X", |
|||
opp: "O" |
|||
} |
|||
//Generates tiles |
|||
for (let x = 0; x < 3; x++) { |
|||
for (let y = 0; y < 3; y++) { |
|||
new Tile(x, y); |
|||
} |
|||
} |
|||
//Gets the mouse position |
|||
getMousePos = evt => { |
|||
let rect = canvas.getBoundingClientRect(); |
|||
return { |
|||
x: evt.clientX - rect.left, |
|||
y: evt.clientY - rect.top |
|||
} |
|||
} |
|||
//Checks for win conditions |
|||
checkCondition = () => { |
|||
//Local variables are created to make access easier |
|||
let as = tileArray[0].state; |
|||
let bs = tileArray[1].state; |
|||
let cs = tileArray[2].state; |
|||
let ds = tileArray[3].state; |
|||
let es = tileArray[4].state; |
|||
let fs = tileArray[5].state; |
|||
let gs = tileArray[6].state; |
|||
let hs = tileArray[7].state; |
|||
let is = tileArray[8].state; |
|||
//Equals function checks if each value in the array has a state of X or O |
|||
if (equals([as, bs, cs], "X") || equals([ds, es, fs], "X") || equals([gs, hs, is], "X") || |
|||
equals([as, ds, gs], "X") || equals([bs, es, hs], "X") || equals([cs, fs, is], "X") || |
|||
equals([as, es, is], "X") || equals([cs, es, gs], "X")) { |
|||
alert("Player wins!"); |
|||
game.state = "over"; |
|||
} else if (equals([as, bs, cs], "O") || equals([ds, es, fs], "O") || equals([gs, hs, is], "O") || |
|||
equals([as, ds, gs], "O") || equals([bs, es, hs], "O") || equals([cs, fs, is], "O") || |
|||
equals([as, es, is], "O") || equals([cs, es, gs], "O")) { |
|||
alert("Opponent wins!"); |
|||
game.state = "over"; |
|||
//It is a tie if none of the above conditions are fulfilled and there are no available tiles |
|||
} else if (available.length === 0) { |
|||
alert("It's a tie!"); |
|||
game.state = "over"; |
|||
} |
|||
} |
|||
//Controls the opponent. Uses many nested switches/if-else for efficiency |
|||
oppTurn = () => { |
|||
if (game.state === "game") { |
|||
let tile = 0; |
|||
//Similar local variables as the win checker |
|||
let at = tileArray[0].state; |
|||
let bt = tileArray[1].state; |
|||
let ct = tileArray[2].state; |
|||
let dt = tileArray[3].state; |
|||
let et = tileArray[4].state; |
|||
let ft = tileArray[5].state; |
|||
let gt = tileArray[6].state; |
|||
let ht = tileArray[7].state; |
|||
let it = tileArray[8].state; |
|||
let all = [at, bt, ct, dt, et, ft, gt, ht, it]; |
|||
/*The AI will automatically win if possible |
|||
I considered using a filter based system, but it was ugly and |
|||
inelegant, and also redundant |
|||
I used a nested if-else instead |
|||
Equallen checks how many values in the array equal the given value*/ |
|||
if (equallen(all, "O") >= 2) { |
|||
if (equallen([at, bt, ct], "O") === 2 && equallen([at, bt, ct], "X") === 0) { |
|||
if (at === "none") { |
|||
tile = tileArray[0]; |
|||
} else if (bt === "none") { |
|||
tile = tileArray[1]; |
|||
} else if (ct === "none") { |
|||
tile = tileArray[2]; |
|||
} |
|||
} else if (equallen([dt, et, ft], "O") === 2 && equallen([dt, et, ft], "X") === 0) { |
|||
if (dt === "none") { |
|||
tile = tileArray[3]; |
|||
} else if (et === "none") { |
|||
tile = tileArray[4]; |
|||
} else if (ft === "none") { |
|||
tile = tileArray[5]; |
|||
} |
|||
} else if (equallen([gt, ht, it], "O") === 2 && equallen([gt, ht, it], "X") === 0) { |
|||
if (gt === "none") { |
|||
tile = tileArray[6]; |
|||
} else if (ht === "none") { |
|||
tile = tileArray[7]; |
|||
} else if (it === "none") { |
|||
tile = tileArray[8]; |
|||
} |
|||
} else if (equallen([at, dt, gt], "O") === 2 && equallen([at, dt, gt], "X") === 0) { |
|||
if (at === "none") { |
|||
tile = tileArray[0]; |
|||
} else if (dt === "none") { |
|||
tile = tileArray[3]; |
|||
} else if (gt === "none") { |
|||
tile = tileArray[6]; |
|||
} |
|||
} else if (equallen([bt, et, ht], "O") === 2 && equallen([bt, et, ht], "X") === 0) { |
|||
if (bt === "none") { |
|||
tile = tileArray[1]; |
|||
} else if (et === "none") { |
|||
tile = tileArray[4]; |
|||
} else if (ht === "none") { |
|||
tile = tileArray[7]; |
|||
} |
|||
} else if (equallen([ct, ft, it], "O") === 2 && equallen([ct, ft, it], "X") === 0) { |
|||
if (ct === "none") { |
|||
tile = tileArray[2]; |
|||
} else if (ft === "none") { |
|||
tile = tileArray[5]; |
|||
} else if (it === "none") { |
|||
tile = tileArray[8]; |
|||
} |
|||
} else if (equallen([at, et, it], "O") === 2 && equallen([at, et, it], "X") === 0) { |
|||
if (at === "none") { |
|||
tile = tileArray[0]; |
|||
} else if (et === "none") { |
|||
tile = tileArray[4]; |
|||
} else if (it === "none") { |
|||
tile = tileArray[8]; |
|||
} |
|||
} else if (equallen([ct, et, gt], "O") === 2 && equallen([ct, et, gt], "X") === 0) { |
|||
if (ct === "none") { |
|||
tile = tileArray[2]; |
|||
} else if (et === "none") { |
|||
tile = tileArray[4]; |
|||
} else if (gt === "none") { |
|||
tile = tileArray[6]; |
|||
} |
|||
} |
|||
} |
|||
//Stops player from winning if possible |
|||
if (equallen(all, "X") >= 2 && tile === 0) { |
|||
if (equallen([at, bt, ct], "X") === 2 && equallen([at, bt, ct], "O") === 0) { |
|||
if (at === "none") { |
|||
tile = tileArray[0]; |
|||
} else if (bt === "none") { |
|||
tile = tileArray[1]; |
|||
} else if (ct === "none") { |
|||
tile = tileArray[2]; |
|||
} |
|||
} else if (equallen([dt, et, ft], "X") === 2 && equallen([dt, et, ft], "O") === 0) { |
|||
if (dt === "none") { |
|||
tile = tileArray[3]; |
|||
} else if (et === "none") { |
|||
tile = tileArray[4]; |
|||
} else if (ft === "none") { |
|||
tile = tileArray[5]; |
|||
} |
|||
} else if (equallen([gt, ht, it], "X") === 2 && equallen([gt, ht, it], "O") === 0) { |
|||
if (gt === "none") { |
|||
tile = tileArray[6]; |
|||
} else if (ht === "none") { |
|||
tile = tileArray[7]; |
|||
} else if (it === "none") { |
|||
tile = tileArray[8]; |
|||
} |
|||
} else if (equallen([at, dt, gt], "X") === 2 && equallen([at, dt, gt], "O") === 0) { |
|||
if (at === "none") { |
|||
tile = tileArray[0]; |
|||
} else if (dt === "none") { |
|||
tile = tileArray[3]; |
|||
} else if (gt === "none") { |
|||
tile = tileArray[6]; |
|||
} |
|||
} else if (equallen([bt, et, ht], "X") === 2 && equallen([bt, et, ht], "O") === 0) { |
|||
if (bt === "none") { |
|||
tile = tileArray[1]; |
|||
} else if (et === "none") { |
|||
tile = tileArray[4]; |
|||
} else if (ht === "none") { |
|||
tile = tileArray[7]; |
|||
} |
|||
} else if (equallen([ct, ft, it], "X") === 2 && equallen([ct, ft, it], "O") === 0) { |
|||
if (ct === "none") { |
|||
tile = tileArray[2]; |
|||
} else if (ft === "none") { |
|||
tile = tileArray[5]; |
|||
} else if (it === "none") { |
|||
tile = tileArray[8]; |
|||
} |
|||
} else if (equallen([at, et, it], "X") === 2 && equallen([at, et, it], "O") === 0) { |
|||
if (at === "none") { |
|||
tile = tileArray[0]; |
|||
} else if (et === "none") { |
|||
tile = tileArray[4]; |
|||
} else if (it === "none") { |
|||
tile = tileArray[8]; |
|||
} |
|||
} else if (equallen([ct, et, gt], "X") === 2 && equallen([ct, et, gt], "O") === 0) { |
|||
if (ct === "none") { |
|||
tile = tileArray[2]; |
|||
} else if (et === "none") { |
|||
tile = tileArray[4]; |
|||
} else if (gt === "none") { |
|||
tile = tileArray[6]; |
|||
} |
|||
} |
|||
} |
|||
//Other options in case the above are not fulfilled |
|||
//Controls the course of play over the game |
|||
if (tile === 0) { |
|||
switch (9 - available.length) { |
|||
case 1: |
|||
//If the center is taken, it plays randomly in the corner |
|||
//Otherwise, it takes the center |
|||
if (et === "X") { |
|||
tile = tileArray[choice([0, 2, 6, 8])]; |
|||
} else { |
|||
tile = tileArray[4]; |
|||
} |
|||
break; |
|||
case 3: |
|||
if (et === "X" && (equalanyof([at, ct, gt, it], "O"))) { |
|||
/*To counter the strategy of |
|||
O - - |
|||
- X - |
|||
X - - |
|||
O - - |
|||
- X - |
|||
- - X |
|||
and related strategies*/ |
|||
if (at === "X") { |
|||
if (it === "none") { |
|||
tile = tileArray[8]; |
|||
} else { |
|||
tile = tileArray[choice([2, 6])]; |
|||
} |
|||
} else if (ct === "X") { |
|||
if (gt === "none") { |
|||
tile = tileArray[6]; |
|||
} else { |
|||
tile = tileArray[choice([0, 8])]; |
|||
} |
|||
} else if (gt === "X") { |
|||
if (ct === "none") { |
|||
tile = tileArray[2]; |
|||
} else { |
|||
tile = tileArray[choice([0, 8])]; |
|||
} |
|||
} else if (it === "X") { |
|||
if (at === "none") { |
|||
tile = tileArray[0]; |
|||
} else { |
|||
tile = tileArray[choice([2, 6])]; |
|||
} |
|||
} |
|||
} else { |
|||
tile = choice(tileArray); |
|||
} |
|||
break; |
|||
} |
|||
} |
|||
//Generates a random number if it could cause an error |
|||
if (tile.state != "none") { |
|||
tile = choice(available); |
|||
} |
|||
//Draws the selection |
|||
tile.state = game.opp; |
|||
tile.draw(); |
|||
checkCondition(); |
|||
game.turn = "Player"; |
|||
} |
|||
} |
|||
//Click handler |
|||
document.onclick = event => { |
|||
let pos = getMousePos(event); |
|||
switch (game.state) { |
|||
case "start": |
|||
//Checks if the button was clicked |
|||
if (isBetween(pos.x, width / 3.2, width / (16 / 11)) && isBetween(pos.y, width / 2, width / 1.6)) { |
|||
game.state = "game" |
|||
//Draws the setup for the game |
|||
ctx.fillStyle = "rgb(225, 225, 225)"; |
|||
ctx.fillRect(0, 0, 400, 400); |
|||
//Draws the lines |
|||
ctx.fillStyle = "rgb(200, 200, 200)"; |
|||
ctx.fillRect(blockSize - lineSize / 2, 0, lineSize, width); |
|||
ctx.fillRect(blockSize * 2 - lineSize / 2, 0, lineSize, width); |
|||
ctx.fillRect(0, blockSize - lineSize / 2, width, lineSize); |
|||
ctx.fillRect(0, blockSize * 2 - lineSize / 2, width, lineSize); |
|||
} |
|||
break; |
|||
case "game": |
|||
if (game.turn === "Player") { |
|||
//Goes through the tile array, checking if the click occurred there |
|||
tileArray.forEach(tile => { |
|||
if (isBetween(pos.x, tile.x, tile.x + blockSize) && isBetween(pos.y, tile.y, tile.y + blockSize)) { |
|||
if (available.indexOf(tile) != -1) { |
|||
tile.state = game.player; |
|||
tile.draw(); |
|||
checkCondition(); |
|||
game.turn = "Opponent"; |
|||
oppTurn(); |
|||
} |
|||
} |
|||
}); |
|||
} |
|||
break; |
|||
} |
|||
} |
|||
</script> |
|||
</body> |
|||
</html> |
|||
</syntaxhighlight> |
|||
A Node.js implementation using strategy heuristics as defined in the Wikipedia page linked above. |
|||
Some of the steps can be embargoed until the board only has n plays left. This makes for a bit of |
|||
randomness in the gameplay. |
|||
Human is X and goes first. |
|||
<syntaxhighlight lang="javascript"> |
|||
// Board |
|||
const topLeft = 1; |
|||
const topMid = 2; |
|||
const topRight = 3; |
|||
const midLeft = 4; |
|||
const center = 5; |
|||
const midRight = 6; |
|||
const botLeft = 7; |
|||
const botMid = 8; |
|||
const botRight = 9; |
|||
const tiles = [ |
|||
topLeft, topMid, topRight, |
|||
midLeft, center, midRight, |
|||
botLeft, botMid, botRight |
|||
]; |
|||
const corners = [ |
|||
topLeft, topRight, |
|||
botLeft, botRight |
|||
]; |
|||
const sides = [ |
|||
topMid, |
|||
midLeft, midRight, |
|||
botMid |
|||
]; |
|||
const winningCombos = [ |
|||
[topLeft, topMid, topRight], |
|||
[midLeft, center, midRight], |
|||
[botLeft, botMid, botRight], |
|||
[topLeft, midLeft, botLeft], |
|||
[topMid, center, botMid], |
|||
[topRight, midRight, botRight], |
|||
[topLeft, center, botRight], |
|||
[topRight, center, botLeft], |
|||
]; |
|||
const board = new Map(); |
|||
// Utility |
|||
const reset = () => tiles.forEach(e => board.set(e, ' ')); |
|||
const repeat = (s, n) => Array(n).fill(s).join(''); |
|||
const fromBoard = e => board.get(e); |
|||
const notSpace = e => e !== ' '; |
|||
const occupied = e => notSpace(fromBoard(e)); |
|||
const isAvailable = e => !occupied(e); |
|||
const notString = s => e => fromBoard(e) !== s; |
|||
const containsOnly = s => a => a.filter(occupied).map(fromBoard).join('') === s; |
|||
const chooseRandom = a => a[Math.floor(Math.random() * a.length)]; |
|||
const legalPlays = () => tiles.filter(isAvailable); |
|||
const legalCorners = () => corners.filter(isAvailable); |
|||
const legalSides = () => sides.filter(isAvailable); |
|||
const opponent = s => s === 'X' ? 'O' : 'X'; |
|||
const hasElements = a => a.length > 0; |
|||
const compose = (...fns) => (...x) => fns.reduce((a, b) => c => a(b(c)))(...x); |
|||
const isDef = t => t !== undefined; |
|||
const flatten = a => a.reduce((p, c) => [...p, ...c], []); |
|||
const findShared = a => [...flatten(a).reduce((p, c) => |
|||
p.has(c) ? p.set(c, [...p.get(c), c]) : p.set(c, [c]), |
|||
new Map()).values()].filter(e => e.length > 1).map(e => e[0]); |
|||
const wrap = (f, s, p = 9) => n => { |
|||
if (isDef(n) || legalPlays().length > p) { |
|||
return n; |
|||
} |
|||
const r = f(n); |
|||
if (isDef(r)) { |
|||
console.log(`${s}: ${r}`); |
|||
} |
|||
return r; |
|||
}; |
|||
const drawBoard = () => console.log(` |
|||
${[fromBoard(topLeft), fromBoard(topMid), fromBoard(topRight)].join('|')} |
|||
-+-+- |
|||
${[fromBoard(midLeft), fromBoard(center), fromBoard(midRight)].join('|')} |
|||
-+-+- |
|||
${[fromBoard(botLeft), fromBoard(botMid), fromBoard(botRight)].join('|')} |
|||
`); |
|||
const win = s => () => { |
|||
if (winningCombos.find(containsOnly(repeat(s, 3)))) { |
|||
console.log(`${s} wins!`); |
|||
reset() |
|||
} else if (hasElements(legalPlays())) { |
|||
console.log(`${opponent(s)}s turn:`); |
|||
} else { |
|||
console.log('Draw!'); |
|||
reset(); |
|||
} |
|||
}; |
|||
const play = s => n => occupied(n) ? console.log('Illegal') : board.set(n, s); |
|||
// Available strategy steps |
|||
const attack = (s, t = 2) => () => { |
|||
const m = winningCombos.filter(containsOnly(repeat(s, t))); |
|||
if (hasElements(m)) { |
|||
return chooseRandom(chooseRandom(m).filter(notString(s))) |
|||
} |
|||
}; |
|||
const fork = (s, isDefence = false) => () => { |
|||
let result; |
|||
const p = winningCombos.filter(containsOnly(s)); |
|||
const forks = findShared(p).filter(isAvailable); |
|||
// On defence, when there is only one fork, play it, else choose a |
|||
// two-in-a row attack to force the opponent to not execute the fork. |
|||
if (forks.length > 1 && isDefence) { |
|||
const me = opponent(s); |
|||
const twoInRowCombos = winningCombos.filter(containsOnly(repeat(me, 1))); |
|||
const chooseFrom = twoInRowCombos.reduce((p, a) => { |
|||
const avail = a.filter(isAvailable); |
|||
avail.forEach((e, i) => { |
|||
board.set(e, me).set(i ? avail[i - 1] : avail[i + 1], opponent(me)); |
|||
winningCombos.filter(containsOnly(repeat(s, 2))).length < 2 |
|||
? p.push(e) |
|||
: undefined; |
|||
}); |
|||
avail.forEach(e => board.set(e, ' ')); |
|||
return p; |
|||
}, []); |
|||
result = hasElements(chooseFrom) |
|||
? chooseRandom(chooseFrom) |
|||
: attack(opponent(s), 1)() |
|||
} |
|||
return result || chooseRandom(forks); |
|||
}; |
|||
const defend = (s, t = 2) => attack(opponent(s), t); |
|||
const defendFork = s => fork(opponent(s), true); |
|||
const chooseCenter = () => isAvailable(center) ? center : undefined; |
|||
const chooseCorner = () => chooseRandom(legalCorners()); |
|||
const chooseSide = () => chooseRandom(legalSides()); |
|||
const randLegal = () => chooseRandom(legalPlays()); |
|||
// Implemented strategy |
|||
const playToWin = s => compose( |
|||
win(s), |
|||
drawBoard, |
|||
play(s), |
|||
wrap(randLegal, 'Chose random'), |
|||
wrap(chooseSide, 'Chose random side', 8), |
|||
wrap(chooseCorner, 'Chose random corner', 8), |
|||
wrap(chooseCenter, 'Chose center', 7), |
|||
wrap(defendFork(s), 'Defended fork'), |
|||
wrap(fork(s), 'Forked'), |
|||
wrap(defend(s), 'Defended'), |
|||
wrap(attack(s), 'Attacked') |
|||
); |
|||
// Prep players |
|||
const O = n => playToWin('O')(n); |
|||
const X = n => playToWin('X')(n); |
|||
// Begin |
|||
reset(); |
|||
console.log("Let's begin..."); |
|||
drawBoard(); |
|||
console.log('X Begins: Enter a number from 1 - 9'); |
|||
// Manage user input. |
|||
const standard_input = process.stdin; |
|||
const overLog = s => { |
|||
process.stdout.moveCursor(0, -9); |
|||
process.stdout.cursorTo(0); |
|||
process.stdout.clearScreenDown(); |
|||
process.stdout.write(s); |
|||
}; |
|||
standard_input.setEncoding('utf-8'); |
|||
standard_input.on('data', (data) => { |
|||
if (data === '\n') { |
|||
overLog('O: '); |
|||
O(); |
|||
} else { |
|||
overLog(`X: Plays ${data}`); |
|||
X(Number(data)); |
|||
} |
|||
}); |
|||
</syntaxhighlight> |
|||
{{out}} |
|||
<pre> |
|||
Let's begin... |
|||
X: Plays 1 |
|||
O: Chose random corner: 7 |
|||
X: Plays 5 |
|||
O: Defended: 9 |
|||
X: Plays 8 |
|||
O: Defended: 2 |
|||
X: Plays 3 |
|||
O: Chose random side: 6 |
|||
X: Plays 4 |
|||
X|O|X |
|||
-+-+- |
|||
X|X|O |
|||
-+-+- |
|||
O|X|O |
|||
Draw! |
|||
</pre> |
|||
=={{header|jq}}== |
|||
'''Adapted from [[#Wren|Wren]]''' |
|||
'''Works with jq, the C implementation of jq''' |
|||
'''Works with gojq, the Go implementation of jq''' |
|||
As with the Wren solution, in successive rounds, play alternates between the user (O) and the computer (X) being the first to move. When the computer is first to move, its first placement is selected at random. |
|||
As of this writing, the C and Go implementations of jq do not include a PRN generator, |
|||
and so in the following the MRG32k3a module available at [[:Category:jq/MRG32k3a.jq]] |
|||
is used. |
|||
<syntaxhighlight lang="jq"> |
|||
include "MRG32k3a" {search: "."}; # see comment above |
|||
### Generic functions |
|||
def inform(msg): |
|||
. as $in |
|||
| msg + "\n" | stderr |
|||
| $in; |
|||
def lpad($len): tostring | ($len - length) as $l | (" " * $l) + .; |
|||
# Create an m x n matrix with initial values specified by . |
|||
def matrix($m; $n): |
|||
if $m == 0 then [] |
|||
else . as $init |
|||
| if $m == 1 then [range(0;$n) | $init] |
|||
elif $m > 0 then |
|||
matrix(1; $n) as $row |
|||
| [range(0; $m) | $row ] |
|||
else error("matrix\($m);\($n)) invalid") |
|||
end |
|||
end; |
|||
### Tic-Tac-Toe |
|||
# The board is represented by a matrix in which: |
|||
# 0 : blank; -1: computer; 1: user |
|||
def init: |
|||
{b: (0 | matrix(3;3)), |
|||
bestI: 0, |
|||
bestJ: 0, |
|||
prng: seed(now | tostring | sub("^.*[.]";"") | tonumber)}; |
|||
# Output: 0 if undecided, null if game over, otherwise the player id |
|||
def checkWinner: |
|||
first(range(0; 3) as $i |
|||
| if .b[$i][0] != 0 and .b[$i][1] == .b[$i][0] and .b[$i][2] == .b[$i][0] then .b[$i][0] |
|||
elif .b[0][$i] != 0 and .b[1][$i] == .b[0][$i] and .b[2][$i] == .b[0][$i] then .b[0][$i] |
|||
else empty |
|||
end) |
|||
// if (.b[1][1] == 0) then 0 |
|||
elif (.b[1][1] == .b[0][0] and .b[2][2] == .b[0][0]) then .b[0][0] |
|||
elif (.b[1][1] == .b[2][0] and .b[0][2] == .b[1][1]) then .b[1][1] |
|||
elif all(.b[][]; . != 0) then null |
|||
else 0 |
|||
end ; |
|||
def showBoard: |
|||
["X", " ", "O"] as $t |
|||
| .b as $b |
|||
| range(0;3) as $i |
|||
| reduce range(0;3) as $j (""; |
|||
. + "\($t[$b[$i][$j] + 1]) " ), # b == -1 => "X"; b == 1 => "O" |
|||
"-----"; |
|||
# Examine possible moves of the player identified by $value, avoiding embarrassment |
|||
# Set .result, .bestI, .bestJ, etc |
|||
def testMove($value; $depth): |
|||
checkWinner as $score |
|||
| if $score == null then .result = 0 |
|||
elif $score != 0 |
|||
then .result = (if $score == $value then 1 else -1 end) |
|||
else .best = -1 |
|||
| .changed = 0 |
|||
| reduce range(0;3) as $i (.; |
|||
reduce range(0;3) as $j (.; |
|||
if .b[$i][$j] == 0 |
|||
then .b[$i][$j] = $value |
|||
| .changed = $value |
|||
| testMove(-$value; $depth + 1) as $test |
|||
| (-$test.result) as $score |
|||
| .b[$i][$j] = 0 |
|||
| if $score > .best |
|||
then if $depth == 0 |
|||
then .bestI = $i |
|||
| .bestJ = $j |
|||
end |
|||
| .best = $score |
|||
end |
|||
end ) ) |
|||
| .result = if .changed != 0 then .best else 0 end |
|||
end; |
|||
# Issue prompts on stderr; |
|||
# always allow q for quit |
|||
def read($prompt; $regex): |
|||
def r: |
|||
($prompt | stderr | empty), |
|||
(try ((input |
|||
| if . == "q" then halt |
|||
else select(test($regex)) |
|||
end) // r) |
|||
catch if . == "break" then halt else r end ); |
|||
r; |
|||
# Input: irrelevant |
|||
# $user should be boolean; specify `true` if the user plays first |
|||
def game($user): |
|||
"Board positions are numbered so:\n1 2 3\n4 5 6\n7 8 9", |
|||
"You have O, I have X.\n", |
|||
(init + {$user} |
|||
| label $out |
|||
| foreach range(0;9) as $k (.; |
|||
if .user |
|||
then .move = null |
|||
| until(.move; |
|||
(read("Your move: "; "^ *[1-9]") | tonumber - 1) as $move |
|||
| ($move/3|floor) as $i |
|||
| ($move % 3) as $j |
|||
| if .b[$i][$j] == 0 |
|||
then .b[$i][$j] = 1 |
|||
| .move = $move |
|||
end ) |
|||
end |
|||
| if (.user|not) |
|||
then # in the interests of entertainment, randomize if computer opens |
|||
if $k == 0 |
|||
then .prng |= nextFloat |
|||
| .bestI = (.prng.nextFloat * 100 | trunc) % 3 |
|||
| .prng |= nextFloat |
|||
| .bestJ = (.prng.nextFloat * 100 | trunc) % 3 |
|||
else testMove(-1; 0) |
|||
end |
|||
| .b[.bestI][.bestJ] = -1 |
|||
| inform("My move: \(.bestI * 3 + .bestJ + 1)") |
|||
end |
|||
| .user |= not |
|||
; |
|||
# Output: |
|||
showBoard, |
|||
(checkWinner |
|||
| if . == 0 then empty |
|||
else (if . == 1 then "You win" |
|||
elif . == -1 then "I win" |
|||
else "A draw.\n\n" |
|||
end), |
|||
break $out |
|||
end ) )) ; |
|||
# Alternate players |
|||
def controller: |
|||
def c($user): |
|||
game($user), |
|||
(read("Play again? [yn]: "; "^[yYnN]") as $in |
|||
| if $in|.[0:1]|ascii_downcase == "n" then halt |
|||
else c($user|not) |
|||
end); |
|||
c(true); |
|||
controller |
|||
</syntaxhighlight> |
|||
{{output}} |
|||
Invocation: jq -nRrf tic-tac-toe.jq |
|||
<pre> |
|||
Board positions are numbered so: |
|||
1 2 3 |
|||
4 5 6 |
|||
7 8 9 |
|||
You have O, I have X. |
|||
Your move: 5 |
|||
----- |
|||
O |
|||
----- |
|||
----- |
|||
My move: 1 |
|||
X |
|||
----- |
|||
O |
|||
----- |
|||
----- |
|||
Your move: |
|||
... etc ... |
|||
</pre> |
|||
=={{header|Julia}}== |
|||
One move look-ahead algorithm. Computer plays to win or at least draw. |
|||
<syntaxhighlight lang="julia">const winningpositions = [[1, 2, 3], [4, 5, 6], [7, 8, 9], [1, 4, 7], |
|||
[2, 5, 8], [3, 6, 9],[1, 5, 9], [7, 5, 3]] |
|||
function haswon(brd, xoro) |
|||
marked = findall(x -> x == xoro, brd) |
|||
for pos in winningpositions |
|||
if length(pos) <= length(marked) && pos == sort(marked)[1:3] |
|||
return true |
|||
end |
|||
end |
|||
false |
|||
end |
|||
function readcharwithprompt(prompt, expected) |
|||
ret = '*' |
|||
while !(ret in expected) |
|||
print("\n", prompt, " -> ") |
|||
ret = lowercase(chomp(readline()))[1] |
|||
end |
|||
ret |
|||
end |
|||
availablemoves(brd) = findall(x -> x == ' ', brd) |
|||
cornersopen(brd) = [x for x in [1, 3, 7, 9] if brd[x] == ' '] |
|||
int2char(x) = Char(x + UInt8('0')) |
|||
char2int(x) = UInt8(x) - UInt8('0') |
|||
getyn(query) = readcharwithprompt(query, ['y', 'n']) |
|||
gettheirmove(brd) = char2int(readcharwithprompt("Your move(1-9)", int2char.(availablemoves(brd)))) |
|||
function findwin(brd, xoro) |
|||
tmpbrd = deepcopy(brd) |
|||
for mv in availablemoves(tmpbrd) |
|||
tmpbrd[mv] = xoro |
|||
if haswon(tmpbrd, xoro) |
|||
return mv |
|||
end |
|||
tmpbrd[mv] = ' ' |
|||
end |
|||
return nothing |
|||
end |
|||
function choosemove(brd, mychar, theirchar) |
|||
if all(x -> x == ' ', brd) |
|||
brd[rand(cornersopen(brd))] = mychar # corner trap if starting game |
|||
elseif availablemoves(brd) == [] # no more moves |
|||
println("Game is over. It was a draw.") |
|||
exit(0) |
|||
elseif (x = findwin(brd, mychar)) != nothing || (x = findwin(brd, theirchar)) != nothing |
|||
brd[x] = mychar # win if possible, block their win otherwise if their win is possible |
|||
elseif brd[5] == ' ' |
|||
brd[5] = mychar # take center if open and not doing corner trap |
|||
elseif (corners = cornersopen(brd)) != [] |
|||
brd[rand(corners)] = mychar # choose a corner over a side middle move |
|||
else |
|||
brd[rand(availablemoves(brd))] = mychar # random otherwise |
|||
end |
|||
end |
|||
function display(brd) |
|||
println("+-----------+") |
|||
println("| ", brd[1], " | ", brd[2], " | ", brd[3], " |") |
|||
println("| ", brd[4], " | ", brd[5], " | ", brd[6], " |") |
|||
println("| ", brd[7], " | ", brd[8], " | ", brd[9], " |") |
|||
println("+-----------+") |
|||
end |
|||
function tictactoe() |
|||
board = fill(' ', 9) |
|||
println("Board move grid:\n 1 2 3\n 4 5 6\n 7 8 9") |
|||
yn = getyn("Would you like to move first (y/n)?") |
|||
if yn == 'y' |
|||
mychar = 'O' |
|||
theirchar = 'X' |
|||
board[gettheirmove(board)] = theirchar |
|||
else |
|||
mychar = 'X' |
|||
theirchar = 'O' |
|||
end |
|||
while true |
|||
choosemove(board, mychar, theirchar) |
|||
println("Computer has moved.") |
|||
display(board) |
|||
if haswon(board, mychar) |
|||
println("Game over. Computer wins!") |
|||
exit(0) |
|||
elseif availablemoves(board) == [] |
|||
break |
|||
end |
|||
board[gettheirmove(board)] = theirchar |
|||
println("Player has moved.") |
|||
display(board) |
|||
if haswon(board, theirchar) |
|||
println("Game over. Player wins!") |
|||
exit(0) |
|||
elseif availablemoves(board) == [] |
|||
break |
|||
end |
|||
end |
|||
println("Game over. It was a draw.") |
|||
end |
|||
tictactoe() |
|||
</syntaxhighlight> {{output}} <pre> |
|||
Board move grid: |
|||
1 2 3 |
|||
4 5 6 |
|||
7 8 9 |
|||
Would you like to move first (y/n)? -> y |
|||
Your move(1-9) -> 5 |
|||
Computer has moved. |
|||
+-----------+ |
|||
| | | | |
|||
| | X | | |
|||
| O | | | |
|||
+-----------+ |
|||
Your move(1-9) -> 1 |
|||
Player has moved. |
|||
+-----------+ |
|||
| X | | | |
|||
| | X | | |
|||
| O | | | |
|||
+-----------+ |
|||
Computer has moved. |
|||
+-----------+ |
|||
| X | | | |
|||
| | X | | |
|||
| O | | O | |
|||
+-----------+ |
|||
Your move(1-9) -> 3 |
|||
Player has moved. |
|||
+-----------+ |
|||
| X | | X | |
|||
| | X | | |
|||
| O | | O | |
|||
+-----------+ |
|||
Computer has moved. |
|||
+-----------+ |
|||
| X | | X | |
|||
| | X | | |
|||
| O | O | O | |
|||
+-----------+ |
|||
Game over. Computer wins! |
|||
</pre> |
|||
=={{header|Koka}}== |
|||
Effectful Version |
|||
<syntaxhighlight lang="koka"> |
|||
import std/os/readline |
|||
fun member(x: a, xs: list<a>, compare: (a, a) -> bool) : bool |
|||
match xs |
|||
Nil -> False |
|||
Cons(y, ys) -> x.compare(y) || member(x, ys,compare) |
|||
fun member(xs: list<a>, x: a, compare: (a, a) -> bool) : bool |
|||
x.member(xs, compare) |
|||
struct coord |
|||
x: int |
|||
y: int |
|||
fun show(c: coord) : string { |
|||
"(" ++ c.x.show() ++ ", " ++ c.y.show() ++ ")" |
|||
} |
|||
fun (==)(c1: coord, c2: coord) : bool |
|||
c1.x == c2.x && c1.y == c2.y |
|||
effect ctl eject(): a |
|||
fun parse(str : string, moves : list<coord>) : <console, exn|_e>coord |
|||
match str.list() |
|||
Cons('0', Cons(' ', Cons('0', Nil))) -> Coord(0,0) |
|||
Cons('0', Cons(' ', Cons('1', Nil))) -> Coord(0,1) |
|||
Cons('0', Cons(' ', Cons('2', Nil))) -> Coord(0,2) |
|||
Cons('1', Cons(' ', Cons('0', Nil))) -> Coord(1,0) |
|||
Cons('1', Cons(' ', Cons('1', Nil))) -> Coord(1,1) |
|||
Cons('1', Cons(' ', Cons('2', Nil))) -> Coord(1,2) |
|||
Cons('2', Cons(' ', Cons('0', Nil))) -> Coord(2,0) |
|||
Cons('2', Cons(' ', Cons('1', Nil))) -> Coord(2,1) |
|||
Cons('2', Cons(' ', Cons('2', Nil))) -> Coord(2,2) |
|||
Cons('0', Cons(',', Cons('0', Nil))) -> Coord(0,0) |
|||
Cons('0', Cons(',', Cons('1', Nil))) -> Coord(0,1) |
|||
Cons('0', Cons(',', Cons('2', Nil))) -> Coord(0,2) |
|||
Cons('1', Cons(',', Cons('0', Nil))) -> Coord(1,0) |
|||
Cons('1', Cons(',', Cons('1', Nil))) -> Coord(1,1) |
|||
Cons('1', Cons(',', Cons('2', Nil))) -> Coord(1,2) |
|||
Cons('2', Cons(',', Cons('0', Nil))) -> Coord(2,0) |
|||
Cons('2', Cons(',', Cons('1', Nil))) -> Coord(2,1) |
|||
Cons('2', Cons(',', Cons('2', Nil))) -> Coord(2,2) |
|||
Cons('q', Nil) -> eject() |
|||
_ -> |
|||
println("Invalid move, please try again") |
|||
gen_move(moves) |
|||
fun gen_move(moves : list<coord>) : <console, exn|_e> coord |
|||
val move : coord = parse(readline(), moves) |
|||
if moves.any() fn (c : coord) { c == move } then { |
|||
println("Invalid move, please try again") |
|||
gen_move(moves) |
|||
} else { |
|||
move |
|||
} |
|||
fun create-board() : list<list<char>> { |
|||
[['.','.','.'],['.','.','.'],['.','.','.']] |
|||
} |
|||
fun show(grid: list<list<char>>) : string |
|||
var line := 0 |
|||
grid.foldl(" 0 1 2\n") fn(acc, row: list<char>) |
|||
val out = row.foldl(acc ++ line.show() ++ " ") fn(acc, col: char) |
|||
acc ++ col.string() ++ " " |
|||
++ "\n" |
|||
line := line + 1 |
|||
out |
|||
fun get_board_position(board : list<list<char>>, coord : coord) : maybe<char> { |
|||
match board[coord.y] { |
|||
Nothing -> Nothing |
|||
Just(row) -> row[coord.x] |
|||
} |
|||
} |
|||
fun mark_board(board: list<list<char>>,coord: coord, mark: char): maybe<list<list<char>>> |
|||
val new_row: maybe<list<char>> = match board[coord.y] |
|||
Nothing -> Nothing |
|||
Just(row) -> Just(row.take(coord.x) ++ mark.Cons(row.drop(coord.x + 1))) |
|||
match new_row |
|||
Nothing -> Nothing |
|||
Just(row) -> Just(board.take(coord.y) ++ row.Cons(board.drop(coord.y + 1))) |
|||
effect ctl not_full() : () |
|||
fun check_full(board: list<list<char>>) : bool |
|||
fun helper() |
|||
var full := True |
|||
board.foreach() fn(row) |
|||
if '.'.member(row) fn (a, b) a == b then { |
|||
not_full() |
|||
} |
|||
full |
|||
with ctl not_full() False |
|||
helper() |
|||
fun check_win(board: list<list<char>>, mark: char) : <div, exn|_e>bool |
|||
var win := False |
|||
var i := 0 |
|||
while {i < 3} { |
|||
if board.get_board_position(Coord(i,0)).unwrap() == mark && board.get_board_position(Coord(i,1)).unwrap() == mark && board.get_board_position(Coord(i,2)).unwrap() == mark then { |
|||
win := True |
|||
} |
|||
if board.get_board_position(Coord(0,i)).unwrap() == mark && board.get_board_position(Coord(1,i)).unwrap() == mark && board.get_board_position(Coord(2,i)).unwrap() == mark then { |
|||
win := True |
|||
} |
|||
i := i + 1 |
|||
} |
|||
if board.get_board_position(Coord(0,0)).unwrap() == mark && board.get_board_position(Coord(1,1)).unwrap() == mark && board.get_board_position(Coord(2,2)).unwrap() == mark then { |
|||
win := True |
|||
} |
|||
if board.get_board_position(Coord(0,2)).unwrap() == mark && board.get_board_position(Coord(1,1)).unwrap() == mark && board.get_board_position(Coord(2,0)).unwrap() == mark then { |
|||
win := True |
|||
} |
|||
win |
|||
fun human_logic(board: list<list<char>>, moves: list<coord>, mark: char, other_mark: char) : <console,div,exn|_e> coord |
|||
gen_move(moves) |
|||
fun ai_logic(board: list<list<char>>, moves: list<coord>, mark: char, other_mark: char) |
|||
board.gen_ai_move(moves,mark, other_mark) |
|||
struct move |
|||
move : coord |
|||
score: int |
|||
fun (==)(m1 : move, m2 : move) : bool { |
|||
m1.move == m2.move && m1.score == m2.score |
|||
} |
|||
fun eval_board(board : list<list<char>>, mark: char, other-mark : char) { |
|||
if board.check_win(mark) then { |
|||
10 |
|||
} |
|||
elif board.check_win(other-mark) then { |
|||
-10 |
|||
} |
|||
else { |
|||
0 |
|||
} |
|||
} |
|||
fun maximum-move(a : move, b : move) : move { |
|||
if a.score > b.score then { |
|||
a |
|||
} |
|||
else { |
|||
b |
|||
} |
|||
} |
|||
fun gen_ai_move(board : list<list<char>>, moves : list<coord>, mark : char, other-mark : char) { |
|||
val best_move : move = Move(Coord(-1,-1), -1000) |
|||
[0,1,2].foldl(best_move) fn (bstMove : move, i : int) { |
|||
[0,1,2].foldl(bstMove) fn (bstMve : move, j : int) { |
|||
if Coord(i,j).member(moves) fn (a,b) {a == b} then { |
|||
bstMve |
|||
} |
|||
else { |
|||
val new_board : list<list<char>> = board.mark_board(Coord(i,j), mark).unwrap() |
|||
val new-max = maximum-move(bstMve, Move(Coord(i,j), new_board.minimax(moves ++ [Coord(i,j)], 0, False, mark, other-mark))) |
|||
new-max |
|||
} |
|||
} |
|||
}.move |
|||
} |
|||
fun unwrap(x: maybe<a>): <exn> a |
|||
match x |
|||
Just(a) -> a |
|||
Nothing -> throw("value was Nothing") |
|||
// A basic implementation of Minimax |
|||
// This uses brace style to show that it is possible |
|||
fun minimax(board : list<list<char>>, moves: list<coord>, depth : int, isMaximizingPlayer : bool, mark : char, other-mark : char) : <div,exn|_e> int { |
|||
val score : int = board.eval_board(mark, other-mark) |
|||
if score == 10 then { |
|||
score |
|||
} |
|||
elif score == -10 then { |
|||
score |
|||
} |
|||
elif board.check_full() then { |
|||
0 |
|||
} |
|||
else { |
|||
if isMaximizingPlayer then { |
|||
val bestVal: int = -1000 |
|||
[0,1,2].foldl(bestVal) fn (bstVal : int, i : int) { |
|||
[0,1,2].foldl(bstVal) fn (bstVl : int, j : int) { |
|||
if Coord(i,j).member(moves) fn(a, b) {a == b} then { |
|||
bstVl |
|||
} |
|||
else { |
|||
val new_board : list<list<char>> = board.mark_board(Coord(i,j), mark).unwrap() |
|||
val value : int = new_board.minimax(moves ++ [Coord(i,j)], depth + 1, !isMaximizingPlayer, mark, other-mark) |
|||
max(bstVl, value) |
|||
} |
|||
} |
|||
} |
|||
} |
|||
else { |
|||
val bestVal: int = 1000 |
|||
[0,1,2].foldl(bestVal) fn (bstVal : int, i : int) { |
|||
[0,1,2].foldl(bstVal) fn (bstVl : int, j : int) { |
|||
if Coord(i,j).member(moves) fn(a,b) {a == b} then { |
|||
bstVl |
|||
} |
|||
else { |
|||
val new_board : list<list<char>> = board.mark_board(Coord(i,j), other-mark).unwrap() |
|||
val value : int = new_board.minimax(moves ++ [Coord(i,j)], depth + 1, !isMaximizingPlayer, mark, other-mark) |
|||
min(bstVl, value) |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|||
} |
|||
// The main business logic of the entire game |
|||
// This function checks if there is a draw or a win |
|||
fun play_game() |
|||
val board = get_board() |
|||
if board.check_full() then |
|||
println("Draw!") |
|||
println("Final board:") |
|||
board.show().println |
|||
else |
|||
"Next Turn:".println |
|||
board.show().println |
|||
val current_mark = get_current_mark() |
|||
val other_mark = get_other_mark() |
|||
play_turn(current_mark, other_mark) |
|||
val new_board = get_board() |
|||
if new_board.check_win(current_mark) then |
|||
println("Player " ++ current_mark.show() ++ " wins!") |
|||
println("Final board:") |
|||
new_board.show().println |
|||
else |
|||
flip() |
|||
play_game() |
|||
effect human_turn |
|||
fun play_human_turn(pair: (list<list<char>>, list<coord>), marks: (char, char)) : coord |
|||
effect ai_turn |
|||
fun play_ai_turn(pair: (list<list<char>>, list<coord>), marks: (char, char)) : coord |
|||
effect player1 |
|||
fun player1_turn(pair: (list<list<char>>, list<coord>), marks: (char, char)) : coord |
|||
fun get_player1_mark() : char |
|||
effect player2 |
|||
fun player2_turn(pair: (list<list<char>>, list<coord>), marks: (char, char)) : coord |
|||
fun get_player2_mark() : char |
|||
effect turn |
|||
// Changes the current player to a different one |
|||
fun flip() : () |
|||
// Calls the appropriate code for the current player |
|||
fun play_turn(mark: char, other_mark: char) : () |
|||
// Gets the symbol of the active player |
|||
fun get_current_mark(): char |
|||
// Gets the symbol of the inactive player |
|||
fun get_other_mark(): char |
|||
// This allows us to access the board |
|||
fun get_board() : list<list<char>> |
|||
// This allows us to access the moves that have been made |
|||
fun get_moves(): list<coord> |
|||
type player |
|||
Human |
|||
AI |
|||
type players |
|||
One |
|||
Two |
|||
// This function encapsulates the state of the entire game |
|||
// Think of it as calling a method on an object but with pure functions |
|||
fun initialize_and_start_game(game_type: int) |
|||
var current_player := One |
|||
var current_board := create-board() |
|||
var all_moves := [] |
|||
var player1 := Human |
|||
var player2 := AI |
|||
match game_type |
|||
1 -> { |
|||
player1 := Human |
|||
player2 := Human |
|||
} |
|||
2 -> { |
|||
player1 := Human |
|||
player2 := AI |
|||
} |
|||
3 -> { |
|||
player1 := AI |
|||
player2 := AI |
|||
} |
|||
_ -> throw("invalid game type") |
|||
with handler |
|||
ctl eject() |
|||
println("Have a nice day.") |
|||
with fun play_human_turn(pair: (list<list<char>>, list<coord>), marks: (char, char)) |
|||
human_logic(pair.fst,pair.snd,marks.fst,marks.snd) |
|||
with fun play_ai_turn(pair: (list<list<char>>, list<coord>), marks: (char, char)) |
|||
ai_logic(pair.fst,pair.snd,marks.fst,marks.snd) |
|||
with handler |
|||
fun player1_turn(pair: (list<list<char>>, list<coord>), marks: (char, char)) |
|||
match player1 |
|||
Human -> play_human_turn(pair, marks) |
|||
AI -> play_ai_turn(pair, marks) |
|||
fun get_player1_mark() |
|||
'X' |
|||
with handler |
|||
fun player2_turn(pair: (list<list<char>>, list<coord>), marks: (char, char)) |
|||
match player2 |
|||
Human -> play_human_turn(pair, marks) |
|||
AI -> play_ai_turn(pair, marks) |
|||
fun get_player2_mark() |
|||
'O' |
|||
with handler |
|||
return(x) () |
|||
fun flip() |
|||
match current_player |
|||
One -> current_player := Two |
|||
Two -> current_player := One |
|||
fun play_turn(mark: char, other_mark: char) |
|||
match current_player |
|||
One -> { |
|||
val coord = player1_turn((current_board, all_moves), (mark, other_mark)) |
|||
current_board := mark_board(current_board,coord,get_player1_mark()).unwrap |
|||
all_moves := Cons(coord, all_moves) |
|||
() |
|||
} |
|||
Two -> { |
|||
val coord = player2_turn((current_board, all_moves), (mark, other_mark)) |
|||
current_board := mark_board(current_board,coord,get_player2_mark()).unwrap |
|||
all_moves := Cons(coord, all_moves) |
|||
() |
|||
} |
|||
fun get_current_mark() match current_player |
|||
One -> get_player1_mark() |
|||
Two -> get_player2_mark() |
|||
fun get_other_mark() match current_player |
|||
Two -> get_player1_mark() |
|||
One -> get_player2_mark() |
|||
fun get_board() current_board |
|||
fun get_moves() all_moves |
|||
play_game() |
|||
fun prompt_game_type() |
|||
match readline().list() |
|||
Cons('1', Nil) -> 1 |
|||
Cons('2', Nil) -> 2 |
|||
Cons('3', Nil) -> 3 |
|||
_ -> |
|||
println("Invalid game mode, please try again") |
|||
prompt_game_type() |
|||
fun main () |
|||
println("Welcome to Tic Tac Toe!") |
|||
println("Please select a game mode:") |
|||
println("1. Two player") |
|||
println("2. One player") |
|||
println("3. Zero player") |
|||
println("Enter the number of the game mode you want to play") |
|||
val game_type = prompt_game_type() |
|||
"Enter your input as 'x y' or 'x,y' when selecting a spot".println |
|||
initialize_and_start_game(game_type) |
|||
</syntaxhighlight> |
|||
=={{header|Kotlin}}== |
|||
{{trans|C}} |
|||
<syntaxhighlight lang="scala">// version 1.1.51 |
|||
import java.util.Random |
|||
val r = Random() |
|||
val b = Array(3) { IntArray(3) } // board -> 0: blank; -1: computer; 1: human |
|||
var bestI = 0 |
|||
var bestJ = 0 |
|||
fun checkWinner(): Int { |
|||
for (i in 0..2) { |
|||
if (b[i][0] != 0 && b[i][1] == b[i][0] && b[i][2] == b[i][0]) return b[i][0] |
|||
if (b[0][i] != 0 && b[1][i] == b[0][i] && b[2][i] == b[0][i]) return b[0][i] |
|||
} |
|||
if (b[1][1] == 0) 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 |
|||
} |
|||
fun showBoard() { |
|||
val t = "X O" |
|||
for (i in 0..2) { |
|||
for (j in 0..2) print("${t[b[i][j] + 1]} ") |
|||
println() |
|||
} |
|||
println("-----") |
|||
} |
|||
fun testMove(value: Int, depth: Int): Int { |
|||
var best = -1 |
|||
var changed = 0 |
|||
var score = checkWinner() |
|||
if (score != 0) return if (score == value) 1 else -1 |
|||
for (i in 0..2) { |
|||
for (j in 0..2) { |
|||
if (b[i][j] != 0) continue |
|||
b[i][j] = value |
|||
changed = value |
|||
score = -testMove(-value, depth + 1) |
|||
b[i][j] = 0 |
|||
if (score <= best) continue |
|||
if (depth == 0) { |
|||
bestI = i |
|||
bestJ = j |
|||
} |
|||
best = score |
|||
} |
|||
} |
|||
return if (changed != 0) best else 0 |
|||
} |
|||
fun game(user: Boolean): String { |
|||
var u = user |
|||
for (i in 0..2) b[i].fill(0) |
|||
print("Board postions are numbered so:\n1 2 3\n4 5 6\n7 8 9\n") |
|||
print("You have O, I have X.\n\n") |
|||
for (k in 0..8) { |
|||
while (u) { |
|||
var move: Int? |
|||
do { |
|||
print("Your move: ") |
|||
move = readLine()!!.toIntOrNull() |
|||
} |
|||
while (move != null && move !in 1..9) |
|||
move = move!! - 1 |
|||
val i = move / 3 |
|||
val j = move % 3 |
|||
if (b[i][j] != 0) continue |
|||
b[i][j] = 1 |
|||
break |
|||
} |
|||
if (!u) { |
|||
if (k == 0) { // randomize if computer opens, less boring |
|||
bestI = r.nextInt(Int.MAX_VALUE) % 3 |
|||
bestJ = r.nextInt(Int.MAX_VALUE) % 3 |
|||
} |
|||
else testMove(-1, 0) |
|||
b[bestI][bestJ] = -1 |
|||
val myMove = bestI * 3 + bestJ + 1 |
|||
println("My move: $myMove") |
|||
} |
|||
showBoard() |
|||
val win = checkWinner() |
|||
if (win != 0) return (if (win == 1) "You win" else "I win") + ".\n\n" |
|||
u = !u |
|||
} |
|||
return "A draw.\n\n" |
|||
} |
|||
fun main(args: Array<String>) { |
|||
var user = false |
|||
while (true) { |
|||
user = !user |
|||
print(game(user)) |
|||
var yn: String |
|||
do { |
|||
print("Play again y/n: ") |
|||
yn = readLine()!!.toLowerCase() |
|||
} |
|||
while (yn != "y" && yn != "n") |
|||
if (yn != "y") return |
|||
println() |
|||
} |
|||
}</syntaxhighlight> |
|||
Sample game: |
|||
<pre> |
|||
Board postions are numbered so: |
|||
1 2 3 |
|||
4 5 6 |
|||
7 8 9 |
|||
You have O, I have X. |
|||
Your move: 2 |
|||
O |
|||
----- |
|||
My move: 1 |
|||
X O |
|||
----- |
|||
Your move: 8 |
|||
X O |
|||
O |
|||
----- |
|||
My move: 5 |
|||
X O |
|||
X |
|||
O |
|||
----- |
|||
Your move: 9 |
|||
X O |
|||
X |
|||
O O |
|||
----- |
|||
My move: 7 |
|||
X O |
|||
X |
|||
X O O |
|||
----- |
|||
Your move: 3 |
|||
X O O |
|||
X |
|||
X O O |
|||
----- |
|||
My move: 4 |
|||
X O O |
|||
X X |
|||
X O O |
|||
----- |
|||
I win. |
|||
Play again y/n: n |
|||
</pre> |
|||
=={{header|Lasso}}== |
=={{header|Lasso}}== |
||
Line 4,974: | Line 9,638: | ||
As image uploads has been disabled, a live version can be viewed at: [http://jono.guthrie.net.nz/rosetta/Tic-tac-toe.lasso http://jono.guthrie.net.nz/rosetta/Tic-tac-toe.lasso] |
As image uploads has been disabled, a live version can be viewed at: [http://jono.guthrie.net.nz/rosetta/Tic-tac-toe.lasso http://jono.guthrie.net.nz/rosetta/Tic-tac-toe.lasso] |
||
<syntaxhighlight lang="lasso">[ |
|||
<lang Lasso>[ |
|||
session_start('user') |
session_start('user') |
||
session_addvar('user', 'matrix') |
session_addvar('user', 'matrix') |
||
Line 5,068: | Line 9,732: | ||
$matrix = array('-','-','-','-','-','-','-','-','-') |
$matrix = array('-','-','-','-','-','-','-','-','-') |
||
$turn = 'x' |
$turn = 'x' |
||
}]</ |
}]</syntaxhighlight> |
||
=={{header|Lingo}}== |
|||
The standard way to create GUI apps in Lingo is to use the authoring tool "Director" as GUI builder. The code below instead uses a simple framework (stored in global "$") that eases programmatic GUI creation.<br /> |
|||
Screenshot of application window: http://valentin.dasdeck.com/lingo/tic-tac-toe/tic-tac-toe-lingo.png<br /> |
|||
"Human" cannot win this game. |
|||
<syntaxhighlight lang="lingo">global $ -- object representing simple framework |
|||
global gBoard -- current board image |
|||
global gBoardTemplate -- empty board image |
|||
global gHumanChip -- cross image |
|||
global gComputerChip -- circle image |
|||
global gM -- 3x3 matrix storing game state: 0=free cell, 1=human cell, -1=computer cell |
|||
global gStep -- index of current move (1..9) |
|||
global gGameOverFlag -- TRUE if current game is over |
|||
---------------------------------------- |
|||
-- Entry point |
|||
---------------------------------------- |
|||
on startMovie |
|||
-- libs |
|||
$.import("sprite") |
|||
-- window properties |
|||
_movie.stage.title = "Tic-Tac-Toe" |
|||
_movie.stage.rect = rect(0, 0, 224, 310) |
|||
_movie.centerStage = TRUE |
|||
-- load images from filesystem |
|||
m = new(#bitmap) |
|||
m.importFileInto($.@("resources/cross.bmp"), [#trimWhiteSpace:FALSE]) |
|||
gHumanChip = m.image |
|||
m = new(#bitmap) |
|||
m.importFileInto($.@("resources/circle.bmp"), [#trimWhiteSpace:FALSE]) |
|||
gComputerChip = m.image |
|||
-- create GUI |
|||
m = new(#bitmap) |
|||
m.importFileInto($.@("resources/board.bmp")) |
|||
m.regpoint = point(0, 0) |
|||
s = $.sprite.make(m, [#loc:point(20, 20)], TRUE) |
|||
s.addListener(#mouseDown, _movie, #humanMove) |
|||
gBoard = m.image |
|||
gBoardTemplate = gBoard.duplicate() |
|||
m = $.sprite.newMember(#button, [#text:"New Game (Human starts)", #fontstyle:"bold", #rect:rect(0, 0, 180, 0)]) |
|||
s = $.sprite.make(m, [#loc:point(20, 220)], TRUE) |
|||
s.addListener(#mouseDown, _movie, #newGame, 1) |
|||
m = $.sprite.newMember(#button, [#text:"New Game (Computer starts)", #fontstyle:"bold", #rect:rect(0, 0, 180, 0)]) |
|||
s = $.sprite.make(m, [#loc:point(20, 250)], TRUE) |
|||
s.addListener(#mouseDown, _movie, #newGame, -1) |
|||
m = $.sprite.newMember(#field, [#name:"feedback", #editable:FALSE, #fontstyle:"bold", #alignment:"center",\ |
|||
#border:0, #color:rgb(255, 0, 0), #rect:rect(0, 0, 180, 0)]) |
|||
s = $.sprite.make(m, [#loc:point(20, 280)], TRUE) |
|||
newGame(1) |
|||
-- show the application window |
|||
_movie.updateStage() |
|||
_movie.stage.visible = TRUE |
|||
end |
|||
---------------------------------------- |
|||
-- Starts a new game |
|||
---------------------------------------- |
|||
on newGame (whoStarts) |
|||
-- reset board |
|||
gBoard.copyPixels(gBoardTemplate, gBoardTemplate.rect, gBoardTemplate.rect) |
|||
-- clear feedback |
|||
member("feedback").text = "" |
|||
-- reset states |
|||
gM = [[0, 0, 0], [0, 0, 0], [0, 0, 0]] |
|||
gStep = 0 |
|||
gGameOverFlag = FALSE |
|||
if whoStarts=-1 then computerMove() |
|||
end |
|||
---------------------------------------- |
|||
-- Handles a human move (mouse click) |
|||
---------------------------------------- |
|||
on humanMove () |
|||
if gGameOverFlag then return |
|||
-- find cell for mouse position |
|||
p = _mouse.clickLoc - sprite(1).loc |
|||
if p.locH mod 60<4 or p.locV mod 60<4 then return |
|||
p = p / 60 |
|||
x = p[1] + 1 |
|||
y = p[2] + 1 |
|||
if gM[x][y] then return -- ignore illegal moves |
|||
gM[x][y] = 1 |
|||
-- update cell image |
|||
p = p * 60 |
|||
gBoard.copyPixels(gHumanChip, gHumanChip.rect.offset(4+p[1], 4+p[2]), gHumanChip.rect) |
|||
-- proceed (unless game over) |
|||
gStep = gStep + 1 |
|||
if not checkHumanMove(x, y) then computerMove() |
|||
end |
|||
---------------------------------------- |
|||
-- Checks if human has won or game ended with draw |
|||
---------------------------------------- |
|||
on checkHumanMove (x, y) |
|||
if sum([gM[x][1], gM[x][2], gM[x][3]])=3 then return gameOver(1, [[x, 1], [x, 2], [x, 3]]) |
|||
if sum([gM[1][y], gM[2][y], gM[3][y]])=3 then return gameOver(1, [[1, y], [2, y], [3, y]]) |
|||
if x=y and sum([gM[1][1], gM[2][2], gM[3][3]])=3 then return gameOver(1, [[1, 1], [2, 2], [3, 3]]) |
|||
if x+y=4 and sum([gM[1][3], gM[2][2], gM[3][1]])=3 then return gameOver(1, [[1, 3], [2, 2], [3, 1]]) |
|||
if gStep=9 then return gameOver(0) |
|||
return FALSE |
|||
end |
|||
---------------------------------------- |
|||
-- Checks if selecting specified empty cell makes computer or human win |
|||
---------------------------------------- |
|||
on checkCellWins (x, y, who) |
|||
wins = who*2 |
|||
if sum([gM[1][y], gM[2][y], gM[3][y]]) = wins then return [[1, y], [2, y], [3, y]] |
|||
if sum([gM[x][1], gM[x][2], gM[x][3]]) = wins then return [[x, 1], [x, 2], [x, 3]] |
|||
if x=y and sum([gM[1][1], gM[2][2], gM[3][3]]) = wins then return [[1, 1], [2, 2], [3, 3]] |
|||
if x+y=4 and sum([gM[1][3], gM[2][2], gM[3][1]]) = wins then return [[1, 3], [2, 2], [3, 1]] |
|||
return FALSE |
|||
end |
|||
---------------------------------------- |
|||
-- Handles game over |
|||
---------------------------------------- |
|||
on gameOver (winner, cells) |
|||
gGameOverFlag = TRUE |
|||
if winner = 0 then |
|||
member("feedback").text = "It's a draw!" |
|||
else |
|||
-- hilite winning line with yellow |
|||
img = image(56, 56, 32) |
|||
img.fill(img.rect, rgb(255, 255, 0)) |
|||
repeat with c in cells |
|||
x = (c[1]-1)*60 + 4 |
|||
y = (c[2]-1)*60 + 4 |
|||
gBoard.copyPixels(img, img.rect.offset(x, y), img.rect, [#ink:#darkest]) |
|||
end repeat |
|||
member("feedback").text = ["Human", "Computer"][1+(winner=-1)] & " has won!" |
|||
end if |
|||
return TRUE |
|||
end |
|||
---------------------------------------- |
|||
-- Calculates next computer move |
|||
---------------------------------------- |
|||
on computerMove () |
|||
gStep = gStep + 1 |
|||
-- move 1: select center |
|||
if gStep=1 then return doComputerMove(2, 2) |
|||
-- move 2 (human started) |
|||
if gStep=2 then |
|||
if gM[2][2]=1 then |
|||
-- if center, select arbitrary corner |
|||
return doComputerMove(1, 1) |
|||
else |
|||
-- otherwise select center |
|||
return doComputerMove(2, 2) |
|||
end if |
|||
end if |
|||
-- move 3 (computer started) |
|||
if gStep=3 then |
|||
-- if corner, select diagonally opposite corner |
|||
if gM[1][1]=1 then return doComputerMove(3, 3) |
|||
if gM[3][3]=1 then return doComputerMove(1, 1) |
|||
if gM[1][3]=1 then return doComputerMove(3, 1) |
|||
return doComputerMove(1, 1) -- top left corner as default |
|||
end if |
|||
-- get free cells |
|||
free = [] |
|||
repeat with x = 1 to 3 |
|||
repeat with y = 1 to 3 |
|||
if gM[x][y]=0 then free.add([x, y]) |
|||
end repeat |
|||
end repeat |
|||
-- check if computer can win now |
|||
repeat with c in free |
|||
res = checkCellWins(c[1], c[2], -1) |
|||
if res<>FALSE then |
|||
doComputerMove(c[1], c[2]) |
|||
return gameOver(-1, res) |
|||
end if |
|||
end repeat |
|||
-- check if human could win with next move (if yes, prevent it) |
|||
repeat with c in free |
|||
res = checkCellWins(c[1], c[2], 1) |
|||
if res<>FALSE then return doComputerMove(c[1], c[2], TRUE) |
|||
end repeat |
|||
-- move 4 (human started): prevent "double mills" |
|||
if gStep=4 then |
|||
if gM[2][2]=1 and (gM[1][1]=1 or gM[3][3]=1) then return doComputerMove(3, 1) |
|||
if gM[2][2]=1 and (gM[1][3]=1 or gM[3][1]=1) then return doComputerMove(1, 1) |
|||
if gM[2][3]+gM[3][2]=2 then return doComputerMove(3, 3) |
|||
if gM[1][2]+gM[2][3]=2 then return doComputerMove(1, 3) |
|||
if gM[1][2]+gM[2][1]=2 then return doComputerMove(1, 1) |
|||
if gM[2][1]+gM[3][2]=2 then return doComputerMove(3, 1) |
|||
if (gM[1][3]+gM[3][1]=2) or (gM[1][1]+gM[3][3]=2) then return doComputerMove(2, 1) |
|||
end if |
|||
-- move 5 (computer started): try to create a "double mill" |
|||
if gStep=5 then |
|||
repeat with x = 1 to 3 |
|||
col = [gM[x][1], gM[x][2], gM[x][3]] |
|||
if not (sum(col)=-1 and max(col)=0) then next repeat |
|||
repeat with y = 1 to 3 |
|||
row = [gM[1][y], gM[2][y], gM[3][y]] |
|||
if not (sum(row)=-1 and max(row)=0 and gM[x][y]=0) then next repeat |
|||
return doComputerMove(x, y) |
|||
end repeat |
|||
end repeat |
|||
end if |
|||
-- otherwise use first free cell |
|||
c = free[1] |
|||
doComputerMove(c[1], c[2]) |
|||
end |
|||
---------------------------------------- |
|||
-- Updates state matrix and cell image |
|||
---------------------------------------- |
|||
on doComputerMove (x, y, checkDraw) |
|||
gM[x][y] = -1 |
|||
gBoard.copyPixels(gComputerChip, gComputerChip.rect.offset(4+(x-1)*60, 4+(y-1)*60), gComputerChip.rect) |
|||
if checkDraw and gStep=9 then gameOver(0) |
|||
end |
|||
---------------------------------------- |
|||
-- |
|||
---------------------------------------- |
|||
on sum (aLine) |
|||
return aLine[1]+aLine[2]+aLine[3] |
|||
end</syntaxhighlight> |
|||
=={{header|Lua}}== |
|||
Version for LuaJIT with or without ffi, negamax algorithm with alpha-beta pruning and caching of results. Human can't win. |
|||
<syntaxhighlight lang="lua">#!/usr/bin/env luajit |
|||
ffi=require"ffi" |
|||
local function printf(fmt,...) io.write(string.format(fmt, ...)) end |
|||
local board="123456789" -- board |
|||
local pval={1, -1} -- player 1=1 2=-1 for negamax |
|||
local pnum={} for k,v in ipairs(pval) do pnum[v]=k end |
|||
local symbol={'X','O'} -- default symbols X and O |
|||
local isymbol={} for k,v in pairs(symbol) do isymbol[v]=pval[k] end |
|||
math.randomseed(os.time()^5*os.clock()) -- time-seed the random gen |
|||
local random=math.random |
|||
-- usage of ffi variables give 20% speed |
|||
ffi.cdef[[ |
|||
typedef struct{ |
|||
char value; |
|||
char flag; |
|||
int depth; |
|||
}cData; |
|||
]] |
|||
-- draw the "board" in the way the numpad is organized |
|||
local function draw(board) |
|||
for i=7,1,-3 do |
|||
print(board:sub(i,i+2)) |
|||
end |
|||
end |
|||
-- pattern for win situations |
|||
local check={"(.)...%1...%1","..(.).%1.%1..", |
|||
"(.)%1%1......","...(.)%1%1...","......(.)%1%1", |
|||
"(.)..%1..%1..",".(.)..%1..%1.","..(.)..%1..%1", |
|||
} |
|||
-- calculate a win situation for which player or draw |
|||
local function win(b) |
|||
local sub |
|||
for i=1,#check do |
|||
sub=b:match(check[i]) |
|||
if sub then break end |
|||
end |
|||
sub=isymbol[sub] |
|||
return sub or 0 |
|||
end |
|||
-- input only validate moves of not yet filled positions |
|||
local function input(b,player) |
|||
char=symbol[pnum[player]] |
|||
local inp |
|||
repeat |
|||
printf("Player %d (\"%s\") move: ",pnum[player],char) |
|||
inp=tonumber(io.read()) or 0 |
|||
until inp>=1 and inp<=9 and b:find(inp) |
|||
b=b:gsub(inp,char) |
|||
return b,inp |
|||
end |
|||
-- ask how many human or AI players |
|||
local function playerselect() |
|||
local ai={} |
|||
local yn |
|||
for i=1,2 do |
|||
repeat |
|||
printf("Player %d human (Y/n)? ", i) yn=io.read():lower() |
|||
until yn:match("[yn]") or yn=='' |
|||
if yn=='n' then |
|||
ai[pval[i]]=true |
|||
printf("Player %d is AI\n", i) |
|||
else |
|||
printf("Player %d is human\n", i) |
|||
end |
|||
end |
|||
return ai |
|||
end |
|||
local function endgame() |
|||
repeat |
|||
printf("\nEnd game? (y/n)? ", i) yn=io.read():lower() |
|||
until yn:match("[yn]") |
|||
if yn=='n' then |
|||
return false |
|||
else |
|||
printf("\nGOOD BYE PROFESSOR FALKEN.\n\nA STRANGE GAME.\nTHE ONLY WINNING MOVE IS\nNOT TO PLAY.\n\nHOW ABOUT A NICE GAME OF CHESS?\n") |
|||
return true |
|||
end |
|||
end |
|||
-- AI Routine |
|||
local function shuffle(t) |
|||
for i=#t,1,-1 do |
|||
local rnd=random(i) |
|||
t[i], t[rnd] = t[rnd], t[i] |
|||
end |
|||
return t |
|||
end |
|||
-- move generator |
|||
local function genmove(node, color) |
|||
return coroutine.wrap(function() |
|||
local moves={} |
|||
for m in node:gmatch("%d") do |
|||
moves[#moves+1]=m |
|||
end |
|||
shuffle(moves) -- to make it more interesting |
|||
for _,m in ipairs(moves) do |
|||
local child=node:gsub(m,symbol[pnum[color]]) |
|||
coroutine.yield(child, m) |
|||
end |
|||
end) |
|||
end |
|||
--[[ |
|||
Negamax with alpha-beta pruning and table caching |
|||
]] |
|||
local cache={} |
|||
local best, aimove, tDepth |
|||
local LOWERB,EXACT,UPPERB=-1,0,1 -- has somebody an idea how to make them real constants? |
|||
local function negamax(node, depth, color, α, β) |
|||
color=color or 1 |
|||
α=α or -math.huge |
|||
β=β or math.huge |
|||
-- check for cached node |
|||
local αOrg=α |
|||
local cData=cache[node] |
|||
if cData and cData.depth>=depth and depth~=tDepth then |
|||
if cData.flag==EXACT then |
|||
return cData.value |
|||
elseif cData.flag==LOWERB then |
|||
α=math.max(α,cData.value) |
|||
elseif cData.flag==UPPERB then |
|||
β=math.min(β,cData.value) |
|||
end |
|||
if α>=β then |
|||
return cData.value |
|||
end |
|||
end |
|||
local winner=win(node) |
|||
if depth==0 or winner~=0 then |
|||
return winner*color |
|||
end |
|||
local value=-math.huge |
|||
for child,move in genmove(node, color) do |
|||
value=math.max(value, -negamax(child, depth-1, -color, -β, -α)) |
|||
if value>α then |
|||
α=value |
|||
if depth==tDepth then |
|||
best=child |
|||
aimove=move |
|||
end |
|||
end |
|||
if α>=β then break end |
|||
end |
|||
-- cache known data |
|||
--cData={} -- if you want Lua tables instead of ffi you can switch the two lines here, costs 20% speed |
|||
cData=ffi.new("cData") |
|||
cData.value=value |
|||
if value<=αOrg then |
|||
cData.flag=UPPERB |
|||
elseif value>=β then |
|||
cData.flag=LOWERB |
|||
else |
|||
cData.flag=EXACT |
|||
end |
|||
cData.depth=depth |
|||
cache[node]=cData |
|||
return α |
|||
end |
|||
-- MAIN |
|||
do |
|||
local winner,value |
|||
local score={[-1]=0, [0]=0, [1]=0} |
|||
repeat |
|||
print("\n TIC-TAC-TOE\n") |
|||
local aiplayer=playerselect() |
|||
local player=1 |
|||
board="123456789" |
|||
for i=1,#board do |
|||
draw(board) |
|||
tDepth=10-i |
|||
if aiplayer[player] then |
|||
negamax(board, tDepth, player, -math.huge, math.huge) |
|||
board=best |
|||
printf("AI %d moves %s\n", pnum[player], aimove) |
|||
else |
|||
board=input(board,player) |
|||
end |
|||
winner=win(board) |
|||
if winner~=0 then break end |
|||
player=-player |
|||
end |
|||
score[winner]=score[winner]+1 |
|||
if winner and winner~=0 then |
|||
printf("*** Player %d (%s) has won\n", pnum[winner], symbol[pnum[winner]]) |
|||
else |
|||
printf("*** No winner\n") |
|||
end |
|||
printf("Score Player 1: %d Player 2: %d Draw: %d\n",score[1],score[-1],score[0]) |
|||
draw(board) |
|||
until endgame() |
|||
end</syntaxhighlight> |
|||
{{out}} |
|||
<pre>> time echo "n\nn\ny\n"| ./tictactoe.lua ⏎ |
|||
TIC-TAC-TOE |
|||
Player 1 human (Y/n)? Player 1 is AI |
|||
Player 2 human (Y/n)? Player 2 is AI |
|||
789 |
|||
456 |
|||
123 |
|||
AI 1 moves 1 |
|||
789 |
|||
456 |
|||
X23 |
|||
AI 2 moves 5 |
|||
789 |
|||
4O6 |
|||
X23 |
|||
AI 1 moves 9 |
|||
78X |
|||
4O6 |
|||
X23 |
|||
AI 2 moves 2 |
|||
78X |
|||
4O6 |
|||
XO3 |
|||
AI 1 moves 8 |
|||
7XX |
|||
4O6 |
|||
XO3 |
|||
AI 2 moves 7 |
|||
OXX |
|||
4O6 |
|||
XO3 |
|||
AI 1 moves 3 |
|||
OXX |
|||
4O6 |
|||
XOX |
|||
AI 2 moves 6 |
|||
OXX |
|||
4OO |
|||
XOX |
|||
AI 1 moves 4 |
|||
*** No winner |
|||
Score Player 1: 0 Player 2: 0 Draw: 1 |
|||
OXX |
|||
XOO |
|||
XOX |
|||
End game? (y/n)? |
|||
GOOD BYE PROFESSOR FALKEN. |
|||
A STRANGE GAME. |
|||
THE ONLY WINNING MOVE IS |
|||
NOT TO PLAY. |
|||
HOW ABOUT A NICE GAME OF CHESS? |
|||
echo "n\nn\ny\n" 0,00s user 0,00s system 69% cpu 0,002 total |
|||
./tictactoe.lua 0,03s user 0,00s system 98% cpu 0,035 total</pre> |
|||
=={{header|M2000 Interpreter}}== |
|||
Computer May loose; |
|||
<syntaxhighlight lang="m2000 interpreter"> |
|||
Module Tic.Tac.Toe { |
|||
Dim Board$(1 to 3, 1 to 3)=" " |
|||
WinGame=False |
|||
p=Board$() |
|||
RandomPosition=lambda -> { |
|||
=(random(1,3), random(1,3)) |
|||
} |
|||
BoardItemEmpty=Lambda p (x, y) -> { |
|||
=Array$(p, x, y)=" " |
|||
} |
|||
BoardSetItem=Lambda p (x, y, w$) -> { |
|||
link p to a$() |
|||
a$(x, y)=w$ |
|||
} |
|||
T=9 |
|||
R=0 |
|||
C=0 |
|||
Repeat { |
|||
Print "Computer Move:" |
|||
CompMove() |
|||
T-- |
|||
DrawBoard() |
|||
CheckWin() |
|||
if WinGame Then Print "Computer Win": Exit |
|||
if T=0 then exit |
|||
Repeat { |
|||
GetRowCol("Input Row", &R) |
|||
GetRowCol("Input Column", &C) |
|||
If BoardItemEmpty(R,C) then call boardsetitem(R,C,"O") : exit |
|||
} Always |
|||
T-- |
|||
DrawBoard() |
|||
CheckWin() |
|||
if WinGame Then Print "You Win": Exit |
|||
} until T=0 or WinGame |
|||
Sub DrawBoard() |
|||
Print "R/C 1 2 3" |
|||
Print " 1) "; Board$(1,1);"|";Board$(1,2);"|";Board$(1,3) |
|||
Print " -+-+-" |
|||
Print " 2) "; Board$(2,1);"|";Board$(2,2);"|";Board$(2,3) |
|||
Print " -+-+-" |
|||
Print " 3) "; Board$(3,1);"|";Board$(3,2);"|";Board$(3,3) |
|||
End Sub |
|||
Sub CheckWin() |
|||
WinGame=false |
|||
local i,j,three$ |
|||
For i=1 to 3 |
|||
three$="" |
|||
For j=1 to 3 : three$+=Board$(i,j) : Next j |
|||
CheckThree() |
|||
three$="" |
|||
For j=1 to 3 : three$+=Board$(j,i) :Next j |
|||
CheckThree() |
|||
Next i |
|||
three$="" |
|||
For i=1 to 3 : three$+=Board$(i,i): Next i |
|||
CheckThree() |
|||
three$="" |
|||
For i=1 to 3:three$+=Board$(i,4-i): Next i |
|||
CheckThree() |
|||
End Sub |
|||
Sub CheckThree() |
|||
if instr(three$," ")=0 then WinGame=WinGame or Filter$(three$, left$(three$,1))="" |
|||
End Sub |
|||
Sub CompMove() |
|||
if T<9 and Board$(2,2)=" " then { |
|||
call boardsetitem(2,2,"X") |
|||
} Else { |
|||
local i=3, j=3, found=false |
|||
if T<=6 then { |
|||
CompThink("X","X") |
|||
} |
|||
let i=3, j=3 |
|||
If Not found And T<6 then { |
|||
CompThink("O","X") |
|||
} |
|||
If not found then { |
|||
Repeat { |
|||
comp=RandomPosition() |
|||
If BoardItemEmpty(!comp) then call boardsetitem(!comp, "X") : exit |
|||
} Always |
|||
} |
|||
} |
|||
End Sub |
|||
Sub CompThink(Bad$, Good$) |
|||
While i>0 { |
|||
j=3 |
|||
While j>0 { |
|||
if Board$(i,j)=" " then { |
|||
Board$(i,j)=Bad$ |
|||
CheckWin() |
|||
if WinGame then { |
|||
Board$(i,j)=Good$:i=0:j=0: found=true |
|||
} Else Board$(i,j)=" " |
|||
} |
|||
j-- |
|||
} |
|||
i-- |
|||
} |
|||
End Sub |
|||
Sub GetRowCol(What$, &W) |
|||
Print What$;":"; |
|||
Repeat { |
|||
W=Val("0"+Key$) |
|||
} until W>=1 and W<=3 |
|||
Print Str$(W,"") |
|||
End Sub |
|||
} |
|||
Tic.Tac.Toe |
|||
</syntaxhighlight> |
|||
{{out}} |
|||
<pre style="height:30ex;overflow:scroll"> |
|||
Computer Move: |
|||
R/C 1 2 3 |
|||
1) | | |
|||
-+-+- |
|||
2) | | |
|||
-+-+- |
|||
3) | |X |
|||
Input Row:2 |
|||
Input Column:2 |
|||
R/C 1 2 3 |
|||
1) | | |
|||
-+-+- |
|||
2) |O| |
|||
-+-+- |
|||
3) | |X |
|||
Computer Move: |
|||
R/C 1 2 3 |
|||
1) | | |
|||
-+-+- |
|||
2) |O| |
|||
-+-+- |
|||
3) X| |X |
|||
Input Row:3 |
|||
Input Column:2 |
|||
R/C 1 2 3 |
|||
1) | | |
|||
-+-+- |
|||
2) |O| |
|||
-+-+- |
|||
3) X|O|X |
|||
Computer Move: |
|||
R/C 1 2 3 |
|||
1) |X| |
|||
-+-+- |
|||
2) |O| |
|||
-+-+- |
|||
3) X|O|X |
|||
Input Row:2 |
|||
Input Column:1 |
|||
R/C 1 2 3 |
|||
1) |X| |
|||
-+-+- |
|||
2) O|O| |
|||
-+-+- |
|||
3) X|O|X |
|||
Computer Move: |
|||
R/C 1 2 3 |
|||
1) |X| |
|||
-+-+- |
|||
2) O|O|X |
|||
-+-+- |
|||
3) X|O|X |
|||
Input Row:1 |
|||
Input Column:3 |
|||
R/C 1 2 3 |
|||
1) |X|O |
|||
-+-+- |
|||
2) O|O|X |
|||
-+-+- |
|||
3) X|O|X |
|||
Computer Move: |
|||
R/C 1 2 3 |
|||
1) X|X|O |
|||
-+-+- |
|||
2) O|O|X |
|||
-+-+- |
|||
3) X|O|X |
|||
</pre > |
|||
=={{header|Mathematica}}== |
=={{header|Mathematica}}/{{header|Wolfram Language}}== |
||
<lang>DynamicModule[{board = ConstantArray[0, {3, 3}], text = "Playing...", |
<syntaxhighlight lang="text">DynamicModule[{board = ConstantArray[0, {3, 3}], text = "Playing...", |
||
first, rows = |
first, rows = |
||
Join[#, Transpose@#, {Diagonal@#, Diagonal@Reverse@#}] &}, |
Join[#, Transpose@#, {Diagonal@#, Diagonal@Reverse@#}] &}, |
||
Line 5,106: | Line 10,453: | ||
text = "Draw."]]]]], {i, 1, 3}, {j, 1, 3}], Thickness[.01], |
text = "Draw."]]]]], {i, 1, 3}, {j, 1, 3}], Thickness[.01], |
||
Line[{{{1, 0}, {1, 3}}, {{2, 0}, {2, 3}}, {{0, 1}, {3, 1}}, {{0, |
Line[{{{1, 0}, {1, 3}}, {{2, 0}, {2, 3}}, {{0, 1}, {3, 1}}, {{0, |
||
2}, {3, 2}}}]}], Dynamic@text}]</ |
2}, {3, 2}}}]}], Dynamic@text}]</syntaxhighlight> |
||
=={{header|MATLAB}}== |
=={{header|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). |
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). |
||
< |
<syntaxhighlight lang="matlab">function TicTacToe |
||
% Set up the board (one for each player) |
% Set up the board (one for each player) |
||
Line 5,333: | Line 10,680: | ||
% boards - 3x3x2 logical representation of all players' pieces |
% boards - 3x3x2 logical representation of all players' pieces |
||
draw = all(all(boards(:, :, 1) | boards(:, :, 2))); |
draw = all(all(boards(:, :, 1) | boards(:, :, 2))); |
||
end</ |
end</syntaxhighlight> |
||
{{out}} |
{{out}} |
||
Computer goes first and plays perfectly: |
Computer goes first and plays perfectly: |
||
Line 5,455: | Line 10,802: | ||
=={{header|mIRC Scripting Language}}== |
=={{header|mIRC Scripting Language}}== |
||
< |
<syntaxhighlight lang="mirc">alias ttt { |
||
if ($2 isin %ttt) || (!%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~ = $remove($iif(%ttt,%ttt,1 2 3 4 5 6 7 8 9),$2,X,O) |
||
Line 5,485: | Line 10,832: | ||
echo -ag � $+ $iif($7 isnum,$chr(32),$7) $+ $chr(124) $+ $iif($8 isnum,$chr(32),$8) $+ $chr(124) $+ $iif($9 isnum, ,$9) |
echo -ag � $+ $iif($7 isnum,$chr(32),$7) $+ $chr(124) $+ $iif($8 isnum,$chr(32),$8) $+ $chr(124) $+ $iif($9 isnum, ,$9) |
||
} |
} |
||
}</ |
}</syntaxhighlight> |
||
=={{header|МК-61/52}}== |
|||
<syntaxhighlight lang="mk-61">9 С/П ПП 28 пи * cos x<0 16 ИП2 |
|||
ПП 28 1 - БП 51 ИП7 ПП 28 ИП7 |
|||
ПП 28 КИП2 ИП2 ВП 4 4 С/П 1 - |
|||
x=0 33 8 П2 С/П П7 ИП2 4 - x#0 |
|||
43 x<0 45 8 + П8 ИП7 - x#0 55 |
|||
ИП8 ВП 6 6 С/П ИП2 В/О</syntaxhighlight> |
|||
Cell numbering 1 to 9; starts from the upper left cell, then clockwise in a spiral. The first move is a calculator. Result: 44 - draw, 66 - victory of the calculator. |
|||
=={{header|Nim}}== |
|||
{{trans|Python}} |
|||
This is a translation of the second version with the better AI, but with some differences. For instance, we have chosen to display the board in the same way as the first version. All procedures have a parameter "board" rather accessing a global variable. We use also base 1-indexing for the board. Etc. |
|||
<syntaxhighlight lang="nim">import options, random, sequtils, strutils |
|||
type |
|||
Board = array[1..9, char] |
|||
Score = (char, array[3, int]) |
|||
const NoChoice = 0 |
|||
var board: Board = ['1', '2', '3', '4', '5', '6', '7', '8', '9'] |
|||
const 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]] |
|||
template toIndex(ch: char): int = |
|||
## Convert a character to an index in board. |
|||
ord(ch) - ord('0') |
|||
proc print(board: Board) = |
|||
for i in [1, 4, 7]: |
|||
echo board[i..(i + 2)].join(" ") |
|||
proc score(board: Board): Option[Score] = |
|||
for w in Wins: |
|||
let b = board[w[0]] |
|||
if b in "XO" and w.allIt(board[it] == b): |
|||
return some (b, w) |
|||
result = none(Score) |
|||
proc finished(board: Board): bool = |
|||
board.allIt(it in "XO") |
|||
proc space(board: Board): seq[char] = |
|||
for b in board: |
|||
if b notin "XO": |
|||
result.add b |
|||
proc myTurn(board: var Board; xo: char): char = |
|||
let options = board.space() |
|||
result = options.sample() |
|||
board[result.toIndex] = xo |
|||
proc myBetterTurn(board: var Board; xo: char): int = |
|||
let ox = if xo == 'X': 'O' else: 'X' |
|||
var oneBlock = NoChoice |
|||
let options = board.space.mapIt(it.toIndex) |
|||
block search: |
|||
for choice in options: |
|||
var brd = board |
|||
brd[choice] = xo |
|||
if brd.score.isSome: |
|||
result = choice |
|||
break search |
|||
if oneBlock == NoChoice: |
|||
brd[choice] = ox |
|||
if brd.score.isSome: |
|||
oneBlock = choice |
|||
result = if oneBlock != NoChoice: oneBlock else: options.sample() |
|||
board[result] = xo |
|||
proc yourTurn(board: var Board; xo: char): int = |
|||
let options = board.space() |
|||
var choice: char |
|||
while true: |
|||
stdout.write "\nPut your $# in any of these positions: $# ".format(xo, options.join()) |
|||
let input = stdin.readLine().strip() |
|||
if input.len == 1 and input[0] in options: |
|||
choice = input[0] |
|||
break |
|||
echo "Whoops I don't understand the input" |
|||
result = choice.toIndex |
|||
board[result] = xo |
|||
proc me(board: var Board; xo: char): Option[Score] = |
|||
board.print() |
|||
echo "\nI go at ", board.myBetterTurn(xo) |
|||
result = board.score() |
|||
proc you(board: var Board; xo: char): Option[Score] = |
|||
board.print() |
|||
echo "\nYou went at ", board.yourTurn(xo) |
|||
result = board.score() |
|||
proc play() = |
|||
while not board.finished(): |
|||
let score = board.me('X') |
|||
if score.isSome: |
|||
board.print() |
|||
let (winner, line) = score.get() |
|||
echo "\n$# wins along ($#).".format(winner, line.join(", ")) |
|||
return |
|||
if not board.finished(): |
|||
let score = board.you('O') |
|||
if score.isSome: |
|||
board.print() |
|||
let (winner, line) = score.get() |
|||
echo "\n$# wins along ($#).".format(winner, line.join(", ")) |
|||
return |
|||
echo "\nA draw." |
|||
echo "Tic-tac-toe game player." |
|||
echo "Input the index of where you wish to place your mark at your turn." |
|||
randomize() |
|||
play()</syntaxhighlight> |
|||
{{out}} |
|||
<pre>Tic-tac-toe game player. |
|||
Input the index of where you wish to place your mark at your turn. |
|||
1 2 3 |
|||
4 5 6 |
|||
7 8 9 |
|||
I go at 9 |
|||
1 2 3 |
|||
4 5 6 |
|||
7 8 X |
|||
Put your O in any of these positions: 12345678 7 |
|||
You went at 7 |
|||
1 2 3 |
|||
4 5 6 |
|||
O 8 X |
|||
I go at 5 |
|||
1 2 3 |
|||
4 X 6 |
|||
O 8 X |
|||
Put your O in any of these positions: 123468 1 |
|||
You went at 1 |
|||
O 2 3 |
|||
4 X 6 |
|||
O 8 X |
|||
I go at 4 |
|||
O 2 3 |
|||
X X 6 |
|||
O 8 X |
|||
Put your O in any of these positions: 2368 6 |
|||
You went at 6 |
|||
O 2 3 |
|||
X X O |
|||
O 8 X |
|||
I go at 3 |
|||
O 2 X |
|||
X X O |
|||
O 8 X |
|||
Put your O in any of these positions: 28 8 |
|||
You went at 8 |
|||
O 2 X |
|||
X X O |
|||
O O X |
|||
I go at 2 |
|||
A draw.</pre> |
|||
=={{header|Objeck}}== |
|||
Tic-tac-toe game using Minimax algorithm. |
|||
<syntaxhighlight lang="objeck">class TicTacToe { |
|||
@board : Char[,]; |
|||
@cpu_opening : Bool; |
|||
enum Status { |
|||
INVALID_MOVE, |
|||
PLAYING, |
|||
QUIT, |
|||
TIE, |
|||
CPU_WIN, |
|||
PLAYER_WIN |
|||
} |
|||
consts Weights { |
|||
MIN := -1000, |
|||
MAX := 1000 |
|||
} |
|||
function : Main(args : String[]) ~ Nil { |
|||
cpu_score := 0; |
|||
player_score := 0; |
|||
for(i :=0; i < 5; i += 1;) { |
|||
game := TicTacToe->New(); |
|||
result := game->Play(); |
|||
if(result = Status->PLAYER_WIN) { |
|||
player_score += 1; |
|||
"\n=> Player Wins!"->PrintLine(); |
|||
} |
|||
else if(result = Status->CPU_WIN) { |
|||
cpu_score += 1; |
|||
"\n=> CPU Wins!"->PrintLine(); |
|||
} |
|||
else if(result = Status->TIE) { |
|||
"\n=> Tie."->PrintLine(); |
|||
} |
|||
else { |
|||
break; |
|||
}; |
|||
}; |
|||
"\nHuman={$player_score}, CPU={$cpu_score}"->PrintLine(); |
|||
} |
|||
New() { |
|||
@board := Char->New[3, 3]; |
|||
for(index := 0; index < 9; index += 1;) { |
|||
j := index / 3; |
|||
i := index % 3; |
|||
@board[i, j] := '1' + index; |
|||
}; |
|||
@cpu_opening := true; |
|||
} |
|||
method : Play() ~ Status { |
|||
players_turn := Int->Random(1) = 1 ? true : false; |
|||
if(players_turn) { |
|||
@cpu_opening := false; |
|||
"\n*** NEW (Player) ***\n"->PrintLine(); |
|||
Draw(); |
|||
} |
|||
else { |
|||
"\n*** NEW (CPU) ***\n"->PrintLine(); |
|||
}; |
|||
playing := true; |
|||
do { |
|||
status : Status; |
|||
if(players_turn) { |
|||
status := PlayerMove(); |
|||
players_turn := false; |
|||
} |
|||
else { |
|||
status := CpuMove(); |
|||
players_turn := true; |
|||
}; |
|||
if(players_turn) { |
|||
Draw(); |
|||
}; |
|||
select(status) { |
|||
label Status->INVALID_MOVE: { |
|||
"\n=> Invalid Move"->PrintLine(); |
|||
} |
|||
label Status->PLAYER_WIN: { |
|||
return Status->PLAYER_WIN; |
|||
} |
|||
label Status->CPU_WIN: { |
|||
return Status->CPU_WIN; |
|||
} |
|||
label Status->TIE: { |
|||
return Status->TIE; |
|||
} |
|||
label Status->QUIT: { |
|||
playing := false; |
|||
} |
|||
}; |
|||
} |
|||
while(playing); |
|||
return Status->QUIT; |
|||
} |
|||
method : PlayerMove() ~ Status { |
|||
move := System.IO.Console->ReadString(); |
|||
if(move->Size() = 0) { |
|||
return Status->INVALID_MOVE; |
|||
}; |
|||
option := move->Get(0); |
|||
if(option = 'q') { |
|||
return Status->QUIT; |
|||
}; |
|||
if(LegalMove(option, 'X')) { |
|||
if(IsWinner(@board, 'X')) { |
|||
return Status->PLAYER_WIN; |
|||
} |
|||
else if(IsTied()) { |
|||
return Status->TIE; |
|||
} |
|||
else { |
|||
return Status->PLAYING; |
|||
}; |
|||
} |
|||
else { |
|||
return Status->INVALID_MOVE; |
|||
}; |
|||
} |
|||
method : CpuMove() ~ Status { |
|||
if(@cpu_opening) { |
|||
select(Int->Random(2)) { |
|||
label 0: { |
|||
@board[0, 0] := 'O'; |
|||
} |
|||
label 1: { |
|||
@board[1, 1] := 'O'; |
|||
} |
|||
label 2: { |
|||
@board[2, 2] := 'O'; |
|||
} |
|||
}; |
|||
@cpu_opening := false; |
|||
} |
|||
else { |
|||
BestCpuMove(CopyBoard()); |
|||
}; |
|||
if(IsWinner(@board, 'O')) { |
|||
return Status->CPU_WIN; |
|||
} |
|||
else if(IsTied()) { |
|||
return Status->TIE; |
|||
} |
|||
else { |
|||
return Status->PLAYING; |
|||
}; |
|||
} |
|||
method : Minimax(board : Char[,], depth : Int, is_max : Bool, alpha : Int, beta : Int) ~ Int { |
|||
score := EvaluateMove(board); |
|||
if(score = 10 | score = -10) { |
|||
return score; |
|||
}; |
|||
if(IsTied()) { |
|||
return 0; |
|||
}; |
|||
if(is_max) { |
|||
best := Weights->MIN; |
|||
for(i := 0; i < 3; i += 1;) { |
|||
for(j := 0; j < 3; j += 1;) { |
|||
if(board[i,j] <> 'X' & board[i,j] <>'O') { |
|||
test := board[i,j]; |
|||
board[i,j] := 'O'; |
|||
best := Int->Max(best, Minimax(board, depth + 1, false, alpha, beta)); |
|||
alpha := Int->Max(alpha, best); |
|||
board[i,j] := test; |
|||
if(beta <= alpha) { |
|||
return best; |
|||
}; |
|||
}; |
|||
}; |
|||
}; |
|||
return best; |
|||
} |
|||
else { |
|||
best := Weights->MAX; |
|||
for(i := 0; i < 3; i += 1;) { |
|||
for(j := 0; j < 3; j += 1;) { |
|||
if(board[i,j] <> 'X' & board[i,j] <>'O') { |
|||
test := board[i,j]; |
|||
board[i,j] := 'X'; |
|||
best := Int->Min(best, Minimax(board, depth + 1, true, alpha, beta)); |
|||
beta := Int->Min(beta, best); |
|||
board[i,j] := test; |
|||
if(beta <= alpha) { |
|||
return best; |
|||
}; |
|||
}; |
|||
}; |
|||
}; |
|||
return best; |
|||
}; |
|||
} |
|||
method : BestCpuMove(board : Char[,]) ~ Nil { |
|||
best := Weights->MIN; # empty |
|||
best_i := -1; |
|||
best_j := -1; |
|||
for(i := 0; i < 3; i += 1;) { |
|||
for(j := 0; j < 3; j += 1;) { |
|||
if(board[i,j] <> 'X' & board[i,j] <> 'O') { |
|||
test := board[i,j]; |
|||
board[i,j] := 'O'; |
|||
move := Int->Max(best, Minimax(board, 0, false, Weights->MIN, Weights->MAX)); |
|||
board[i,j] := test; |
|||
if(move > best) { |
|||
best_i := i; |
|||
best_j := j; |
|||
best := move; |
|||
}; |
|||
}; |
|||
}; |
|||
}; |
|||
@board[best_i, best_j] := 'O'; |
|||
} |
|||
method : EvaluateMove(board : Char[,]) ~ Int { |
|||
if(IsWinner(board, 'O')) { |
|||
return 10; |
|||
} |
|||
else if(IsWinner(board, 'X')) { |
|||
return -10; |
|||
} |
|||
else { |
|||
return 0; |
|||
}; |
|||
} |
|||
method : CopyBoard() ~ Char[,] { |
|||
board := Char->New[3, 3]; |
|||
for(i := 0; i < 3; i += 1;) { |
|||
for(j := 0; j < 3; j += 1;) { |
|||
board[i,j] := @board[i,j]; |
|||
}; |
|||
}; |
|||
return board; |
|||
} |
|||
method : LegalMove(move : Char, player: Char) ~ Bool { |
|||
if(move >= '1' & move <= '9') { |
|||
index := (move - '1')->As(Int); |
|||
j := index / 3; i := index % 3; |
|||
if(@board[i, j] = 'X' | @board[i, j] = 'O') { |
|||
return false; |
|||
}; |
|||
@board[i, j] := player; |
|||
return true; |
|||
} |
|||
else { |
|||
return false; |
|||
}; |
|||
} |
|||
method : IsWinner(board : Char[,], player : Char) ~ Bool { |
|||
# --- diagonal --- |
|||
check := 0; |
|||
for(i := 0; i < 3; i += 1;) { |
|||
if(board[i, i] = player) { |
|||
check += 1; |
|||
}; |
|||
}; |
|||
if(check = 3) { |
|||
return true; |
|||
}; |
|||
check := 0; |
|||
j := 2; |
|||
for(i := 0; i < 3; i += 1;) { |
|||
if(board[i, j] = player) { |
|||
check += 1; |
|||
}; |
|||
j -= 1; |
|||
}; |
|||
if(check = 3) { |
|||
return true; |
|||
}; |
|||
# --- vertical --- |
|||
for(i := 0; i < 3; i += 1;) { |
|||
check := 0; |
|||
for(j := 0; j < 3; j += 1;) { |
|||
if(board[i, j] = player) { |
|||
check += 1; |
|||
}; |
|||
}; |
|||
if(check = 3) { |
|||
return true; |
|||
}; |
|||
}; |
|||
# --- horizontal --- |
|||
for(j := 0; j < 3; j += 1;) { |
|||
check := 0; |
|||
for(i := 0; i < 3; i += 1;) { |
|||
if(board[i, j] = player) { |
|||
check += 1; |
|||
}; |
|||
}; |
|||
if(check = 3) { |
|||
return true; |
|||
}; |
|||
}; |
|||
return false; |
|||
} |
|||
method : IsTied() ~ Bool { |
|||
for(i := 0; i < 3; i += 1;) { |
|||
for(j := 0; j < 3; j += 1;) { |
|||
if(@board[i, j] <> 'X' & @board[i, j] <> 'O') { |
|||
return false; |
|||
}; |
|||
}; |
|||
}; |
|||
return true; |
|||
} |
|||
method : Draw() ~ Nil { |
|||
a1 := @board[0, 0]; a2 := @board[1, 0]; a3 := @board[2, 0]; |
|||
b1 := @board[0, 1]; b2 := @board[1, 1]; b3 := @board[2, 1]; |
|||
c1 := @board[0, 2]; c2 := @board[1, 2]; c3 := @board[2, 2]; |
|||
"==========="->PrintLine(); |
|||
" {$a1} | {$a2} | {$a3} "->PrintLine(); |
|||
"---|---|---"->PrintLine(); |
|||
" {$b1} | {$b2} | {$b3} "->PrintLine(); |
|||
"---|---|---"->PrintLine(); |
|||
" {$c1} | {$c2} | {$c3} "->PrintLine(); |
|||
"===========\n"->PrintLine(); |
|||
} |
|||
}</syntaxhighlight> |
|||
=={{header|Pascal}}== |
|||
Similar to on C version (same depth first strategy). Computer always win. |
|||
In some ways easier to read, but because Pascal lack return/break/continue |
|||
functions a little long and different style. Tested with FreePascal on macOS. |
|||
I would expect this version should compile with most Pascal variants including Delphi, but YMMR. |
|||
<syntaxhighlight lang="pascal">program Tic(Input, Output); |
|||
type |
|||
Contents = (Unassigned, Human, Computer); |
|||
var |
|||
BestI, BestJ: integer; { best solution a depth of zero in the search } |
|||
B: array[0..2, 0..2] of Contents; {zero based so modulus works later} |
|||
Player: Contents; |
|||
procedure DisplayBoard; |
|||
var |
|||
I, J: integer; |
|||
T: array [Contents] of char; |
|||
begin |
|||
T[Unassigned] := ' '; |
|||
T[Human] := 'O'; |
|||
T[Computer] := 'X'; |
|||
for I := 0 to 2 do |
|||
begin |
|||
for J := 0 to 2 do |
|||
begin |
|||
Write(T[B[I, J]]); |
|||
if J <> 2 then |
|||
Write(' | '); |
|||
end; |
|||
WriteLn; |
|||
if I < 2 then |
|||
WriteLn('---------'); |
|||
end; |
|||
WriteLn; |
|||
WriteLn; |
|||
end; |
|||
function SwapPlayer(Player: Contents): Contents; |
|||
begin |
|||
if Player = Computer then |
|||
SwapPlayer := Human |
|||
else |
|||
SwapPlayer := Computer; |
|||
end; |
|||
function CheckWinner: Contents; |
|||
var |
|||
I: integer; |
|||
begin |
|||
CheckWinner := Unassigned; { no winner yet } |
|||
for I := 0 to 2 do |
|||
begin |
|||
{ first horizontal solution } |
|||
if (CheckWinner = Unassigned) and (B[I, 0] <> Unassigned) and |
|||
(B[I, 1] = B[I, 0]) and (B[I, 2] = B[I, 0]) then |
|||
CheckWinner := B[I, 0] |
|||
else |
|||
{ now vertical solution } |
|||
if (CheckWinner = Unassigned) and (B[0, I] <> Unassigned) and |
|||
(B[1, I] = B[0, I]) and (B[2, I] = B[0, I]) then |
|||
CheckWinner := B[0, I]; |
|||
end; |
|||
{ now check the paths of the two cross line slants that share the middle position } |
|||
if (CheckWinner = Unassigned) and (B[1, 1] <> Unassigned) then |
|||
begin |
|||
if (B[1, 1] = B[0, 0]) and (B[2, 2] = B[0, 0]) then |
|||
CheckWinner := B[0, 0] |
|||
else if (B[1, 1] = B[2, 0]) and (B[0, 2] = B[1, 1]) then |
|||
CheckWinner := B[1, 1]; |
|||
end; |
|||
end; |
|||
{ Basic strategy test - is this te best solution we have seen } |
|||
function SaveBest(CurScore, CurBest: Contents): boolean; |
|||
begin |
|||
if CurScore = CurBest then |
|||
SaveBest := False |
|||
else if (CurScore = Unassigned) and (CurBest = Human) then |
|||
SaveBest := False |
|||
else if (CurScore = Computer) and ((CurBest = Unassigned) or |
|||
(CurBest = Human)) then |
|||
SaveBest := False |
|||
else |
|||
SaveBest := True; |
|||
end; |
|||
{ Basic strategy - recursive depth first search of possible moves |
|||
if computer can win save it, otherwise block if need be, else do deeper. |
|||
At each level modify the board for the next call, but clean up as go back up, |
|||
by remembering the modified position on the call stack. } |
|||
function TestMove(Val: Contents; Depth: integer): Contents; |
|||
var |
|||
I, J: integer; |
|||
Score, Best, Changed: Contents; |
|||
begin |
|||
Best := Computer; |
|||
Changed := Unassigned; |
|||
Score := CheckWinner; |
|||
if Score <> Unassigned then |
|||
begin |
|||
if Score = Val then |
|||
TestMove := Human |
|||
else |
|||
TestMove := Computer; |
|||
end |
|||
else |
|||
begin |
|||
for I := 0 to 2 do |
|||
for J := 0 to 2 do |
|||
begin |
|||
if B[I, J] = Unassigned then |
|||
begin |
|||
Changed := Val; |
|||
B[I, J] := Val; |
|||
{ the value for now and try wioth the other player } |
|||
Score := TestMove(SwapPlayer(Val), Depth + 1); |
|||
if Score <> Unassigned then |
|||
Score := SwapPlayer(Score); |
|||
B[I, J] := Unassigned; |
|||
if SaveBest(Score, Best) then |
|||
begin |
|||
if Depth = 0 then |
|||
begin { top level, so remember actual position } |
|||
BestI := I; |
|||
BestJ := J; |
|||
end; |
|||
Best := Score; |
|||
end; |
|||
end; |
|||
end; |
|||
if Changed <> Unassigned then |
|||
TestMove := Best |
|||
else |
|||
TestMove := Unassigned; |
|||
end; |
|||
end; |
|||
function PlayGame(Whom: Contents): string; |
|||
var |
|||
I, J, K, Move: integer; |
|||
Win: Contents; |
|||
begin |
|||
Win := Unassigned; |
|||
for I := 0 to 2 do |
|||
for J := 0 to 2 do |
|||
B[I, J] := Unassigned; |
|||
WriteLn('The board positions are numbered as follows:'); |
|||
WriteLn('1 | 2 | 3'); |
|||
WriteLn('---------'); |
|||
WriteLn('4 | 5 | 6'); |
|||
WriteLn('---------'); |
|||
WriteLn('7 | 8 | 9'); |
|||
WriteLn('You have O, I have X.'); |
|||
WriteLn; |
|||
K := 1; |
|||
repeat {rather a for loop but can not have two actions or early termination in Pascal} |
|||
if Whom = Human then |
|||
begin |
|||
repeat |
|||
Write('Your move: '); |
|||
ReadLn(Move); |
|||
if (Move < 1) or (Move > 9) then |
|||
WriteLn('Opps: enter a number between 1 - 9.'); |
|||
Dec(Move); |
|||
{humans do 1 -9, but the computer wants 0-8 for modulus to work} |
|||
I := Move div 3; { convert from range to corridinated of the array } |
|||
J := Move mod 3; |
|||
if B[I, J] <> Unassigned then |
|||
WriteLn('Opps: move ', Move + 1, ' was already done.') |
|||
until (Move >= 0) and (Move <= 8) and (B[I, J] = Unassigned); |
|||
B[I, J] := Human; |
|||
end; |
|||
if Whom = Computer then |
|||
begin |
|||
{ randomize if computer opens, so its not always the same game } |
|||
if K = 1 then |
|||
begin |
|||
BestI := Random(3); |
|||
BestJ := Random(3); |
|||
end |
|||
else |
|||
Win := TestMove(Computer, 0); |
|||
B[BestI, BestJ] := Computer; |
|||
WriteLn('My move: ', BestI * 3 + BestJ + 1); |
|||
end; |
|||
DisplayBoard; |
|||
Win := CheckWinner; |
|||
if Win <> Unassigned then |
|||
begin |
|||
if Win = Human then |
|||
PlayGame := 'You win.' |
|||
else |
|||
PlayGame := 'I win.'; |
|||
end |
|||
else |
|||
begin |
|||
Inc(K); { "for" loop counter actions } |
|||
Whom := SwapPlayer(Whom); |
|||
end; |
|||
until (Win <> Unassigned) or (K > 9); |
|||
if Win = Unassigned then |
|||
PlayGame := 'A draw.'; |
|||
end; |
|||
begin |
|||
Randomize; |
|||
Player := Human; |
|||
while True do |
|||
begin |
|||
WriteLn(PlayGame(Player)); |
|||
WriteLn; |
|||
Player := SwapPlayer(Player); |
|||
end |
|||
end.</syntaxhighlight> |
|||
=={{header|Perl}}== |
=={{header|Perl}}== |
||
Line 5,496: | Line 11,614: | ||
the computer. Anyone who can identify the mistake, is welcome to fix it. |
the computer. Anyone who can identify the mistake, is welcome to fix it. |
||
< |
<syntaxhighlight lang="perl">use warnings; |
||
use strict; |
use strict; |
||
Line 5,595: | Line 11,713: | ||
$whose_turn = !$whose_turn; |
$whose_turn = !$whose_turn; |
||
} |
} |
||
</syntaxhighlight> |
|||
</lang> |
|||
{{out}} |
{{out}} |
||
Line 5,652: | Line 11,770: | ||
Place your X on one of [a b c d e f g h i]: |
Place your X on one of [a b c d e f g h i]: |
||
</pre> |
</pre> |
||
===Alternate with GUI=== |
|||
<syntaxhighlight lang="perl">#!/usr/bin/perl |
|||
use strict; |
|||
=={{header|Perl 6}}== |
|||
use warnings; |
|||
{{works with|Rakudo| 2011.11}} |
|||
use Tk; |
|||
The computer plays a random game. |
|||
use List::Util qw( shuffle ); |
|||
Output is formatted in a similar way to that of the better python version. |
|||
<lang Perl6> |
|||
use v6; |
|||
my $win = qr/(?| ^(\w)...\1...\1 | ^..(\w).\1.\1 # diagonals |
|||
my @board = 1..9; |
|||
| ^(?:...)*?(\w)\1\1 | (\w)..\1..\1 )/x; # row or column |
|||
my @winning-positions = [0..2], [3..5], [6..8], [0,3,6], [1,4,7], [2,5,8], |
|||
my (%cache, $message, $game); |
|||
[0,4,8], [6,4,2]; |
|||
my $mw = MainWindow->new( -title => 'TicTacToe' ); |
|||
sub get-winner() { |
|||
$mw->geometry('+1000+300'); |
|||
for @winning-positions { |
|||
$mw->Label(-textvariable => \$message, -font => 'courierbold 16', |
|||
return (@board[$_][0], $_) if [eq] @board[$_]; |
|||
)->pack(-fill => 'x'); |
|||
} |
|||
my $grid = $mw->Frame( -borderwidth => 5, -relief => 'ridge' )->pack; |
|||
} |
|||
$mw->Button(-text => $_->[0], -command => $_->[1], |
|||
)->pack(-side => 'left', -fill => 'x', -expand => 1) for |
|||
['Restart X first' => sub { restart(1) }], |
|||
['Restart O first' => sub { restart(0) }], |
|||
[ 'Exit' => sub { $mw->destroy }]; |
|||
my @cells = map { my $me = $_; |
|||
$grid->Button( -command => sub { person($me) }, |
|||
-width => 1, -height => 1, -font => 'courierbold 40', |
|||
)->grid(-row => int $_ / 3, -column => $_ % 3) |
|||
} 0 .. 8; |
|||
restart(1); |
|||
sub free-indexes() { |
|||
@board.keys.grep: { @board[$_] eq any(1..9) } |
|||
} |
|||
MainLoop; |
|||
sub ai-move() { |
|||
given free-indexes.pick { |
|||
@board[$_] = 'o'; |
|||
say "I go at: { $_ + 1 }\n"; |
|||
} |
|||
} |
|||
sub show { $cells[$_]->configure(-text => substr $game, $_, 1) for 0 .. 8 } |
|||
sub print-board() { |
|||
say @board.map({ "$^a | $^b | $^c" }).join("\n--+---+--\n"), "\n"; |
|||
} |
|||
sub |
sub person |
||
{ |
|||
my $pos = prompt "Choose one of { (free-indexes >>+>> 1).join(",") }: "; |
|||
$message =~ /O's turn/ or return; |
|||
if $pos eq any(free-indexes >>+>> 1) { |
|||
pos($game) = shift(); |
|||
@board[$pos - 1] = 'x'; |
|||
if( $game =~ s/\G /O/ ) |
|||
} else { |
|||
{ |
|||
say "Sorry, you want to put your 'x' where?"; |
|||
$message = $game =~ $win ? "O Wins" : |
|||
human-move(); |
|||
$game !~ / / ? "Draw" : do { |
|||
} |
|||
$game = move( $game, 'X' )->[1]; |
|||
} |
|||
$game =~ $win ? 'X Wins' : |
|||
$game !~ / / ? 'Draw' : "O's turn to move" |
|||
}; |
|||
show; |
|||
} |
|||
} |
|||
sub restart |
|||
for (&ai-move, &human-move) xx * { |
|||
{ |
|||
print-board; |
|||
%cache = (); |
|||
$game = shift() ? move( ' ' x 9, 'X' )->[1] : ' ' x 9; |
|||
last if get-winner() or not free-indexes; |
|||
show; |
|||
} |
|||
$message = "O's turn to move"; |
|||
} |
|||
sub move |
|||
if get-winner() -> ($player, $across) { |
|||
{ |
|||
say "$player wins across [", ($across >>+>> 1).join(", "), "]."; |
|||
(local $_, my $who, my @moves) = @_; |
|||
} else { |
|||
/$win/ and return [ 2 * ($1 eq 'X'), $_ ]; |
|||
say "How boring, a draw!"; |
|||
/ / or return [ 1, $_ ]; |
|||
} |
|||
$cache{$_ . $who} //= do |
|||
</lang> |
|||
{ |
|||
while( / /g ) |
|||
{ |
|||
my $move = "$`$who$'"; |
|||
push @moves, [ move($move, $who ^ 'X' ^ 'O')->[0], $move ]; |
|||
} |
|||
(sort {$a->[0] <=> $b->[0]} shuffle @moves)[ -($who eq 'X') ] |
|||
}; |
|||
}</syntaxhighlight> |
|||
=={{header|Phix}}== |
=={{header|Phix}}== |
||
AI copied from C. User goes first, as does loser. After a draw the start player alternates. |
AI copied from C. User goes first, as does loser. After a draw the start player alternates. |
||
{{libheader|Phix/pGUI}} |
|||
<lang Phix>sequence board = repeat(' ',9) -- {' '/'X'/'O'} |
|||
{{libheader|Phix/online}} |
|||
You can run this online [http://phix.x10.mx/p2js/Tic_tac_toe.htm here]. |
|||
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}} |
|||
<!--<syntaxhighlight lang="phix">(phixonline)--> |
|||
<span style="color: #000080;font-style:italic;">-- |
|||
function check_winner() |
|||
-- demo\rosetta\Tic_tac_toe.exw |
|||
for w=1 to length(wins) do |
|||
--</span> |
|||
integer {i,j,k} = wins[w], |
|||
<span style="color: #008080;">with</span> <span style="color: #008080;">javascript_semantics</span> |
|||
boardi = board[i] |
|||
<span style="color: #008080;">include</span> <span style="color: #000000;">pGUI</span><span style="color: #0000FF;">.</span><span style="color: #000000;">e</span> |
|||
if boardi!=' ' and boardi=board[j] and boardi=board[k] then |
|||
<span style="color: #008080;">constant</span> <span style="color: #000000;">title</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">"Tic Tac Toe"</span> |
|||
return boardi |
|||
<span style="color: #004080;">sequence</span> <span style="color: #000000;">board</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">repeat</span><span style="color: #0000FF;">(</span><span style="color: #008000;">' '</span><span style="color: #0000FF;">,</span><span style="color: #000000;">9</span><span style="color: #0000FF;">)</span> <span style="color: #000080;font-style:italic;">-- {' '/'X'/'O'}</span> |
|||
end if |
|||
<span style="color: #004080;">bool</span> <span style="color: #000000;">human</span> <span style="color: #0000FF;">=</span> <span style="color: #004600;">false</span> <span style="color: #000080;font-style:italic;">-- (flipped in new_game)</span> |
|||
end for |
|||
<span style="color: #004080;">bool</span> <span style="color: #000000;">game_over</span> <span style="color: #0000FF;">=</span> <span style="color: #004600;">false</span> |
|||
return 0 |
|||
<span style="color: #008080;">constant</span> <span style="color: #000000;">play_dumb</span> <span style="color: #0000FF;">=</span> <span style="color: #004600;">false</span> |
|||
end function |
|||
<span style="color: #004080;">Ihandle</span> <span style="color: #000000;">dlg</span> |
|||
<span style="color: #000080;font-style:italic;">-- saved in redraw_cb() for check_position():</span> |
|||
procedure showboard() |
|||
<span style="color: #004080;">integer</span> <span style="color: #000000;">cw</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ch</span><span style="color: #0000FF;">,</span> <span style="color: #000080;font-style:italic;">-- board centre</span> |
|||
printf(1," %c | %c | %c\n---+---+---\n %c | %c | %c\n---+---+---\n %c | %c | %c\n",board) |
|||
<span style="color: #000000;">d</span><span style="color: #0000FF;">,</span> <span style="color: #000080;font-style:italic;">-- tile spacing</span> |
|||
end procedure |
|||
<span style="color: #000000;">h</span> <span style="color: #000080;font-style:italic;">-- tile size/radius</span> |
|||
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) |
|||
<span style="color: #008080;">function</span> <span style="color: #000000;">redraw_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000000;">ih</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">integer</span> <span style="color: #000080;font-style:italic;">/*posx*/</span><span style="color: #0000FF;">,</span> <span style="color: #000080;font-style:italic;">/*posy*/</span><span style="color: #0000FF;">)</span> |
|||
printf(1,"Board postions are numbered so:\n1 2 3\n4 5 6\n7 8 9\n"); |
|||
<span style="color: #0000FF;">{</span><span style="color: #000000;">cw</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ch</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGetIntInt</span><span style="color: #0000FF;">(</span><span style="color: #000000;">ih</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"DRAWSIZE"</span><span style="color: #0000FF;">)</span> |
|||
printf(1,"You have O, I have X.\n\n"); |
|||
<span style="color: #000000;">d</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">min</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cw</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ch</span><span style="color: #0000FF;">)/</span><span style="color: #000000;">8</span><span style="color: #0000FF;">)</span> |
|||
for n=1 to 9 do |
|||
<span style="color: #000000;">h</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">d</span><span style="color: #0000FF;">*</span><span style="color: #000000;">2</span><span style="color: #0000FF;">/</span><span style="color: #000000;">3</span><span style="color: #0000FF;">)</span> |
|||
if(user) then |
|||
<span style="color: #000000;">cw</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cw</span><span style="color: #0000FF;">/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">)</span> |
|||
printf(1,"your move: "); |
|||
<span style="color: #000000;">ch</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">ch</span><span style="color: #0000FF;">/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">)</span> |
|||
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 |
|||
<span style="color: #7060A8;">IupGLMakeCurrent</span><span style="color: #0000FF;">(</span><span style="color: #000000;">ih</span><span style="color: #0000FF;">)</span> |
|||
while 1 do |
|||
<span style="color: #004080;">cdCanvas</span> <span style="color: #000000;">cddbuffer</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGetAttributePtr</span><span style="color: #0000FF;">(</span><span style="color: #000000;">ih</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"DBUFFER"</span><span style="color: #0000FF;">)</span> |
|||
string res = game() |
|||
<span style="color: #7060A8;">cdCanvasActivate</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">)</span> |
|||
puts(1,res) |
|||
<span style="color: #7060A8;">cdCanvasClear</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">)</span> |
|||
if res="Quit" then exit end if |
|||
<span style="color: #7060A8;">cdCanvasSetForeground</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span><span style="color: #004600;">CD_BLUE</span><span style="color: #0000FF;">)</span> |
|||
end while</lang> |
|||
<span style="color: #7060A8;">cdCanvasSetLineWidth</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span><span style="color: #000000;">10</span><span style="color: #0000FF;">)</span> |
|||
Sample game (after a draw), with the boards cut/pasted into the horizontal |
|||
<span style="color: #004080;">integer</span> <span style="color: #000000;">d3</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">3</span><span style="color: #0000FF;">*</span><span style="color: #000000;">d</span> |
|||
<pre> |
|||
<span style="color: #7060A8;">cdCanvasLine</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span><span style="color: #000000;">cw</span><span style="color: #0000FF;">-</span><span style="color: #000000;">d</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ch</span><span style="color: #0000FF;">-</span><span style="color: #000000;">d3</span><span style="color: #0000FF;">,</span><span style="color: #000000;">cw</span><span style="color: #0000FF;">-</span><span style="color: #000000;">d</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ch</span><span style="color: #0000FF;">+</span><span style="color: #000000;">d3</span><span style="color: #0000FF;">)</span> |
|||
Board postions are numbered so: |
|||
<span style="color: #7060A8;">cdCanvasLine</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span><span style="color: #000000;">cw</span><span style="color: #0000FF;">+</span><span style="color: #000000;">d</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ch</span><span style="color: #0000FF;">-</span><span style="color: #000000;">d3</span><span style="color: #0000FF;">,</span><span style="color: #000000;">cw</span><span style="color: #0000FF;">+</span><span style="color: #000000;">d</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ch</span><span style="color: #0000FF;">+</span><span style="color: #000000;">d3</span><span style="color: #0000FF;">)</span> |
|||
1 2 3 |
|||
<span style="color: #7060A8;">cdCanvasLine</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span><span style="color: #000000;">cw</span><span style="color: #0000FF;">-</span><span style="color: #000000;">d3</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ch</span><span style="color: #0000FF;">-</span><span style="color: #000000;">d</span><span style="color: #0000FF;">,</span><span style="color: #000000;">cw</span><span style="color: #0000FF;">+</span><span style="color: #000000;">d3</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ch</span><span style="color: #0000FF;">-</span><span style="color: #000000;">d</span><span style="color: #0000FF;">)</span> |
|||
4 5 6 |
|||
<span style="color: #7060A8;">cdCanvasLine</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span><span style="color: #000000;">cw</span><span style="color: #0000FF;">-</span><span style="color: #000000;">d3</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ch</span><span style="color: #0000FF;">+</span><span style="color: #000000;">d</span><span style="color: #0000FF;">,</span><span style="color: #000000;">cw</span><span style="color: #0000FF;">+</span><span style="color: #000000;">d3</span><span style="color: #0000FF;">,</span><span style="color: #000000;">ch</span><span style="color: #0000FF;">+</span><span style="color: #000000;">d</span><span style="color: #0000FF;">)</span> |
|||
7 8 9 |
|||
<span style="color: #004080;">integer</span> <span style="color: #000000;">pdx</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">1</span> |
|||
You have O, I have X. |
|||
<span style="color: #008080;">for</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">=+</span><span style="color: #000000;">1</span> <span style="color: #008080;">to</span> <span style="color: #0000FF;">-</span><span style="color: #000000;">1</span> <span style="color: #008080;">by</span> <span style="color: #0000FF;">-</span><span style="color: #000000;">1</span> <span style="color: #008080;">do</span> |
|||
<span style="color: #004080;">integer</span> <span style="color: #000000;">my</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">ch</span><span style="color: #0000FF;">+</span><span style="color: #000000;">y</span><span style="color: #0000FF;">*</span><span style="color: #000000;">2</span><span style="color: #0000FF;">*</span><span style="color: #000000;">d</span> |
|||
<span style="color: #008080;">for</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">=-</span><span style="color: #000000;">1</span> <span style="color: #008080;">to</span> <span style="color: #0000FF;">+</span><span style="color: #000000;">1</span> <span style="color: #008080;">do</span> |
|||
<span style="color: #004080;">integer</span> <span style="color: #000000;">mx</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">cw</span><span style="color: #0000FF;">+</span><span style="color: #000000;">x</span><span style="color: #0000FF;">*</span><span style="color: #000000;">2</span><span style="color: #0000FF;">*</span><span style="color: #000000;">d</span> |
|||
<span style="color: #004080;">integer</span> <span style="color: #000000;">mark</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">board</span><span style="color: #0000FF;">[</span><span style="color: #000000;">pdx</span><span style="color: #0000FF;">]</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">mark</span><span style="color: #0000FF;">=</span><span style="color: #008000;">'X'</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #7060A8;">cdCanvasLine</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span><span style="color: #000000;">mx</span><span style="color: #0000FF;">-</span><span style="color: #000000;">h</span><span style="color: #0000FF;">,</span><span style="color: #000000;">my</span><span style="color: #0000FF;">-</span><span style="color: #000000;">h</span><span style="color: #0000FF;">,</span><span style="color: #000000;">mx</span><span style="color: #0000FF;">+</span><span style="color: #000000;">h</span><span style="color: #0000FF;">,</span><span style="color: #000000;">my</span><span style="color: #0000FF;">+</span><span style="color: #000000;">h</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #7060A8;">cdCanvasLine</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span><span style="color: #000000;">mx</span><span style="color: #0000FF;">-</span><span style="color: #000000;">h</span><span style="color: #0000FF;">,</span><span style="color: #000000;">my</span><span style="color: #0000FF;">+</span><span style="color: #000000;">h</span><span style="color: #0000FF;">,</span><span style="color: #000000;">mx</span><span style="color: #0000FF;">+</span><span style="color: #000000;">h</span><span style="color: #0000FF;">,</span><span style="color: #000000;">my</span><span style="color: #0000FF;">-</span><span style="color: #000000;">h</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">elsif</span> <span style="color: #000000;">mark</span><span style="color: #0000FF;">=</span><span style="color: #008000;">'O'</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #7060A8;">cdCanvasCircle</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span><span style="color: #000000;">mx</span><span style="color: #0000FF;">,</span><span style="color: #000000;">my</span><span style="color: #0000FF;">,</span><span style="color: #000000;">2</span><span style="color: #0000FF;">*</span><span style="color: #000000;">h</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #000000;">pdx</span> <span style="color: #0000FF;">+=</span> <span style="color: #000000;">1</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span> |
|||
<span style="color: #7060A8;">cdCanvasFlush</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_DEFAULT</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span> |
|||
<span style="color: #008080;">function</span> <span style="color: #000000;">map_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000000;">canvas</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #7060A8;">IupGLMakeCurrent</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #004080;">cdCanvas</span> <span style="color: #000000;">cddbuffer</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #7060A8;">platform</span><span style="color: #0000FF;">()=</span><span style="color: #004600;">JS</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #000000;">cddbuffer</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">cdCreateCanvas</span><span style="color: #0000FF;">(</span><span style="color: #004600;">CD_IUP</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">canvas</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">else</span> |
|||
<span style="color: #004080;">atom</span> <span style="color: #000000;">res</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGetDouble</span><span style="color: #0000FF;">(</span><span style="color: #004600;">NULL</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"SCREENDPI"</span><span style="color: #0000FF;">)/</span><span style="color: #000000;">25.4</span> |
|||
<span style="color: #000000;">cddbuffer</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">cdCreateCanvas</span><span style="color: #0000FF;">(</span><span style="color: #004600;">CD_GL</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"10x10 %g"</span><span style="color: #0000FF;">,</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">res</span><span style="color: #0000FF;">})</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #7060A8;">IupSetAttributePtr</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"DBUFFER"</span><span style="color: #0000FF;">,</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #7060A8;">cdCanvasSetBackground</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">CD_PARCHMENT</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_DEFAULT</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span> |
|||
<span style="color: #008080;">function</span> <span style="color: #000000;">canvas_resize_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000000;">canvas</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #004080;">cdCanvas</span> <span style="color: #000000;">cddbuffer</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGetAttributePtr</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"DBUFFER"</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #004080;">integer</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">canvas_width</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">canvas_height</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGetIntInt</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"DRAWSIZE"</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #004080;">atom</span> <span style="color: #000000;">res</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGetDouble</span><span style="color: #0000FF;">(</span><span style="color: #004600;">NULL</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"SCREENDPI"</span><span style="color: #0000FF;">)/</span><span style="color: #000000;">25.4</span> |
|||
<span style="color: #7060A8;">cdCanvasSetAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"SIZE"</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"%dx%d %g"</span><span style="color: #0000FF;">,</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">canvas_width</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">canvas_height</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">res</span><span style="color: #0000FF;">})</span> |
|||
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_DEFAULT</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span> |
|||
<span style="color: #008080;">constant</span> <span style="color: #000000;">wins</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">{{</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #000000;">2</span><span style="color: #0000FF;">,</span><span style="color: #000000;">3</span><span style="color: #0000FF;">},{</span><span style="color: #000000;">4</span><span style="color: #0000FF;">,</span><span style="color: #000000;">5</span><span style="color: #0000FF;">,</span><span style="color: #000000;">6</span><span style="color: #0000FF;">},{</span><span style="color: #000000;">7</span><span style="color: #0000FF;">,</span><span style="color: #000000;">8</span><span style="color: #0000FF;">,</span><span style="color: #000000;">9</span><span style="color: #0000FF;">},{</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #000000;">4</span><span style="color: #0000FF;">,</span><span style="color: #000000;">7</span><span style="color: #0000FF;">},{</span><span style="color: #000000;">2</span><span style="color: #0000FF;">,</span><span style="color: #000000;">5</span><span style="color: #0000FF;">,</span><span style="color: #000000;">8</span><span style="color: #0000FF;">},{</span><span style="color: #000000;">3</span><span style="color: #0000FF;">,</span><span style="color: #000000;">6</span><span style="color: #0000FF;">,</span><span style="color: #000000;">9</span><span style="color: #0000FF;">},{</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span><span style="color: #000000;">5</span><span style="color: #0000FF;">,</span><span style="color: #000000;">9</span><span style="color: #0000FF;">},{</span><span style="color: #000000;">3</span><span style="color: #0000FF;">,</span><span style="color: #000000;">5</span><span style="color: #0000FF;">,</span><span style="color: #000000;">7</span><span style="color: #0000FF;">}}</span> |
|||
<span style="color: #008080;">function</span> <span style="color: #000000;">check_winner</span><span style="color: #0000FF;">()</span> |
|||
<span style="color: #008080;">for</span> <span style="color: #000000;">w</span><span style="color: #0000FF;">=</span><span style="color: #000000;">1</span> <span style="color: #008080;">to</span> <span style="color: #7060A8;">length</span><span style="color: #0000FF;">(</span><span style="color: #000000;">wins</span><span style="color: #0000FF;">)</span> <span style="color: #008080;">do</span> |
|||
<span style="color: #004080;">integer</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">i</span><span style="color: #0000FF;">,</span><span style="color: #000000;">j</span><span style="color: #0000FF;">,</span><span style="color: #000000;">k</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">wins</span><span style="color: #0000FF;">[</span><span style="color: #000000;">w</span><span style="color: #0000FF;">],</span> |
|||
<span style="color: #000000;">mark</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">board</span><span style="color: #0000FF;">[</span><span style="color: #000000;">i</span><span style="color: #0000FF;">]</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">mark</span><span style="color: #0000FF;">!=</span><span style="color: #008000;">' '</span> <span style="color: #008080;">and</span> <span style="color: #000000;">mark</span><span style="color: #0000FF;">=</span><span style="color: #000000;">board</span><span style="color: #0000FF;">[</span><span style="color: #000000;">j</span><span style="color: #0000FF;">]</span> <span style="color: #008080;">and</span> <span style="color: #000000;">mark</span><span style="color: #0000FF;">=</span><span style="color: #000000;">board</span><span style="color: #0000FF;">[</span><span style="color: #000000;">k</span><span style="color: #0000FF;">]</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #008080;">return</span> <span style="color: #000000;">mark</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span> |
|||
<span style="color: #008080;">return</span> <span style="color: #000000;">0</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span> |
|||
<span style="color: #004080;">integer</span> <span style="color: #000000;">best_i</span> |
|||
<span style="color: #008080;">function</span> <span style="color: #000000;">test_move</span><span style="color: #0000FF;">(</span><span style="color: #004080;">integer</span> <span style="color: #000000;">mark</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">depth</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #004080;">integer</span> <span style="color: #000000;">score</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">check_winner</span><span style="color: #0000FF;">(),</span> |
|||
<span style="color: #000000;">best</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">-</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">changed</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">0</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">score</span><span style="color: #0000FF;">!=</span><span style="color: #000000;">0</span> <span style="color: #008080;">then</span> <span style="color: #008080;">return</span> <span style="color: #008080;">iff</span><span style="color: #0000FF;">(</span><span style="color: #000000;">score</span><span style="color: #0000FF;">=</span><span style="color: #000000;">mark</span><span style="color: #0000FF;">?</span><span style="color: #000000;">1</span><span style="color: #0000FF;">:-</span><span style="color: #000000;">1</span><span style="color: #0000FF;">)</span> <span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #008080;">for</span> <span style="color: #000000;">i</span><span style="color: #0000FF;">=</span><span style="color: #000000;">1</span> <span style="color: #008080;">to</span> <span style="color: #000000;">9</span> <span style="color: #008080;">do</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">board</span><span style="color: #0000FF;">[</span><span style="color: #000000;">i</span><span style="color: #0000FF;">]=</span><span style="color: #008000;">' '</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #000000;">changed</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">mark</span> |
|||
<span style="color: #000000;">board</span><span style="color: #0000FF;">[</span><span style="color: #000000;">i</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">mark</span> |
|||
<span style="color: #000000;">score</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">-</span><span style="color: #000000;">test_move</span><span style="color: #0000FF;">(</span><span style="color: #008000;">'O'</span><span style="color: #0000FF;">+</span><span style="color: #008000;">'X'</span><span style="color: #0000FF;">-</span><span style="color: #000000;">mark</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">depth</span> <span style="color: #0000FF;">+</span> <span style="color: #000000;">1</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #000000;">board</span><span style="color: #0000FF;">[</span><span style="color: #000000;">i</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">' '</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">score</span><span style="color: #0000FF;">></span><span style="color: #000000;">best</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">depth</span><span style="color: #0000FF;">=</span><span style="color: #000000;">0</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #000000;">best_i</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">i</span><span style="color: #0000FF;">;</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #000000;">best</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">score</span><span style="color: #0000FF;">;</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span> |
|||
<span style="color: #008080;">return</span> <span style="color: #008080;">iff</span><span style="color: #0000FF;">(</span><span style="color: #000000;">changed</span><span style="color: #0000FF;">!=</span><span style="color: #000000;">0</span><span style="color: #0000FF;">?</span><span style="color: #000000;">best</span><span style="color: #0000FF;">:</span><span style="color: #000000;">0</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span> |
|||
<span style="color: #008080;">procedure</span> <span style="color: #000000;">check_game_over</span><span style="color: #0000FF;">()</span> |
|||
<span style="color: #004080;">integer</span> <span style="color: #000000;">win</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">check_winner</span><span style="color: #0000FF;">()</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">win</span> <span style="color: #008080;">or</span> <span style="color: #008080;">not</span> <span style="color: #7060A8;">find</span><span style="color: #0000FF;">(</span><span style="color: #008000;">' '</span><span style="color: #0000FF;">,</span><span style="color: #000000;">board</span><span style="color: #0000FF;">)</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #004080;">string</span> <span style="color: #000000;">winner</span> <span style="color: #0000FF;">=</span> <span style="color: #008080;">iff</span><span style="color: #0000FF;">(</span><span style="color: #000000;">win</span><span style="color: #0000FF;">=</span><span style="color: #008000;">'O'</span><span style="color: #0000FF;">?</span><span style="color: #008000;">"You win!"</span><span style="color: #0000FF;">,</span> |
|||
<span style="color: #008080;">iff</span><span style="color: #0000FF;">(</span><span style="color: #000000;">win</span><span style="color: #0000FF;">=</span><span style="color: #008000;">'X'</span><span style="color: #0000FF;">?</span><span style="color: #008000;">"Computer wins"</span> |
|||
<span style="color: #0000FF;">:</span><span style="color: #008000;">"Draw"</span><span style="color: #0000FF;">))</span> |
|||
<span style="color: #7060A8;">IupSetStrAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"TITLE"</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"%s - %s"</span><span style="color: #0000FF;">,{</span><span style="color: #000000;">title</span><span style="color: #0000FF;">,</span><span style="color: #000000;">winner</span><span style="color: #0000FF;">})</span> |
|||
<span style="color: #000000;">game_over</span> <span style="color: #0000FF;">=</span> <span style="color: #004600;">true</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span> |
|||
<span style="color: #008080;">procedure</span> <span style="color: #000000;">play_move</span><span style="color: #0000FF;">(</span><span style="color: #004080;">integer</span> <span style="color: #000000;">move</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">move</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #7060A8;">assert</span><span style="color: #0000FF;">(</span><span style="color: #000000;">board</span><span style="color: #0000FF;">[</span><span style="color: #000000;">move</span><span style="color: #0000FF;">]=</span><span style="color: #008000;">' '</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #000000;">board</span><span style="color: #0000FF;">[</span><span style="color: #000000;">move</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">'O'</span> |
|||
<span style="color: #000000;">check_game_over</span><span style="color: #0000FF;">()</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #008080;">not</span> <span style="color: #000000;">game_over</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #000000;">human</span> <span style="color: #0000FF;">=</span> <span style="color: #004600;">false</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">play_dumb</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #004080;">sequence</span> <span style="color: #000000;">s</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">find_all</span><span style="color: #0000FF;">(</span><span style="color: #008000;">' '</span><span style="color: #0000FF;">,</span><span style="color: #000000;">board</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #000000;">best_i</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">s</span><span style="color: #0000FF;">[</span><span style="color: #7060A8;">rand</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">length</span><span style="color: #0000FF;">(</span><span style="color: #000000;">s</span><span style="color: #0000FF;">))]</span> |
|||
<span style="color: #008080;">else</span> |
|||
<span style="color: #0000FF;">{}</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">test_move</span><span style="color: #0000FF;">(</span><span style="color: #008000;">'X'</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">0</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #7060A8;">assert</span><span style="color: #0000FF;">(</span><span style="color: #000000;">board</span><span style="color: #0000FF;">[</span><span style="color: #000000;">best_i</span><span style="color: #0000FF;">]=</span><span style="color: #008000;">' '</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #000000;">board</span><span style="color: #0000FF;">[</span><span style="color: #000000;">best_i</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">'X'</span> |
|||
<span style="color: #000000;">check_game_over</span><span style="color: #0000FF;">()</span> |
|||
<span style="color: #000000;">human</span> <span style="color: #0000FF;">=</span> <span style="color: #008080;">not</span> <span style="color: #000000;">game_over</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span> |
|||
<span style="color: #008080;">procedure</span> <span style="color: #000000;">new_game</span><span style="color: #0000FF;">()</span> |
|||
<span style="color: #000000;">board</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">repeat</span><span style="color: #0000FF;">(</span><span style="color: #008000;">' '</span><span style="color: #0000FF;">,</span><span style="color: #000000;">9</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #000000;">human</span> <span style="color: #0000FF;">=</span> <span style="color: #008080;">not</span> <span style="color: #000000;">human</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #008080;">not</span> <span style="color: #000000;">human</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #000000;">board</span><span style="color: #0000FF;">[</span><span style="color: #7060A8;">rand</span><span style="color: #0000FF;">(</span><span style="color: #000000;">9</span><span style="color: #0000FF;">)]</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">'X'</span> |
|||
<span style="color: #000000;">human</span> <span style="color: #0000FF;">=</span> <span style="color: #004600;">true</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span> |
|||
<span style="color: #008080;">function</span> <span style="color: #000000;">check_position</span><span style="color: #0000FF;">(</span><span style="color: #004080;">integer</span> <span style="color: #000000;">px</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">py</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #000080;font-style:italic;">-- |
|||
-- check if x,y is on a legal move. |
|||
-- uses ch,cw,d,h as saved by redraw_cb(). |
|||
--</span> |
|||
<span style="color: #004080;">integer</span> <span style="color: #000000;">pdx</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">1</span> |
|||
<span style="color: #008080;">for</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">=-</span><span style="color: #000000;">1</span> <span style="color: #008080;">to</span> <span style="color: #0000FF;">+</span><span style="color: #000000;">1</span> <span style="color: #008080;">do</span> |
|||
<span style="color: #004080;">integer</span> <span style="color: #000000;">my</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">ch</span><span style="color: #0000FF;">+</span><span style="color: #000000;">y</span><span style="color: #0000FF;">*</span><span style="color: #000000;">2</span><span style="color: #0000FF;">*</span><span style="color: #000000;">d</span> |
|||
<span style="color: #008080;">for</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">=-</span><span style="color: #000000;">1</span> <span style="color: #008080;">to</span> <span style="color: #0000FF;">+</span><span style="color: #000000;">1</span> <span style="color: #008080;">do</span> |
|||
<span style="color: #004080;">integer</span> <span style="color: #000000;">mx</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">cw</span><span style="color: #0000FF;">+</span><span style="color: #000000;">x</span><span style="color: #0000FF;">*</span><span style="color: #000000;">2</span><span style="color: #0000FF;">*</span><span style="color: #000000;">d</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">px</span><span style="color: #0000FF;">>=</span><span style="color: #000000;">mx</span><span style="color: #0000FF;">-</span><span style="color: #000000;">h</span> <span style="color: #008080;">and</span> <span style="color: #000000;">px</span><span style="color: #0000FF;"><=</span><span style="color: #000000;">mx</span><span style="color: #0000FF;">+</span><span style="color: #000000;">h</span> |
|||
<span style="color: #008080;">and</span> <span style="color: #000000;">py</span><span style="color: #0000FF;">>=</span><span style="color: #000000;">my</span><span style="color: #0000FF;">-</span><span style="color: #000000;">h</span> <span style="color: #008080;">and</span> <span style="color: #000000;">py</span><span style="color: #0000FF;"><=</span><span style="color: #000000;">my</span><span style="color: #0000FF;">+</span><span style="color: #000000;">h</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #004080;">integer</span> <span style="color: #000000;">mark</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">board</span><span style="color: #0000FF;">[</span><span style="color: #000000;">pdx</span><span style="color: #0000FF;">]</span> |
|||
<span style="color: #008080;">return</span> <span style="color: #008080;">iff</span><span style="color: #0000FF;">(</span><span style="color: #000000;">mark</span><span style="color: #0000FF;">==</span><span style="color: #008000;">' '</span><span style="color: #0000FF;">?</span><span style="color: #000000;">pdx</span><span style="color: #0000FF;">:</span><span style="color: #000000;">0</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #000000;">pdx</span> <span style="color: #0000FF;">+=</span> <span style="color: #000000;">1</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span> |
|||
<span style="color: #008080;">return</span> <span style="color: #000000;">0</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span> |
|||
<span style="color: #008080;">function</span> <span style="color: #000000;">button_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000080;font-style:italic;">/*canvas*/</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">integer</span> <span style="color: #000000;">button</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">pressed</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">atom</span> <span style="color: #000080;font-style:italic;">/*pStatus*/</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">button</span><span style="color: #0000FF;">=</span><span style="color: #004600;">IUP_BUTTON1</span> <span style="color: #008080;">and</span> <span style="color: #008080;">not</span> <span style="color: #000000;">pressed</span> <span style="color: #008080;">then</span> <span style="color: #000080;font-style:italic;">-- (left button released)</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">game_over</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #000000;">game_over</span> <span style="color: #0000FF;">=</span> <span style="color: #004600;">false</span> |
|||
<span style="color: #000000;">new_game</span><span style="color: #0000FF;">()</span> |
|||
<span style="color: #008080;">else</span> |
|||
<span style="color: #000000;">play_move</span><span style="color: #0000FF;">(</span><span style="color: #000000;">check_position</span><span style="color: #0000FF;">(</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">))</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #7060A8;">IupRedraw</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_CONTINUE</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span> |
|||
<span style="color: #008080;">function</span> <span style="color: #000000;">exit_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000080;font-style:italic;">/*ih*/</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_CLOSE</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span> |
|||
<span style="color: #008080;">constant</span> <span style="color: #000000;">help_text</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">""" |
|||
Tic Tac Toe, also known as Noughts and Crosses. |
|||
The aim is to get three Os (or Xs) in a row. |
|||
Human(O) plays first, as does loser. After a draw first player alternates. |
|||
Computer(X) plays a random move first, to make it more interesting. |
|||
Setting the constant play_dumb to true disables the internal AI. |
|||
Once a game is over click anywhere on the board to start a new game. |
|||
"""</span> |
|||
<span style="color: #008080;">function</span> <span style="color: #000000;">help_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandln</span> <span style="color: #000080;font-style:italic;">/*ih*/</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #7060A8;">IupMessage</span><span style="color: #0000FF;">(</span><span style="color: #000000;">title</span><span style="color: #0000FF;">,</span><span style="color: #000000;">help_text</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_DEFAULT</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span> |
|||
<span style="color: #000080;font-style:italic;">-- Other possible keys: |
|||
-- Q - quit (end program) [==X?] |
|||
-- C - concede (start new game)</span> |
|||
<span style="color: #008080;">function</span> <span style="color: #000000;">key_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000080;font-style:italic;">/*dlg*/</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">atom</span> <span style="color: #000000;">c</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">c</span><span style="color: #0000FF;">=</span><span style="color: #004600;">K_ESC</span> <span style="color: #008080;">then</span> <span style="color: #008080;">return</span> <span style="color: #004600;">IUP_CLOSE</span> <span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #000000;">c</span><span style="color: #0000FF;">=</span><span style="color: #004600;">K_F1</span> <span style="color: #008080;">then</span> <span style="color: #008080;">return</span> <span style="color: #000000;">help_cb</span><span style="color: #0000FF;">(</span><span style="color: #004600;">NULL</span><span style="color: #0000FF;">)</span> <span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_CONTINUE</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span> |
|||
<span style="color: #008080;">procedure</span> <span style="color: #000000;">main</span><span style="color: #0000FF;">()</span> |
|||
<span style="color: #7060A8;">IupOpen</span><span style="color: #0000FF;">()</span> |
|||
<span style="color: #004080;">Ihandle</span> <span style="color: #000000;">canvas</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGLCanvas</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"RASTERSIZE=800x800"</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #000000;">dlg</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupDialog</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span><span style="color: #008000;">`TITLE="%s",MINSIZE=245x180`</span><span style="color: #0000FF;">,{</span><span style="color: #000000;">title</span><span style="color: #0000FF;">})</span> |
|||
<span style="color: #7060A8;">IupSetCallbacks</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,{</span><span style="color: #008000;">"MAP_CB"</span><span style="color: #0000FF;">,</span><span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"map_cb"</span><span style="color: #0000FF;">),</span> |
|||
<span style="color: #008000;">"ACTION"</span><span style="color: #0000FF;">,</span><span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"redraw_cb"</span><span style="color: #0000FF;">),</span> |
|||
<span style="color: #008000;">"RESIZE_CB"</span><span style="color: #0000FF;">,</span> <span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"canvas_resize_cb"</span><span style="color: #0000FF;">),</span> |
|||
<span style="color: #008000;">"BUTTON_CB"</span><span style="color: #0000FF;">,</span> <span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"button_cb"</span><span style="color: #0000FF;">)})</span> |
|||
<span style="color: #7060A8;">IupSetCallback</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"KEY_CB"</span><span style="color: #0000FF;">,</span> <span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"key_cb"</span><span style="color: #0000FF;">))</span> |
|||
<span style="color: #7060A8;">IupSetAttributeHandle</span><span style="color: #0000FF;">(</span><span style="color: #004600;">NULL</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"PARENTDIALOG"</span><span style="color: #0000FF;">,</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #000000;">new_game</span><span style="color: #0000FF;">()</span> |
|||
<span style="color: #7060A8;">IupShow</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #7060A8;">IupSetAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"RASTERSIZE"</span><span style="color: #0000FF;">,</span><span style="color: #004600;">NULL</span><span style="color: #0000FF;">)</span> |
|||
<span style="color: #008080;">if</span> <span style="color: #7060A8;">platform</span><span style="color: #0000FF;">()!=</span><span style="color: #004600;">JS</span> <span style="color: #008080;">then</span> |
|||
<span style="color: #7060A8;">IupMainLoop</span><span style="color: #0000FF;">()</span> |
|||
<span style="color: #7060A8;">IupClose</span><span style="color: #0000FF;">()</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span> |
|||
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span> |
|||
<span style="color: #000000;">main</span><span style="color: #0000FF;">()</span> |
|||
<!--</syntaxhighlight>--> |
|||
=={{header|PHP}}== |
|||
my move: 5 your move: 2 my move: 1 your move: 9 my move: 4 your move: 6 my move: 7 |
|||
A simple interactive version for the browser. |
|||
| | | O | X | O | X | O | X | O | X | O | X | O | |
|||
NOTE: While PHP can considered a super-set of HTML/JS, usage has been kept to a minimum to focus on the more specific PHP parts. |
|||
---+---+--- ---+---+--- ---+---+--- ---+---+--- ---+---+--- ---+---+--- ---+---+--- |
|||
| X | | X | | X | | X | X | X | X | X | O X | X | O |
|||
---+---+--- ---+---+--- ---+---+--- ---+---+--- ---+---+--- ---+---+--- ---+---+--- |
|||
| | | | | | | | O | | O | | O X | | O |
|||
I win. |
|||
<syntaxhighlight lang="php"> |
|||
Board postions are numbered so: |
|||
<?php |
|||
1 2 3 |
|||
const BOARD_NUM = 9; |
|||
4 5 6 |
|||
const ROW_NUM = 3; |
|||
7 8 9 |
|||
$EMPTY_BOARD_STR = str_repeat('.', BOARD_NUM); |
|||
You have O, I have X. |
|||
function isGameOver($board, $pin) { |
|||
your move: Quit |
|||
$pat = |
|||
</pre> |
|||
'/X{3}|' . //Horz |
|||
'X..X..X..|' . //Vert Left |
|||
'.X..X..X.|' . //Vert Middle |
|||
'..X..X..X|' . //Vert Right |
|||
'..X.X.X..|' . //Diag TL->BR |
|||
'X...X...X|' . //Diag TR->BL |
|||
'[^\.]{9}/i'; //Cat's game |
|||
if ($pin == 'O') $pat = str_replace('X', 'O', $pat); |
|||
return preg_match($pat, $board); |
|||
} |
|||
//Start |
|||
$boardStr = isset($_GET['b'])? $_GET['b'] : $EMPTY_BOARD_STR; |
|||
$turn = substr_count($boardStr, '.')%2==0? 'O' : 'X'; |
|||
$oppTurn = $turn == 'X'? 'O' : 'X'; |
|||
$gameOver = isGameOver($boardStr, $oppTurn); |
|||
//Display board |
|||
echo '<style>'; |
|||
echo 'td {width: 200px; height: 200px; text-align: center; }'; |
|||
echo '.pin {font-size:72pt; text-decoration:none; color: black}'; |
|||
echo '.pin.X {color:red}'; |
|||
echo '.pin.O {color:blue}'; |
|||
echo '</style>'; |
|||
echo '<table border="1">'; |
|||
$p = 0; |
|||
for ($r = 0; $r < ROW_NUM; $r++) { |
|||
echo '<tr>'; |
|||
for ($c = 0; $c < ROW_NUM; $c++) { |
|||
$pin = $boardStr[$p]; |
|||
echo '<td>'; |
|||
if ($gameOver || $pin != '.') echo '<span class="pin ', $pin, '">', $pin, '</span>'; //Occupied |
|||
else { //Available |
|||
$boardDelta = $boardStr; |
|||
$boardDelta[$p] = $turn; |
|||
echo '<a class="pin ', $pin, '" href="?b=', $boardDelta, '">'; |
|||
echo $boardStr[$p]; |
|||
echo '</a>'; |
|||
} |
|||
echo '</td>'; |
|||
$p++; |
|||
} |
|||
echo '</tr>'; |
|||
echo '<input type="hidden" name="b" value="', $boardStr, '"/>'; |
|||
} |
|||
echo '</table>'; |
|||
echo '<a href="?b=', $EMPTY_BOARD_STR, '">Reset</a>'; |
|||
if ($gameOver) echo '<h1>Game Over!</h1>'; |
|||
</syntaxhighlight> |
|||
=={{header|PicoLisp}}== |
=={{header|PicoLisp}}== |
||
This solution doesn't bother about the game logic, but simply uses the alpha-beta-pruning 'game' function in the "simul" library. |
This solution doesn't bother about the game logic, but simply uses the alpha-beta-pruning 'game' function in the "simul" library. |
||
< |
<syntaxhighlight lang="picolisp">(load "@lib/simul.l") # for 'game' function |
||
(de display () |
(de display () |
||
Line 5,888: | Line 12,221: | ||
((find3 T) "Congratulation, you won!") |
((find3 T) "Congratulation, you won!") |
||
((not (myMove)) "No moves") |
((not (myMove)) "No moves") |
||
((find3 0) "Sorry, you lost!") ) )</ |
((find3 0) "Sorry, you lost!") ) )</syntaxhighlight> |
||
{{out}} |
{{out}} |
||
<pre>: (main) |
<pre>: (main) |
||
Line 5,917: | Line 12,250: | ||
+---+---+---+ |
+---+---+---+ |
||
a b c</pre> |
a b c</pre> |
||
=={{header|PostScript}}== |
|||
<syntaxhighlight lang="postscript"> |
|||
%!PS |
|||
% |
|||
% Play Tic-Tac-Toe against your printer |
|||
% 2024-04 Nicolas Seriot https://github.com/nst/PSTicTacToe |
|||
% |
|||
% On GhostScript: |
|||
% gs -DNOSAFER -dBATCH -dNOPAUSE -sDEVICE=pdfwrite -sOutputFile="%d.pdf" ttt.ps |
|||
% |
|||
% On a real PostScript printer: |
|||
% cat ttt.ps - | nc 192.168.2.10 9100 |
|||
<</PageSize[595 842]>>setpagedevice/Courier findfont 48 scalefont setfont/b |
|||
(.........)def/f{/n 0 def b{46 eq{/n n 1 add def}if}forall n}def/w{/c exch def |
|||
[(O)(X)]{/p exch def[[0 1 2][3 4 5][6 7 8][0 3 6][1 4 7][2 5 8][0 4 8][2 4 6]]{ |
|||
/t exch def/o true def t{/pos exch def/o c pos 1 getinterval p eq o and def} |
|||
forall o{exit}if}forall o{exit}if}forall o}def/g{/s exch def/m null def f 0 eq{ |
|||
/m(TIE)def}if b w{/m(XXXXXXX WINS)def m 0 s putinterval}if()= 0 3 6{b exch 3 |
|||
getinterval =}for()= m null ne{m =}if 4 setlinewidth 200 700 moveto 200 400 |
|||
lineto 300 700 moveto 300 400 lineto 100 600 moveto 400 600 lineto 100 500 |
|||
moveto 400 500 lineto stroke 0 1 b length 1 sub{/i exch def b i 1 getinterval |
|||
(.)ne{gsave 0 0 moveto 100 i 3 mod 100 mul add 35 add 700 i 3 idiv 100 mul sub |
|||
65 sub moveto b i 1 getinterval show grestore}if}for m null ne{100 300 moveto m |
|||
show}if showpage m null ne{quit}if}def{/d false def 0 1 8{/i exch def/e b dup |
|||
length string cvs def e i 1 getinterval(.)eq{[(X)(O)]{/p exch def e i p |
|||
putinterval e w{b i(X)putinterval/d true def exit}if}forall}if d{exit}if}for d |
|||
not{/x rand f mod def/c 0 def 0 1 b length 1 sub{/i exch def b i 1 getinterval |
|||
(.)eq{c x eq{b i(X)putinterval exit}if/c c 1 add def}if}for}if(PRINTER)g b{ |
|||
(human turn (1-9) >)print flush(%lineedit)(r)file( )readline pop dup length |
|||
0 gt{0 1 getinterval}{pop( )}ifelse/o exch def(123456789)o search{pop pop pop b |
|||
o cvi 1 sub 1 getinterval(.)eq{o cvi 1 sub exit}if}{pop}ifelse(bad input) ==} |
|||
loop(O)putinterval(HUMAN )g}loop |
|||
</syntaxhighlight> |
|||
=={{header|Prolog}}== |
=={{header|Prolog}}== |
||
Line 5,922: | Line 12,290: | ||
Uses a minimax algorithm with no Alpha-beta pruning, as the max depth of the recursion is 8. Computer never loses.<br> |
Uses a minimax algorithm with no Alpha-beta pruning, as the max depth of the recursion is 8. Computer never loses.<br> |
||
A GUI interface written in XPCE is given. |
A GUI interface written in XPCE is given. |
||
< |
<syntaxhighlight lang="prolog">:- use_module('min-max.pl'). |
||
:-dynamic box/2. |
:-dynamic box/2. |
||
Line 6,131: | Line 12,499: | ||
computer(o). |
computer(o). |
||
</syntaxhighlight> |
|||
</lang> |
|||
Module min-max.pl defines minimax algorithm. |
Module min-max.pl defines minimax algorithm. |
||
< |
<syntaxhighlight lang="prolog">:- module('min-max.pl', [minimax/5]). |
||
% minimax(Player, Deep, MaxDeep, B, V-B) |
% minimax(Player, Deep, MaxDeep, B, V-B) |
||
Line 6,160: | Line 12,528: | ||
lie(TTT, V-_, V-TTT). |
lie(TTT, V-_, V-TTT). |
||
</syntaxhighlight> |
|||
</lang> |
|||
=={{header|Python}}== |
=={{header|Python}}== |
||
The computer enforces the rules but plays a random game. |
The computer enforces the rules but plays a random game. |
||
< |
<syntaxhighlight lang="python"> |
||
''' |
''' |
||
Tic-tac-toe game player. |
Tic-tac-toe game player. |
||
Line 6,239: | Line 12,607: | ||
else: |
else: |
||
print('\nA draw') |
print('\nA draw') |
||
</syntaxhighlight> |
|||
</lang> |
|||
'''Sample Game''' |
'''Sample Game''' |
||
Line 6,282: | Line 12,650: | ||
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. |
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. |
||
< |
<syntaxhighlight lang="python"> |
||
''' |
''' |
||
Tic-tac-toe game player. |
Tic-tac-toe game player. |
||
Line 6,373: | Line 12,741: | ||
break |
break |
||
else: |
else: |
||
print('\nA draw')</ |
print('\nA draw')</syntaxhighlight> |
||
{{out}} |
{{out}} |
||
Line 6,454: | Line 12,822: | ||
A draw</pre> |
A draw</pre> |
||
=={{header|R}}== |
|||
This program simulates a game of Tic-Tac-Toe inside of an interactive window. It includes three player modes, which are a two-player game, a human versus random AI, or human versus maximized AI. This implementation belongs to "X", and can also be found here. |
|||
<syntaxhighlight lang="r"> |
|||
rm(list=ls()) |
|||
library(RColorBrewer) |
|||
# Create tic.tac.toe function. |
|||
tic.tac.toe <- function(name="Name", mode=0, type=0){ |
|||
place.na <<- matrix(1:9, 3, 3) |
|||
value <<- matrix(-3, 3, 3) |
|||
k <<- 1 ; r <<- 0 |
|||
# Make game board. |
|||
image(1:3, 1:3, matrix(sample(9), 3, 3), asp=c(1, 1), |
|||
xaxt="n", yaxt="n", xlab="", ylab="", frame=F, col=brewer.pal(9, "Set3")) |
|||
segments(c(0.5,0.5,1.5,2.5), c(2.5,1.5,0.5,0.5), |
|||
c(3.5,3.5,1.5,2.5), c(2.5,1.5,3.5,3.5), lwd=8, col=gray(0.3)) |
|||
segments(c(0.5,0.5,0.5,3.5), c(0.52,3.47,0.5,0.5), |
|||
c(3.5,3.5,0.5,3.5), c(0.52,3.47,3.5,3.5), lwd=8, col=gray(0.3)) |
|||
# Allow player to choose between a human v. human, human v. random AI, or human vs. smart AI. |
|||
if(mode==0) title(list(paste(name, "'s Tic-Tac-Toe !"), cex=2), |
|||
"2P : Human v.s. Human", font.sub=2, cex.sub=2) |
|||
if(mode==1) title(list(paste(name, "'s Tic-Tac-Toe !"), cex=2), |
|||
"1P : Human v.s. AI (Easy)", font.sub=2, cex.sub=2) |
|||
if(mode==2) title(list(paste(name, "'s Tic-Tac-Toe !"), cex=2), |
|||
"1P : Human v.s. AI (Hard)", font.sub=2, cex.sub=2) |
|||
# Dole out symbols. |
|||
if(type==0){symbol <- "O" ; symbol.op <- "X"} |
|||
if(type==1){symbol <- "X" ; symbol.op <- "O"} |
|||
out <- list(name=name, mode=mode, type=type, symbol=symbol, symbol.op=symbol.op) |
|||
} |
|||
# Checks if the game has ended. |
|||
isGameOver <- function(){ |
|||
for(i in 1:3){ |
|||
total.1 <- 0 ; total.2 <- 0 |
|||
for(j in 1:3){ |
|||
total.1 <- total.1 + value[i, j] |
|||
total.2 <- total.2 + value[j, i] |
|||
} |
|||
if(total.1==0 | total.2==0 | total.1==3 | total.2==3){ |
|||
break |
|||
} |
|||
} |
|||
total.3 <- value[1, 1] + value[2, 2] + value[3, 3] |
|||
total.4 <- value[1, 3] + value[2, 2] + value[3, 1] |
|||
if(total.1==0 | total.2==0 | total.3==0 | total.4==0 | total.1==3 | total.2==3 | total.3==3 | total.4==3){ |
|||
place.na[!is.na(place.na)] <<- NA |
|||
if(total.1==0 | total.2==0 | total.3==0 | total.4==0){ |
|||
title(sub=list("You Won ?! That's a first!", col="red", font=2, cex=2.5), line=2) |
|||
}else{ |
|||
title(sub=list("You Don't Get Tired of Losing ?!", col="darkblue", font=2, cex=2.5), line=2) |
|||
} |
|||
} |
|||
if(all(is.na(place.na))){ |
|||
if(total.1==0 | total.2==0 | total.3==0 | total.4==0 | total.1==3 | total.2==3 | total.3==3 | total.4==3){ |
|||
if(total.1==0 | total.2==0 | total.3==0 | total.4==0){ |
|||
title(sub=list("You Won ! Pigs Must Be Flying!", col="orange", font=2, cex=2.5), line=2) |
|||
}else{ |
|||
title(sub=list("You Lost ... Once Again !", col="darkblue", font=2, cex=2.5), line=2) |
|||
} |
|||
}else{ |
|||
title(sub=list("A measly tie! Try Again", col="blue", font=2, cex=2.5), line=2) |
|||
} |
|||
} |
|||
} |
|||
# AI attack function |
|||
attack <- function(){ |
|||
### Identify rows and columns |
|||
for(i in 1:3){ |
|||
total.1 <- 0 ; total.2 <- 0 |
|||
for(j in 1:3){ |
|||
total.1 <- total.1 + value[i, j] |
|||
total.2 <- total.2 + value[j, i] |
|||
} |
|||
if(total.1==-1 | total.2==-1){ |
|||
break |
|||
} |
|||
} |
|||
total.3 <- value[1, 1] + value[2, 2] + value[3, 3] |
|||
total.4 <- value[1, 3] + value[2, 2] + value[3, 1] |
|||
if(total.1==-1){ |
|||
text(i, which(value[i,]!=1), symbol.op, cex=6, font=2) |
|||
place.na[i, which(value[i,]!=1)] <<- NA |
|||
value[i, which(value[i,]!=1)] <<- 1 |
|||
}else if(total.2==-1){ |
|||
text(which(value[,i]!=1), i, symbol.op, cex=6, font=2) |
|||
place.na[which(value[,i]!=1), i] <<- NA |
|||
value[which(value[,i]!=1), i] <<- 1 |
|||
}else if(total.3==-1){ |
|||
r.1 <- which(c(value[1, 1], value[2, 2], value[3, 3])!=1) |
|||
text(r.1, r.1, symbol.op, cex=6, font=2) |
|||
place.na[r.1, r.1] <<- NA |
|||
value[r.1, r.1] <<- 1 |
|||
}else if(total.4==-1){ |
|||
r.2 <- which(c(value[1, 3], value[2, 2], value[3, 1])!=1) |
|||
text(r.2, -r.2+4, symbol.op, cex=6, font=2) |
|||
place.na[r.2, -r.2+4] <<- NA |
|||
value[r.2, -r.2+4] <<- 1 |
|||
} |
|||
} |
|||
# AI defense function |
|||
defend <- function(){ |
|||
for(i in 1:3){ |
|||
total.1 <- 0 ; total.2 <- 0 |
|||
for(j in 1:3){ |
|||
total.1 <- total.1 + value[i, j] |
|||
total.2 <- total.2 + value[j, i] |
|||
} |
|||
if(total.1==-3 | total.2==-3){ |
|||
break |
|||
} |
|||
} |
|||
total.3 <- value[1, 1] + value[2, 2] + value[3, 3] |
|||
total.4 <- value[1, 3] + value[2, 2] + value[3, 1] |
|||
if(total.1==-3){ |
|||
text(i, which(value[i,]!=0), symbol.op, cex=6, font=2) |
|||
place.na[i, which(value[i,]!=0)] <<- NA |
|||
value[i, which(value[i,]!=0)] <<- 1 |
|||
}else if(total.2==-3){ |
|||
text(which(value[,i]!=0), i, symbol.op, cex=6, font=2) |
|||
place.na[which(value[,i]!=0), i] <<- NA |
|||
value[which(value[,i]!=0), i] <<- 1 |
|||
}else if(total.3==-3){ |
|||
r.1 <- which(c(value[1, 1], value[2, 2], value[3, 3])!=0) |
|||
text(r.1, r.1, symbol.op, cex=6, font=2) |
|||
place.na[r.1, r.1] <<- NA |
|||
value[r.1, r.1] <<- 1 |
|||
}else if(total.4==-3){ |
|||
r.2 <- which(c(value[1, 3], value[2, 2], value[3, 1])!=0) |
|||
text(r.2, -r.2+4, symbol.op, cex=6, font=2) |
|||
place.na[r.2, -r.2+4] <<- NA |
|||
value[r.2, -r.2+4] <<- 1 |
|||
}else{ |
|||
rn <- sample(place.na[!is.na(place.na)], 1) |
|||
text(rn-3*rn%/%3.5, rn%/%3.5+1, symbol.op, cex=6, font=2) |
|||
place.na[rn-3*rn%/%3.5, rn%/%3.5+1] <<- NA |
|||
value[rn-3*rn%/%3.5, rn%/%3.5+1] <<- 1 |
|||
} |
|||
} |
|||
# Allow aim in program. |
|||
aim <- function(x, y, tic.tac.toe=ttt){ |
|||
mode <- tic.tac.toe$mode |
|||
symbol <<- tic.tac.toe$symbol |
|||
symbol.op <<- tic.tac.toe$symbol.op |
|||
x <<- x ; y <<- y |
|||
# Mode 0, Two Players |
|||
if(mode==0){ |
|||
turn <- rep(c(0, 1), length.out=9) |
|||
if(is.na(place.na[x, y])){ |
|||
cat("This square is taken !") |
|||
}else{ |
|||
if(turn[k]==0){ |
|||
text(x, y, symbol, cex=6, font=2) |
|||
place.na[x, y] <<- NA |
|||
value[x, y] <<- 0 |
|||
} |
|||
if(turn[k]==1){ |
|||
text(x, y, symbol.op, cex=6, font=2) |
|||
place.na[x, y] <<- NA |
|||
value[x, y] <<- 1 |
|||
} |
|||
k <<- k + 1 |
|||
} |
|||
} |
|||
# Mode 1, Random AI |
|||
if(mode==1){ |
|||
if(is.na(place.na[x, y])){ |
|||
cat("This square had been chosen !") |
|||
}else{ |
|||
text(x, y, symbol, cex=6, font=2) |
|||
place.na[x, y] <<- NA |
|||
value[x, y] <<- 0 |
|||
isGameOver() |
|||
for(i in 1:3){ |
|||
total.1 <- 0 ; total.2 <- 0 |
|||
for(j in 1:3){ |
|||
total.1 <- total.1 + value[i, j] |
|||
total.2 <- total.2 + value[j, i] |
|||
} |
|||
if(total.1==-1 | total.2==-1){ |
|||
break |
|||
} |
|||
} |
|||
total.3 <- value[1, 1] + value[2, 2] + value[3, 3] |
|||
total.4 <- value[1, 3] + value[2, 2] + value[3, 1] |
|||
if(all(is.na(place.na))){ |
|||
isGameOver() |
|||
}else if(total.1==-1 | total.2==-1 | total.3==-1 | total.4==-1){ |
|||
attack() |
|||
}else{ |
|||
defend() |
|||
} |
|||
} |
|||
} |
|||
# Mode 2, Hard AI |
|||
if(mode==2){ |
|||
if(is.na(place.na[x, y])){ |
|||
cat("This square is taken!") |
|||
}else{ |
|||
# AI First Turn |
|||
if(sum(is.na(place.na))==0){ |
|||
text(x, y, symbol, cex=6, font=2) |
|||
place.na[x, y] <<- NA |
|||
value[x, y] <<- 0 |
|||
if(is.na(place.na[2, 2])==F){ |
|||
text(2, 2, symbol.op, cex=6, font=2) |
|||
place.na[2, 2] <<- NA |
|||
value[2, 2] <<- 1 |
|||
}else{ |
|||
corner.1 <- sample(c(1, 3), 1) ; corner.2 <- sample(c(1, 3), 1) |
|||
text(corner.1, corner.2, symbol.op, cex=6, font=2) |
|||
place.na[corner.1, corner.2] <<- NA |
|||
value[corner.1, corner.2] <<- 1 |
|||
} |
|||
# AI Second Turn |
|||
}else if(sum(is.na(place.na))==2){ |
|||
text(x, y, symbol, cex=6, font=2) |
|||
place.na[x, y] <<- NA |
|||
value[x, y] <<- 0 |
|||
for(i in 1:3){ |
|||
total.1 <- 0 ; total.2 <- 0 |
|||
for(j in 1:3){ |
|||
total.1 <- total.1 + value[i, j] |
|||
total.2 <- total.2 + value[j, i] |
|||
} |
|||
if(total.1==-3 | total.2==-3){ |
|||
break |
|||
} |
|||
} |
|||
total.3 <- value[1, 1] + value[2, 2] + value[3, 3] |
|||
total.4 <- value[1, 3] + value[2, 2] + value[3, 1] |
|||
if(total.1==-3 | total.2==-3 | total.3==-3 | total.4==-3){ |
|||
defend() |
|||
}else{ |
|||
total.1 <- value[2, 1] + value[2, 2] + value[2, 3] |
|||
total.2 <- value[1, 2] + value[2, 2] + value[3, 2] |
|||
total.3 <- value[1, 1] + value[2, 2] + value[3, 3] |
|||
total.4 <- value[1, 3] + value[2, 2] + value[3, 1] |
|||
if(total.1==1 | total.2==1 | total.3==1 | total.4==1){ |
|||
if((value[2, 2]==1 & total.3==1) | (value[2, 2]==1 & total.4==1)){ |
|||
vector.side <- c(place.na[2, 1], place.na[1, 2], place.na[3, 2], place.na[2, 3]) |
|||
rn <- sample(vector.side[!is.na(vector.side)], 1) |
|||
text(rn-3*rn%/%3.5, rn%/%3.5+1, symbol.op, cex=6, font=2) |
|||
place.na[rn-3*rn%/%3.5, rn%/%3.5+1] <<- NA |
|||
value[rn-3*rn%/%3.5, rn%/%3.5+1] <<- 1 |
|||
}else{ |
|||
matrix.cor <- place.na[c(1, 3), c(1, 3)] |
|||
rn <- sample(matrix.cor[!is.na(matrix.cor)], 1) |
|||
text(rn-3*rn%/%3.5, rn%/%3.5+1, symbol.op, cex=6, font=2) |
|||
place.na[rn-3*rn%/%3.5, rn%/%3.5+1] <<- NA |
|||
value[rn-3*rn%/%3.5, rn%/%3.5+1] <<- 1 |
|||
} |
|||
}else{ |
|||
if((x==1 & y==2) | (x==3 & y==2)){ |
|||
rn <- sample(c(1, 3), 1) |
|||
text(x, rn, symbol.op, cex=6, font=2) |
|||
place.na[x, rn] <<- NA |
|||
value[x, rn] <<- 1 |
|||
}else if((x==2 & y==3) | (x==2 & y==1)){ |
|||
rn <- sample(c(1, 3), 1) |
|||
text(rn, y, symbol.op, cex=6, font=2) |
|||
place.na[rn, y] <<- NA |
|||
value[rn, y] <<- 1 |
|||
}else if((x==1 & y==1) | (x==1 & y==3) | (x==3 & y==1) | (x==3 & y==3)){ |
|||
text(-x+4, -y+4, symbol.op, cex=6, font=2) |
|||
place.na[-x+4, -y+4] <<- NA |
|||
value[-x+4, -y+4] <<- 1 |
|||
} |
|||
} |
|||
} |
|||
# AI Other Turn |
|||
}else{ |
|||
text(x, y, symbol, cex=6, font=2) |
|||
place.na[x, y] <<- NA |
|||
value[x, y] <<- 0 |
|||
isGameOver() |
|||
for(i in 1:3){ |
|||
total.1 <- 0 ; total.2 <- 0 |
|||
for(j in 1:3){ |
|||
total.1 <- total.1 + value[i, j] |
|||
total.2 <- total.2 + value[j, i] |
|||
} |
|||
if(total.1==-1 | total.2==-1){ |
|||
break |
|||
} |
|||
} |
|||
total.3 <- value[1, 1] + value[2, 2] + value[3, 3] |
|||
total.4 <- value[1, 3] + value[2, 2] + value[3, 1] |
|||
if(all(is.na(place.na))){ |
|||
isGameOver() |
|||
}else if(total.1==-1 | total.2==-1 | total.3==-1 | total.4==-1){ |
|||
attack() |
|||
}else{ |
|||
defend() |
|||
} |
|||
} |
|||
} |
|||
} |
|||
isGameOver() |
|||
} |
|||
# Allow users to click on program. |
|||
click <- function(tic.tac.toe=ttt){ |
|||
name <- tic.tac.toe$name |
|||
mode <- tic.tac.toe$mode |
|||
type <- tic.tac.toe$type |
|||
while(length(place.na)==9){ |
|||
mouse.at <- locator(n = 1, type = "n") |
|||
#cat(mouse.at$x,"\t", mouse.at$y, "\n") |
|||
x.at <- round(mouse.at$x) |
|||
y.at <- round(mouse.at$y) |
|||
#cat(x.at,"\t", y.at, "\n") |
|||
if(all(is.na(place.na))){ |
|||
ttt <<- tic.tac.toe(name, mode, type) |
|||
}else if(x.at > 3.5 | x.at < 0.5 | y.at > 3.5 | y.at < 0.5){ |
|||
r <<- r + 1 |
|||
title(sub=list("Click outside:Quit / inside:Restart", col="deeppink", font=2, cex=2), line=2) |
|||
if(r==2){ |
|||
dev.off() |
|||
break |
|||
} |
|||
}else{ |
|||
if(r==1){ |
|||
ttt <<- tic.tac.toe(name, mode, type) |
|||
}else{ |
|||
aim(x.at, y.at) |
|||
} |
|||
} |
|||
} |
|||
} |
|||
# Play the game |
|||
start <- function(name="Name", mode=0, type=0){ |
|||
x11() |
|||
ttt <<- tic.tac.toe(name, mode, type) |
|||
click() |
|||
} |
|||
#start("name", "mode" = 0 - 2, type = 0,1) |
|||
</syntaxhighlight> |
|||
=={{header|Racket}}== |
=={{header|Racket}}== |
||
Line 6,474: | Line 13,261: | ||
The <tt>minimax.rkt</tt> module: |
The <tt>minimax.rkt</tt> module: |
||
< |
<syntaxhighlight lang="racket"> |
||
#lang lazy |
#lang lazy |
||
(provide minimax) |
(provide minimax) |
||
Line 6,495: | Line 13,282: | ||
(next (cdr x) |
(next (cdr x) |
||
(min β (minimax (car x) α β (not max-player))))))])))) |
(min β (minimax (car x) α β (not max-player))))))])))) |
||
</ |
</syntaxhighlight> |
||
The <tt>game.rkt</tt> module: |
The <tt>game.rkt</tt> module: |
||
< |
<syntaxhighlight lang="racket"> |
||
#lang lazy |
#lang lazy |
||
(require racket/class |
(require racket/class |
||
Line 6,609: | Line 13,396: | ||
(set-field! opponent p2 p1) |
(set-field! opponent p2 p1) |
||
(send p1 your-turn initial-state)) |
(send p1 your-turn initial-state)) |
||
</syntaxhighlight> |
|||
</lang> |
|||
The <tt>tick-tack.rkt</tt> module: |
The <tt>tick-tack.rkt</tt> module: |
||
< |
<syntaxhighlight lang="racket">#lang racket |
||
(require "game.rkt" |
(require "game.rkt" |
||
Line 6,703: | Line 13,490: | ||
(new (interactive-player o%) [name "Dummy"] [look-ahead 0])) |
(new (interactive-player o%) [name "Dummy"] [look-ahead 0])) |
||
</syntaxhighlight> |
|||
</lang> |
|||
Sample games: |
Sample games: |
||
Line 6,830: | Line 13,617: | ||
As an example of another zero-sum game consider the classical [http://en.wikipedia.org/wiki/Nim Nim] game: |
As an example of another zero-sum game consider the classical [http://en.wikipedia.org/wiki/Nim Nim] game: |
||
< |
<syntaxhighlight lang="racket"> |
||
#lang racket |
#lang racket |
||
Line 6,870: | Line 13,657: | ||
(define player-B |
(define player-B |
||
(new (interactive-player second%) [name "B"] [look-ahead 4])) |
(new (interactive-player second%) [name "B"] [look-ahead 4])) |
||
</syntaxhighlight> |
|||
</lang> |
|||
Computer plays with the computer: |
Computer plays with the computer: |
||
Line 6,900: | Line 13,687: | ||
With use of memoization it is easy to train automatic players so that they would never lose and play very fast. |
With use of memoization it is easy to train automatic players so that they would never lose and play very fast. |
||
=={{header|Raku}}== |
|||
(formerly Perl 6) |
|||
{{works with|Rakudo|2018.03}} |
|||
The computer plays a random game. |
|||
<syntaxhighlight lang="raku" line>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: { $_ + 1 }\n"; |
|||
} |
|||
} |
|||
sub print-board() { |
|||
print "\e[2J"; |
|||
say @board.map({ "$^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 flat (&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!"; |
|||
}</syntaxhighlight> |
|||
=={{header|REXX}}== |
=={{header|REXX}}== |
||
This REXX program uses an analytical solution instead of hard─fast choices that can be |
|||
Options: |
|||
assumed for a 3×3 game board. |
|||
::* a (single) numbered grid is used instead of coördinates for easier marker placement |
|||
::* straight lines (wins) are handled dynamically instead of hard-coding them |
|||
Options used within the REXX program: |
|||
::* allows the human player to specify any '''N'''x'''N''' size tic─tac─toe board (a square grid) |
|||
::* a separate numbered grid is used instead of coördinates for easier marker specification |
|||
::* allows the human player to specify who plays first (default is the user) |
|||
::* |
::* the game board is separated from the numbered grid, this makes it much easier to see the playing field |
||
::* |
::* straight lines (wins) are handled dynamically instead of hard─coding them |
||
::* allows the human player to |
::* allows the human player to: |
||
::::* specify any '''N'''×'''N''' size tic─tac─toe board (a square grid) |
|||
::::* specify who plays first (default is the human) |
|||
$=copies('─', 9) /*eyecatcher literal for error messages*/ |
|||
::::* specify what markers (symbols) to be used for both players (can use hexadecimal pairs) |
|||
oops =$ '***error!*** '; cell# ='cell number' /*a couple of literals.*/ |
|||
::::* quit (exit) the game at any time |
|||
sing='│─┼'; jam='║'; bar='═'; junc='╬'; dbl=jam || bar || junc |
|||
::::* win (if the human goes first ''and'' makes a certain move) |
|||
sw=linesize()-1 /*obtain width of the terminal (less 1)*/ |
|||
parse arg N hm cm .,@. /*obtain optional arguments from the CL*/ |
|||
<br>A fair amount of code was dedicated to error detection and the displaying of error messages, and |
|||
if N=='' | N==',' then N=3; oN=N /*N not specified? Then use default.*/ |
|||
<br>also the presentation of the tic─tac─toe game boards (grids). |
|||
N=abs(N); NN=N*N; middle=NN%2+N%2 /*if N < 0, then computer goes first. */ |
|||
<syntaxhighlight lang="rexx">/*REXX program plays (with a human) the tic─tac─toe game on an NxN grid. */ |
|||
$= copies('─', 9) /*eyecatcher for error messages, prompt*/ |
|||
pad=copies(left('',sw%NN),1+(N<5)) /*display padding: 6x6 in 80 colums.*/ |
|||
oops = $ '***error*** ' /*literal for when an error happens. */ |
|||
single = '│─┼'; jam= "║"; bar= '═'; junc= "╬"; dbl=jam || bar || junc |
|||
hm=aChar(hm,'human'); cm=aChar(cm,'computer') /*process the markers. */ |
|||
sw = linesize() - 1 /*obtain width of the terminal (less 1)*/ |
|||
parse upper value hm cm with uh uc /*use uppercase values is markers: X x*/ |
|||
parse arg N hm cm .,@. /*obtain optional arguments from the CL*/ |
|||
if uh==uc then cm=word('O X',1+(uh=='O')) /*Human wants Hal's marker? Swap.*/ |
|||
if |
if N=='' | N=="," then N=3; oN=N /*N not specified? Then use default.*/ |
||
N = abs(N) /*if N < 0. then computer goes first. */ |
|||
NN = N*N /*calculate the square of N. */ |
|||
middle = NN % 2 + N % 2 /* " " middle " the grid. */ |
|||
if N<2 then do; say oops 'tic─tac─toe grid is too small: ' N; exit 13; end |
|||
call Hal /*determine Hal's (the computer) move.*/ |
|||
pad= left('', sw % NN) /*display padding: 6x6 in 80 columns.*/ |
|||
if hm=='' then hm= "X"; /*define the marker for a human. */ |
|||
/*────────────────────────────────────────────────────────────────────────────*/ |
|||
if cm=='' then cm= "O" /* " " " " the computer. */ |
|||
hm= aChar(hm, 'human') /*determine if the marker is legitimate*/ |
|||
cm= aChar(cm, 'computer') /* " " " " " " */ |
|||
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") ) /*The human wants Hal's marker? Swap. */ |
|||
aChar: parse arg x,whoseX; L=length(x) /*process markers.*/ |
|||
if oN<0 then call Hmove middle /*Hal moves first? Then choose middling*/ |
|||
else call showGrid /*showGrid also checks for wins & draws*/ |
|||
if L==3 & datatype(x,'W') then return ab(d2c(x)) /*3 chars, decimal*/ |
|||
/*tic─tac─toe game───►*/ do forever /*'til the cows come home (or QUIT). */ |
|||
say oops 'illegal character or character code for' whoseX "marker: " x |
|||
/*tic─tac─toe game───►*/ call CBLF /*process carbon─based lifeform's move.*/ |
|||
/*tic─tac─toe game───►*/ call Hal /*determine Hal's (the computer) move.*/ |
|||
/*────────────────────────────────────────────────────────────────────────────*/ |
|||
/*tic─tac─toe game───►*/ end /*forever*/ /*showGrid subroutine does wins & draws*/ |
|||
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 |
|||
aChar: parse arg x,whoseX; L=length(x) /*process markers.*/ |
|||
if datatype(ox,'W') then ox=ox/1 /*maybe normalize cell#: +0007. */ |
|||
if L==1 then return testB( x ) /*1 char, as is. */ |
|||
select |
|||
if L==2 & datatype(x, 'X') then return testB( x2c(x) ) /*2 chars, hex. */ |
|||
if L==3 & datatype(x, 'W') & , /*3 chars, decimal*/ |
|||
x>=0 & x<256 then return testB( d2c(x) ) /*···and in range.*/ |
|||
when words(x)\==1 then say oops "too many" cell# 'specified:' x |
|||
say oops 'illegal character or character code for' whoseX "marker: " x |
|||
exit 13 /*stick a fork in it, we're all done. */ |
|||
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 |
|||
CBLF: prompt='Please enter a cell number to place your next marker ['hm"] (or Quit):" |
|||
when x<0 then say oops cell# "can't be negative: " x |
|||
when x>NN then say oops cell# "can't exceed " NN |
|||
do forever; say $ prompt |
|||
parse pull x 1 ux 1 ox; upper ux /*get versions of answer; uppercase ux*/ |
|||
if datatype(ox, 'W') then ox=ox / 1 /*normalize cell number: +0007 ───► 7 */ |
|||
end /*select*/ |
|||
/*(division by unity normalizes a num.)*/ |
|||
end /*forever*/ |
|||
select /*perform some validations of X (cell#)*/ |
|||
when abbrev('QUIT',ux,1) then call tell 'quitting.' |
|||
call showGrid /*and show the tic─tac─toe grid.*/ |
|||
when x='' then iterate /*Nada? Try again.*/ |
|||
return |
|||
when words(x)\==1 then say oops "too many" cell# 'specified:' x |
|||
/*────────────────────────────────────────────────────────────────────────────*/ |
|||
when \datatype(x, 'N') then say oops "cell number isn't numeric: " x |
|||
when \datatype(x, 'W') then say oops "cell number isn't an integer: " x |
|||
when x=0 then say oops "cell number can't be zero: " x |
|||
when x<0 then say oops "cell number can't be negative: " x |
|||
when x>NN then say oops "cell number can't exceed " NN |
|||
when @.ox\=='' then say oops "cell number is already occupied: " x |
|||
otherwise leave /*forever*/ |
|||
end /*select*/ |
|||
otherwise call Hmove , ac /*some blank cell.*/ |
|||
end /*forever*/ |
|||
/* [↓] OX is a normalized version of X*/ |
|||
@.ox= hm /*place a marker for the human (CLBF). */ |
|||
call showGrid /*and display the tic─tac─toe grid. */ |
|||
return |
|||
/*──────────────────────────────────────────────────────────────────────────────────────*/ |
|||
Hal: select /*Hal tries various moves. */ |
|||
when win(cm, N-1) then call Hmove , ec /*is this the winning move?*/ |
|||
when win(hm, N-1) then call Hmove , ec /* " " a blocking " */ |
|||
when @.middle== '' then call Hmove middle /*pick the center cell. */ |
|||
when @.N.N == '' then call Hmove , N N /*bottom right corner cell.*/ |
|||
when @.N.1 == '' then call Hmove , N 1 /* " left " " */ |
|||
when @.1.N == '' then call Hmove , 1 N /* top right " " */ |
|||
when @.1.1 == '' then call Hmove , 1 1 /* " left " " */ |
|||
otherwise call Hmove , ac /*pick a blank cell in grid*/ |
|||
end /*select*/ |
end /*select*/ |
||
return |
return |
||
/*──────────────────────────────────────────────────────────────────────────────────────*/ |
|||
/*────────────────────────────────────────────────────────────────────────────*/ |
|||
Hmove: parse arg Hplace,dr dc; if Hplace=='' then Hplace = (dr-1)*N + dc |
Hmove: parse arg Hplace,dr dc; if Hplace=='' then Hplace = (dr - 1)*N + dc |
||
@.Hplace=cm /*place computer's marker.*/ |
@.Hplace= cm /*place computer's marker. */ |
||
say; say $ 'computer places a marker ['cm"] at |
say; say $ 'computer places a marker ['cm"] at cell number " Hplace |
||
call showGrid |
call showGrid |
||
return |
return |
||
/*──────────────────────────────────────────────────────────────────────────────────────*/ |
|||
/*────────────────────────────────────────────────────────────────────────────*/ |
|||
showGrid: _=0; |
showGrid: _= 0; cW= 5; cH= 3; open= 0 /*cell width, cell height.*/ |
||
do r=1 for N |
do r=1 for N /*construct array of cells.*/ |
||
do c=1 for N; _= _ + 1; @.r.c= @._; open= open | @._=='' |
|||
end /*r*/ |
|||
end /*c*/ |
|||
end /*r*/ /* [↑] OPEN≡a cell is open*/ |
|||
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 /*c# is cell number*/ |
|||
end |
|||
_= _ || jam || center(mk, cW) |
|||
__= __ || jam || center(c#, cW) |
|||
end /*k*/ |
|||
say pad substr(_,2) pad translate(substr( |
say pad substr(_, 2) pad translate( substr(__, 2), single, dbl) |
||
end /* |
end /*t*/ /* [↑] show a line*/ |
||
if j==N then leave |
|||
say |
|||
_= |
|||
do b=1 for N; _= _ || junc || copies(bar, cW) |
|||
if win(cm) then call tell 'The computer ('cm") won." |
|||
end /*b*/ /* [↑] a grid part*/ |
|||
if \open then call tell 'This tic─tac─toe game is a draw.' |
|||
say pad substr(_, 2) pad translate( substr(_, 2), single, dbl) |
|||
return |
|||
end /*j*/ |
|||
/*────────────────────────────────────────────────────────────────────────────*/ |
|||
say |
|||
tell: do 4; say; end; say center(' 'arg(1)" ",sw,'─'); do 5; say; end; exit |
|||
if win(hm) then call tell 'You ('hm") won"copies('!',random(1, 5) ) |
|||
/*────────────────────────────────────────────────────────────────────────────*/ |
|||
if win(cm) then call tell 'The computer ('cm") won." |
|||
if \open then call tell 'This tic─tac─toe game is a draw (a cat scratch).' |
|||
return |
|||
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 |
|||
tell: do 4; say; end; say center(' 'arg(1)" ", sw, '─'); do 5; say; end; exit |
|||
/*──────────────────────────────────────────────────────────────────────────────────────*/ |
|||
do c=1 for N; _=0; ec= /*see if any cols are a winner.*/ |
|||
testB: parse arg bx; if bx\==' ' then return bx /*test if the marker isn't a blank.*/ |
|||
do r=1 for N; _=_+ (@.r.c==wm); if @.r.c=='' then ec=r c; end |
|||
say oops 'character code for' whoseX "marker can't be a blank." |
|||
exit 13 /*stick a fork in it, we're all done. */ |
|||
/*──────────────────────────────────────────────────────────────────────────────────────*/ |
|||
_=0; ec= /*see if winning descending diag.*/ |
|||
win: parse arg wm,w; if w=='' then w= N /* [↓] see if there is a win. */ |
|||
ac= /* [↓] EC ≡ means Empty Cell. */ |
|||
if _==N | (_>=w & ec\=='') then return 1 |
|||
do r=1 for N; _= 0; ec= /*see if any rows are a winner*/ |
|||
do c= |
do c=1 for N; _= _ + (@.r.c==wm) /*count the # of markers in col*/ |
||
if @.r.c=='' then ec= r c /*Cell empty? Then remember it*/ |
|||
end /*r*/ |
|||
end /*c*/ /* [↓] AC≡means available cell*/ |
|||
if _==N | (_>=w & ec\=='') then return 1 |
|||
if ec\=='' then ac=ec /*Found an empty? Then use it.*/ |
|||
return 0</lang> |
|||
if _==N | (_>=w & ec\=='') then return 1==1 /*a winner has been determined.*/ |
|||
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). |
|||
end /*r*/ /*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) /*count the # of markers in row*/ |
|||
if @.r.c=='' then ec= r c /*Cell empty? Then remember it*/ |
|||
end /*r*/ |
|||
if ec\=='' then ac= ec /*Found an empty? Then remember*/ |
|||
if _==N | (_>=w & ec\=='') then return 1==1 /*a winner has been determined.*/ |
|||
end /*c*/ |
|||
_= 0; ec= /*EC≡location of an empty cell.*/ |
|||
do d=1 for N; _= _ + (@.d.d==wm) /*A winning descending diag. ? */ |
|||
if @.d.d=='' then ec= d d /*Empty cell? Then note cell #*/ |
|||
end /*d*/ |
|||
if _==N | (_>=w & ec\=='') then return 1==1 /*a winner has been determined.*/ |
|||
_= 0; r= 1 |
|||
do c=N for N by -1; _=_ + (@.r.c==wm) /*A winning ascending diagonal?*/ |
|||
if @.r.c=='' then ec= r c /*Empty cell? Then note cell #*/ |
|||
r= r + 1 /*bump the counter for the rows*/ |
|||
end /*c*/ |
|||
if _==N | (_>=w & ec\=='') then return 1==1 /*a winner has been determined.*/ |
|||
return 0==1 /*no winner " " " */</syntaxhighlight> |
|||
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); this is used to determine the amount of padding for a centered display of the two grids. |
|||
The '''LINESIZE.REX''' REXX program is included here ──► [[LINESIZE.REX]]. <br><br> |
The '''LINESIZE.REX''' REXX program is included here ──► [[LINESIZE.REX]]. <br><br> |
||
{{out|output|text= when using the input of: <tt> -3 </tt>}} |
|||
''' |
(a negative '''3''' indicates a grid of '''3<small>x</small>3''' and that the computer should play first.) |
||
<br>(a negative '''3''' indicates a grid of '''3x3''' and that the computer should play first.) |
|||
<br><br>Note: the user input is shown along with the program output. |
<br><br>Note: the user input is shown along with the program output. |
||
<pre style="height: |
<pre style="height:153ex"> |
||
───────── computer places a marker [O] at cell number 5 |
───────── computer places a marker [O] at cell number 5 |
||
Line 7,043: | Line 13,922: | ||
║ ║ │ │ |
║ ║ │ │ |
||
───────── Please enter a cell number to place your next marker [X] (or Quit): |
───────── Please enter a cell number to place your next marker [X] (or Quit): |
||
2 ◄■■■■■■■■■■ human player's move. |
|||
2 |
|||
║ ║ │ │ |
║ ║ │ │ |
||
Line 7,073: | Line 13,952: | ||
║ ║ │ │ |
║ ║ │ │ |
||
───────── Please enter a cell number to place your next marker [X] (or Quit): |
───────── Please enter a cell number to place your next marker [X] (or Quit): |
||
1 ◄■■■■■■■■■■ human player's move. |
|||
1 |
|||
║ ║ │ │ |
║ ║ │ │ |
||
Line 7,103: | Line 13,982: | ||
║ ║ │ │ |
║ ║ │ │ |
||
───────── Please enter a cell number to place your next marker [X] (or Quit): |
───────── Please enter a cell number to place your next marker [X] (or Quit): |
||
7 ◄■■■■■■■■■■ human player's move. |
|||
7 |
|||
║ ║ │ │ |
║ ║ │ │ |
||
Line 7,139: | Line 14,018: | ||
────────────────────────────── The computer (O) won. ────────────────────────────── |
────────────────────────────── The computer (O) won. ────────────────────────────── |
||
</pre> |
</pre> |
||
'''output''' when using the input of: <tt> 5 db </tt> |
'''output''' when using the input of: <tt> 5 db </tt> |
||
<br>(which indicates a grid of '''5x5''' and that the marker for the human is a hexadecimal '''db''' [█].) |
<br>(which indicates a grid of '''5x5''' and that the marker for the human is a hexadecimal '''db''' [█].) |
||
<pre style="height: |
<pre style="height:153ex"> |
||
║ ║ ║ ║ │ │ │ │ |
║ ║ ║ ║ │ │ │ │ |
||
║ ║ ║ ║ 1 │ 2 │ 3 │ 4 │ 5 |
║ ║ ║ ║ 1 │ 2 │ 3 │ 4 │ 5 |
||
Line 7,162: | Line 14,041: | ||
║ ║ ║ ║ │ │ │ │ |
║ ║ ║ ║ │ │ │ │ |
||
───────── Please enter a cell number to place your next marker [█] (or Quit): |
───────── Please enter a cell number to place your next marker [█] (or Quit): |
||
5 ◄■■■■■■■■■■ human player's move. |
|||
5 |
|||
║ ║ ║ ║ │ │ │ │ |
║ ║ ║ ║ │ │ │ │ |
||
Line 7,208: | Line 14,087: | ||
║ ║ ║ ║ │ │ │ │ |
║ ║ ║ ║ │ │ │ │ |
||
───────── Please enter a cell number to place your next marker [█] (or Quit): |
───────── Please enter a cell number to place your next marker [█] (or Quit): |
||
q ◄■■■■■■■■■■ human player's response. |
|||
q |
|||
Line 7,216: | Line 14,095: | ||
────────────────────────────────── quitting. ────────────────────────────────── |
────────────────────────────────── quitting. ────────────────────────────────── |
||
</pre> |
</pre> |
||
=={{header|Ring}}== |
=={{header|Ring}}== |
||
Line 7,223: | Line 14,103: | ||
The tecTacToe.ring is provided [https://github.com/AbdelrahmanGIT/RingSamples/blob/master/src/TecTacToe.ring here] |
The tecTacToe.ring is provided [https://github.com/AbdelrahmanGIT/RingSamples/blob/master/src/TecTacToe.ring here] |
||
<syntaxhighlight lang="ring"> |
|||
<pre> |
|||
Load "guilib.ring" |
Load "guilib.ring" |
||
Line 7,353: | Line 14,233: | ||
next |
next |
||
if tie=true return 3 ok return 0 |
if tie=true return 3 ok return 0 |
||
</syntaxhighlight> |
|||
</pre> |
|||
{{out}} |
|||
Output: |
|||
[[http://ring-lang.sourceforge.net/tictactoe.jpg image]] |
|||
[[https://www.dropbox.com/s/a3de643ephc5bni/CalmoSoft_Puzzle_Ring.avi?dl=0 video]] |
|||
=={{header|Ruby}}== |
=={{header|Ruby}}== |
||
Line 7,365: | Line 14,245: | ||
This implementation stores the board as a one-dimensional array and hardcodes all possible straight lines in <code>LINES</code>, rather than storing the board as a two-dimensional matrix and identifying straight lines dynamically. |
This implementation stores the board as a one-dimensional array and hardcodes all possible straight lines in <code>LINES</code>, rather than storing the board as a two-dimensional matrix and identifying straight lines dynamically. |
||
<syntaxhighlight lang="ruby">module TicTacToe |
|||
<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]] |
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]] |
||
Line 7,399: | Line 14,277: | ||
def free_positions |
def free_positions |
||
(1..9).select {|position| @board[position].nil?} |
|||
end |
end |
||
Line 7,552: | Line 14,430: | ||
puts |
puts |
||
players_with_human = [HumanPlayer, ComputerPlayer].shuffle |
players_with_human = [HumanPlayer, ComputerPlayer].shuffle |
||
Game.new(*players_with_human).play</ |
Game.new(*players_with_human).play</syntaxhighlight> |
||
{{out}} |
{{out}} |
||
Line 7,620: | Line 14,498: | ||
X | O | X</pre> |
X | O | X</pre> |
||
=={{header| |
=={{header|Rust}}== |
||
<syntaxhighlight lang="rust"> |
|||
<lang runbasic>' --------------------------- |
|||
use GameState::{ComputerWin, Draw, PlayerWin, Playing}; |
|||
' 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$(i) = "" |
|||
next i |
|||
goto [shoTic] |
|||
use rand::prelude::*; |
|||
[loop] |
|||
for j = 1 to 2 |
|||
tic$ = 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$(b1) = "O" |
|||
exit for |
|||
end if |
|||
next i |
|||
#[derive(PartialEq, Debug)] |
|||
[shoTic] |
|||
enum GameState { |
|||
cls |
|||
PlayerWin, |
|||
' ---------------------------------------- |
|||
ComputerWin, |
|||
' show tic tac toe screen |
|||
Draw, |
|||
' ---------------------------------------- |
|||
Playing, |
|||
html "<table border=1 width=300px height=225px><TR>" |
|||
} |
|||
for i = 1 to 9 |
|||
html "<td align=center width=33%><h1>" |
|||
if box$(i) <> "" then |
|||
html box$(i) |
|||
else |
|||
button #box, " ";box$(i);" ", [doTic] |
|||
#box setkey(str$(i)) |
|||
end if |
|||
if i mod 3 = 0 then html "</tr><tr>" |
|||
next i |
|||
html "</table>" |
|||
gosub [checkWin] |
|||
wait |
|||
type Board = [[char; 3]; 3]; |
|||
[doTic] |
|||
box$(val(EventKey$)) = "X" |
|||
turn = 1 |
|||
gosub [checkWin] |
|||
goto [loop] |
|||
fn main() { |
|||
' --- check for a winner ---------- |
|||
let mut rng = StdRng::from_entropy(); |
|||
[checkWin] |
|||
for i = 1 to 8 |
|||
b$ = 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 |
|||
let mut board: Board = [['1', '2', '3'], ['4', '5', '6'], ['7', '8', '9']]; |
|||
moveCount = 0 |
|||
for i = 1 to 9 |
|||
draw_board(board); |
|||
if box$(i) <> "" then moveCount = moveCount + 1 |
|||
loop { |
|||
next i |
|||
player_turn(&mut board); |
|||
if moveCount = 9 then |
|||
if check_win(board) != Playing { |
|||
print "Draw!" |
|||
break; |
|||
goto [playAgain] |
|||
} |
|||
end if |
|||
computer_turn(&mut rng, &mut board); |
|||
RETURN |
|||
if check_win(board) != Playing { |
|||
break; |
|||
} |
|||
draw_board(board); |
|||
} |
|||
draw_board(board); |
|||
let announcement = match check_win(board) { |
|||
PlayerWin => "The Player has won!", |
|||
ComputerWin => "The Computer has won!", |
|||
Draw => "Draw!", |
|||
Playing => unreachable!(), |
|||
}; |
|||
println!("{}", announcement); |
|||
} |
|||
fn is_empty(cell: &char) -> bool { |
|||
*cell != 'X' && *cell != 'O' |
|||
} |
|||
fn check_win(board: Board) -> GameState { |
|||
// check for win |
|||
for (i, row) in board.iter().enumerate() { |
|||
if row[0] == row[1] && row[0] == row[2] { |
|||
return which_win(row[0]); |
|||
} else if board[0][i] == board[1][i] && board[0][i] == board[2][i] { |
|||
return which_win(board[0][i]); |
|||
} |
|||
} |
|||
if board[0][0] == board[1][1] && board[0][0] == board[2][2] { |
|||
return which_win(board[0][0]); |
|||
} else if board[0][2] == board[1][1] && board[0][2] == board[2][0] { |
|||
return which_win(board[0][2]); |
|||
} |
|||
// check if it's not a draw |
|||
let is_draw = board.iter().flatten().any(is_empty); |
|||
if is_draw { |
|||
Playing |
|||
} else { |
|||
Draw |
|||
} |
|||
} |
|||
fn which_win(s: char) -> GameState { |
|||
match s { |
|||
'X' => PlayerWin, |
|||
'O' => ComputerWin, |
|||
_ => unreachable!(), |
|||
} |
|||
} |
|||
fn player_turn(board: &mut Board) { |
|||
use std::io; |
|||
println!("Player, enter your field of choice!: "); |
|||
let mut ln = String::new(); |
|||
io::stdin() |
|||
.read_line(&mut ln) |
|||
.expect("Failed to read stdin"); |
|||
let choice = ln.trim().parse::<usize>().expect("Failed to parse input"); |
|||
let row = (choice - 1) / 3; |
|||
let col = (choice - 1) % 3; |
|||
if board[row][col] == 'X' || board[row][col] == 'O' { |
|||
println!("Someone already took this field!"); |
|||
player_turn(board); |
|||
} else { |
|||
board[row][col] = 'X'; |
|||
} |
|||
} |
|||
fn computer_turn<R: Rng>(rng: &mut R, board: &mut Board) { |
|||
let possible_choices: Vec<_> = board |
|||
.iter() |
|||
.flatten() |
|||
.enumerate() |
|||
.filter(|&(_, c)| is_empty(c)) |
|||
.map(|(i, _)| i) |
|||
.collect(); |
|||
let choice = possible_choices.choose(rng).unwrap(); |
|||
println!("Computer chose: {}", choice); |
|||
let row = choice / 3; |
|||
let col = choice % 3; |
|||
board[row][col] = 'O'; |
|||
} |
|||
fn draw_board(board: Board) { |
|||
for row in &board { |
|||
println!("{} {} {}", row[0], row[1], row[2]); |
|||
} |
|||
} |
|||
</syntaxhighlight> |
|||
{{out}} |
|||
<pre> |
|||
1 2 3 |
|||
4 5 6 |
|||
7 8 9 |
|||
Player, enter your field of choice!: |
|||
1 |
|||
Computer chose: 6 |
|||
X 2 3 |
|||
4 5 6 |
|||
O 8 9 |
|||
Player, enter your field of choice!: |
|||
5 |
|||
Computer chose: 7 |
|||
X 2 3 |
|||
4 X 6 |
|||
O O 9 |
|||
Player, enter your field of choice!: |
|||
9 |
|||
X 2 3 |
|||
4 X 6 |
|||
O O X |
|||
The Player has won! |
|||
</pre> |
|||
[playAgain] |
|||
input "Play again (y/n)";p$ |
|||
if upper$(p$) = "Y" then goto [newGame] |
|||
end</lang> |
|||
=={{header|Scala}}== |
=={{header|Scala}}== |
||
Functional implementation. |
===Functional implementation.=== |
||
Computer vs. human. Human starts. Computer plays 'O' and human plays 'X'. |
Computer vs. human. Human starts. Computer plays 'O' and human plays 'X'. |
||
Computer moves are legal, but random. |
Computer moves are legal, but random. |
||
< |
<syntaxhighlight lang="scala">package object tictactoe { |
||
val Human = 'X' |
val Human = 'X' |
||
val Computer = 'O' |
val Computer = 'O' |
||
Line 7,770: | Line 14,693: | ||
object TicTacToe extends |
object TicTacToe extends App { |
||
def play(board : Board, turn : Char) { |
def play(board : Board, turn : Char) { |
||
Line 7,810: | Line 14,733: | ||
} |
} |
||
}</ |
}</syntaxhighlight> |
||
{{out}} |
{{out}}(human is always first) |
||
<pre> |
<pre> |
||
1 2 3 |
1 2 3 |
||
Line 7,840: | Line 14,763: | ||
X 8 O |
X 8 O |
||
You win.</pre> |
You win.</pre> |
||
=={{header|Scilab}}== |
|||
Can be a game of human v. human, human v. machine, or machine v. machine. Machine moves have a hierarchy: firstly, it looks for a winning move; secondly, it looks for a way to block the opponent's victory; lastly, it makes a random move. |
|||
<syntaxhighlight lang="text">function [] = startGame() |
|||
//Board size and marks |
|||
N = 3; |
|||
marks = ["X" "O"]; |
|||
//Creating empty board |
|||
board = string(zeros(N,N)); |
|||
for i = 1:(N*N) |
|||
board(i) = ""; |
|||
end |
|||
//Initialising players |
|||
clc(); |
|||
players= [%F %F]; |
|||
players = playerSetup(marks); |
|||
//Console header |
|||
header = [strsplit(marks(1)+" is ----")';... |
|||
strsplit(marks(2)+" is ----")']; |
|||
for i = 1:2 |
|||
if players(i) then |
|||
header(i,6:10) = strsplit("P"+string(i)+". "); |
|||
else |
|||
header(i,6:10) = strsplit("COMP."); |
|||
end |
|||
end |
|||
//Game loop |
|||
sleep(1000); |
|||
win_flag = %F; |
|||
count = 0; |
|||
while count<N*N |
|||
//Clear console, and print header and board |
|||
clc(); |
|||
printf("%s\n %s\n",strcat(header(1,:)),strcat(header(2,:))); |
|||
dispBoard(board); |
|||
//Find which player should move |
|||
player_n = modulo(count,2) + 1; |
|||
if players(player_n) == %T then |
|||
//Human plays |
|||
pos = []; |
|||
valid_move = %F; |
|||
disp(marks(player_n)+"''s turn."); |
|||
while valid_move ~= %T |
|||
[pos,valid_move] = readHumanMove(board); |
|||
if ~valid_move then |
|||
disp("You should input a valid cell number."); |
|||
end |
|||
end |
|||
if valid_move then |
|||
board = updateBoard(board,pos,marks(player_n)); |
|||
else |
|||
error("Invalid move."); |
|||
end |
|||
else |
|||
//Computer plays |
|||
disp("Computer is playing."); |
|||
board = ComputerMove(board,marks(player_n),marks); |
|||
sleep(800); |
|||
end |
|||
//Count number of movements |
|||
count = count + 1; |
|||
//Check if the game has finished |
|||
[win_flag,winning_mark] = detectWin(board) |
|||
if win_flag then |
|||
break |
|||
end |
|||
end |
|||
//Clear screen at the end of game |
|||
clc(); |
|||
disp("Game finished:"); |
|||
dispBoard(board); |
|||
//Print results |
|||
if win_flag then |
|||
disp(winning_mark+" won!"); |
|||
else |
|||
disp("It''s a tie."); |
|||
end |
|||
//Play again? |
|||
play_again = ""; |
|||
while play_again ~= "Y" & play_again ~= "N" |
|||
play_again = input("Would you like to play again? (Y/N)","s"); |
|||
play_again = strsplit(play_again); |
|||
play_again = convstr(play_again(1),"u"); |
|||
if play_again ~= "Y" & play_again ~= "N" then |
|||
disp("Invalid answer."); |
|||
end |
|||
end |
|||
if play_again == "Y" then |
|||
startGame(); |
|||
else |
|||
disp("Quit game."); |
|||
end |
|||
endfunction |
|||
function players = playerSetup(marks) |
|||
//Determines who plays which mark |
|||
players = [%F %F]; //True for human, Flase for computer |
|||
printf("\n%s always starts.\n",marks(1)); |
|||
for i = 1:2 |
|||
user_input = ""; |
|||
while user_input ~= "Y" & user_input ~= "N" |
|||
user_input = input("Would you like to play as "+marks(i)+"? (Y/N)","s"); |
|||
user_input = strsplit(user_input); |
|||
user_input = convstr(user_input(1),"u"); |
|||
if user_input ~= "Y" & user_input ~= "N" then |
|||
disp("Invalid answer."); |
|||
end |
|||
end |
|||
//Print choice |
|||
if user_input == "Y" then |
|||
players(i) = %T; |
|||
printf("%s shall be player %d (P%d).\n\n",marks(i),i,i); |
|||
else |
|||
printf("%s shall be the computer (COMP).\n\n",marks(i)); |
|||
end |
|||
end |
|||
endfunction |
|||
function [] = dispBoard(board) |
|||
//Print ASCII board on console |
|||
//Get board marks |
|||
marks = [" " " "]; |
|||
mark_inds = find(board ~= ""); |
|||
if mark_inds ~= [] then |
|||
marks(1) = board(mark_inds(1)); |
|||
mark_inds = find( (board ~= "") & (board ~= marks(1)) ); |
|||
if mark_inds ~= [] then |
|||
marks(2) = board(mark_inds(1)); |
|||
end |
|||
end |
|||
//Transpose to display for humans |
|||
//[compatibility with readHumanMove()] |
|||
disp_board = board'; |
|||
rows = 3*size(board,'r'); |
|||
cols = 4*size(board,'c'); |
|||
ascii_board = string(zeros(rows, cols)); |
|||
mark_1=[... |
|||
strsplit(" |")';... |
|||
strsplit(" "+marks(1)+" |")';... |
|||
strsplit("___|")']; |
|||
mark_2=[... |
|||
strsplit(" |")';... |
|||
strsplit(" "+marks(2)+" |")';... |
|||
strsplit("___|")']; |
|||
Blank_mark=[... |
|||
strsplit(" |")';... |
|||
strsplit(" |")';... |
|||
strsplit("___|")']; |
|||
for r = ([1:size(board,'r')] - 1 ) |
|||
for c = ([1:size(board,'c')] - 1) |
|||
if disp_board(r+1,c+1) == marks(1) then |
|||
ascii_board((r*3 + 1):((r+1)*3),... |
|||
(c*4 + 1):((c+1)*4)) = mark_1; |
|||
elseif disp_board(r+1,c+1) == marks(2) then |
|||
ascii_board((r*3 + 1):((r+1)*3),... |
|||
(c*4 + 1):((c+1)*4)) = mark_2; |
|||
else |
|||
ascii_board((r*3 + 1):((r+1)*3),... |
|||
(c*4 + 1):((c+1)*4)) = Blank_mark; |
|||
end |
|||
end |
|||
end |
|||
for i = 1:cols |
|||
if modulo(i,4)>0 then |
|||
ascii_board(rows,i) = " "; |
|||
end |
|||
end |
|||
for i = 1:rows |
|||
ascii_board(i,cols) = " "; |
|||
end |
|||
printf("\n"); |
|||
for i = 1:size(ascii_board,'r') |
|||
printf("%s\n",strcat(ascii_board(i,:))) |
|||
end |
|||
endfunction |
|||
function moves_board = availableMoves(board) |
|||
//Find empty cells on the board |
|||
moves_board = board; |
|||
for i = 1:(size(board,'r')*size(board,'c')) |
|||
if board(i) == "" then |
|||
moves_board(i) = string(i); |
|||
else |
|||
moves_board(i) = "_"; |
|||
end |
|||
end |
|||
endfunction |
|||
function varargout = readHumanMove(board) |
|||
//Read human input |
|||
printf("\nAvailable cells:"); |
|||
moves_board = availableMoves(board); |
|||
disp(moves_board'); |
|||
x = input("\nEnter a move (0 to quit game): "); |
|||
valid = %F; |
|||
pos = 0; |
|||
total = size(moves_board,'r') * size(moves_board,'c'); |
|||
//Check if it is a valid move |
|||
if x == 0 then |
|||
disp("Quit game.") |
|||
abort |
|||
elseif (x>=1 & x<=total) then |
|||
if (moves_board(x) == string(x)) then |
|||
valid = %T; |
|||
pos = x; |
|||
end |
|||
end |
|||
varargout = list(pos,valid); |
|||
endfunction |
|||
function varargout = updateBoard(board,pos,player) |
|||
//Add move to the board |
|||
if board(pos) ~= "" then |
|||
error('Error: Invalid move.'); |
|||
end |
|||
board(pos) = player |
|||
varargout = list(board); |
|||
endfunction |
|||
function varargout = detectWin(board) |
|||
//Detect if there is a winner or not |
|||
win_flag = %F; |
|||
winner = ""; |
|||
//Get board marks |
|||
marks = ["" ""]; |
|||
mark_inds = find(board ~= ""); |
|||
marks(1) = board(mark_inds(1)) |
|||
mark_inds = find( (board ~= "") & (board ~= marks(1)) ); |
|||
marks(2) = board(mark_inds(1)); |
|||
//If there is a minimum number of moves, check if there is a winner |
|||
n_moves = find(~(board == "")); |
|||
n_moves = length(n_moves) |
|||
if n_moves >= size(board,'r') then |
|||
board_X = (board == marks(1)); |
|||
board_O = (board == marks(2)); |
|||
for i = 1:size(board,'r') |
|||
//Check rows |
|||
if find(~board_X(i,:)) == [] then |
|||
win_flag = %T; |
|||
winner = marks(1); |
|||
break |
|||
end |
|||
if find(~board_O(i,:)) == [] then |
|||
win_flag = %T; |
|||
winner = marks(2); |
|||
break |
|||
end |
|||
//Check columns |
|||
if find(~board_X(:,i)) == [] then |
|||
win_flag = %T; |
|||
winner = marks(1); |
|||
break |
|||
end |
|||
if find(~board_O(:,i)) == [] then |
|||
win_flag = %T; |
|||
winner = marks(2); |
|||
break |
|||
end |
|||
end |
|||
//Check diagonal |
|||
if ~win_flag then |
|||
if find(~diag(board_X)) == [] then |
|||
win_flag = %T; |
|||
winner = marks(1); |
|||
elseif find(~diag(board_O)) == [] then |
|||
win_flag = %T; |
|||
winner = marks(2); |
|||
end |
|||
end |
|||
//Check anti-diagonal |
|||
if ~win_flag then |
|||
board_X = board_X(:,$:-1:1); |
|||
board_O = board_O(:,$:-1:1); |
|||
if find(~diag(board_X)) == [] then |
|||
win_flag = %T; |
|||
winner = marks(1); |
|||
elseif find(~diag(board_O)) == [] then |
|||
win_flag = %T; |
|||
winner = marks(2); |
|||
end |
|||
end |
|||
end |
|||
varargout = list(win_flag,winner) |
|||
endfunction |
|||
function threat_pos = findThreat(board,player) |
|||
//Returns a list of moves that can finish the game |
|||
//Available moves |
|||
move_inds = find(~( availableMoves(board) == "_" )); |
|||
//If there is a minimum number of moves, check if there is a threat |
|||
threat_pos = []; |
|||
if (size(board,'r')*size(board,'c')) - length(move_inds) >... |
|||
(size(board,'r') - 1) then |
|||
for i = 1:length(move_inds) |
|||
temp_board = updateBoard(board,move_inds(i),player); |
|||
[win_flag,winner] = detectWin(temp_board); |
|||
if win_flag & winner == player then |
|||
threat_pos = [threat_pos move_inds(i)]; |
|||
end |
|||
end |
|||
end |
|||
endfunction |
|||
function varargout = ComputerMove(board,mark,all_marks) |
|||
//Atomatically add a move to the board with no human input |
|||
//Find winning moves moves |
|||
move_inds = findThreat(board,mark); |
|||
//If there are no winning moves, find opponent's winning moves |
|||
//to block opponent's victory |
|||
if move_inds == [] then |
|||
if mark == all_marks(1) then |
|||
opponent = all_marks(2); |
|||
elseif mark == all_marks(2) then |
|||
opponent = all_marks(1); |
|||
end |
|||
move_inds = findThreat(board,opponent); |
|||
end |
|||
//If there are no winning moves or threats, find all possible moves |
|||
if move_inds == [] then |
|||
move_inds = find(~( availableMoves(board) == "_" )); |
|||
end |
|||
//Choose a random move among the selected possible moves |
|||
pos = grand(1,"prm",move_inds); |
|||
pos = pos(1); |
|||
//Update board by adding a new mark |
|||
board(pos) = mark; |
|||
varargout = list(board); |
|||
endfunction |
|||
startGame()</syntaxhighlight> |
|||
=={{header|SQL}}== |
|||
Basic playable TicTacToe in SQLite using only the sqlite3 CLI. |
|||
The CLI wasn't really designed for this, making the interactivity a little bit clunky. However, some of the higher-level constructs in SQL allow for some intriguingly elegant game logic. |
|||
<syntaxhighlight lang="sql"> |
|||
--Setup |
|||
drop table if exists board; |
|||
create table board (p char, r integer, c integer); |
|||
insert into board values('.', 0, 0),('.', 0, 1),('.', 0, 2),('.', 1, 0),('.', 1, 1),('.', 1, 2),('.', 2, 0),('.', 2, 1),('.', 2, 2); |
|||
-- Use a trigger for move events |
|||
drop trigger if exists after_moved; |
|||
create trigger after_moved after update on board for each row when new.p <> '.' and new.p <> 'O' |
|||
begin |
|||
-- Verify move is valid |
|||
select |
|||
case |
|||
when (select v from msg) like '%Wins!' then raise(ABORT, 'The game is already over.') |
|||
when (select old.p from board where rowid = rid) <> '.' then raise(ABORT, 'That position has already been taken. Please choose an available position.') |
|||
when new.p <> 'X' then raise(ABORT, 'Please place an ''X''') |
|||
end |
|||
from ( |
|||
select rowid rid from board |
|||
where p = new.p |
|||
except |
|||
select p from board where p = old.p |
|||
); |
|||
-- Check for game over |
|||
update msg set v = ( |
|||
select |
|||
case |
|||
when max(num) >= 3 then 'X Wins!' |
|||
when (select count(*) from board where p = '.') = 0 then 'Cat Wins!' |
|||
else 'Move made' |
|||
end |
|||
from ( -- Is Game Over |
|||
select count(*) num from board where p = 'X' group by r union -- Horz |
|||
select count(*) num from board where p = 'X' group by c union -- Vert |
|||
select count(*) num from board where p = 'X' and r = c union -- Diag TL->BR |
|||
select count(*) num from board where p = 'X' and (2-r) = c -- Diag TR->BL |
|||
) |
|||
); |
|||
--Have computer player make a random move |
|||
update board set p = 'O' |
|||
where rowid = (select rid from (select max(rnd),rid from (select rowid rid, random() rnd from board where p = '.'))) |
|||
and (select v from msg) not like '%Wins!'; |
|||
--NOTE: SQLite doesn't allow update order by in triggers, otherwise we could just use this beautiful line: |
|||
-- update board set p = 'O' where p = '.' order by random() limit 1; |
|||
--Check to see if the computer player won |
|||
update msg set v = ( |
|||
select |
|||
case |
|||
when max(num) >= 3 then 'O Wins!' |
|||
else v |
|||
end |
|||
from ( -- Is Game Over |
|||
select count(*) num from board where p = 'O' group by r union -- Horz |
|||
select count(*) num from board where p = 'O' group by c union -- Vert |
|||
select count(*) num from board where p = 'O' and r = c union -- Diag TL->BR |
|||
select count(*) num from board where p = 'O' and (2-r) = c -- Diag TR->BL |
|||
) |
|||
); |
|||
end; |
|||
-- UI to display the logical board as a grid |
|||
drop view if exists ui; |
|||
create view ui as |
|||
select case when p = '.' then col0.rowid else p end c0, c1, c2 |
|||
from board as col0 |
|||
join (select case when p = '.' then board.rowid else p end c1, r from board where c = 1) as col1 on col0.r = col1.r |
|||
join (select case when p = '.' then board.rowid else p end c2, r from board where c = 2) as col2 on col0.r = col2.r |
|||
where c = 0; |
|||
drop table if exists msg; |
|||
create table msg (v text); |
|||
insert into msg values(''); |
|||
-- Readme |
|||
select * from ui; |
|||
.print "Use this to play:" |
|||
.print "->update board set p = 'X' where rowid = ?; select * from ui; select * from msg;"' |
|||
</syntaxhighlight> |
|||
{{out}} |
|||
<pre> |
|||
(Assuming the above code is in a file called ttt.sql) |
|||
sqlite>.read ttt.sql |
|||
1|2|3 |
|||
4|5|6 |
|||
7|8|9 |
|||
Use this to play: |
|||
update board set p = 'X' where rowid = ?; select * from ui; select * from msg; |
|||
sqlite> update board set p = 'X' where rowid = 1; select * from ui; select * from msg; |
|||
X|2|3 |
|||
4|5|O |
|||
7|8|9 |
|||
Move made |
|||
sqlite> update board set p = 'X' where rowid = 2; select * from ui; select * from msg; |
|||
X|X|3 |
|||
4|5|O |
|||
7|O|9 |
|||
Move made |
|||
sqlite> update board set p = 'X' where rowid = 3; select * from ui; select * from msg; |
|||
X|X|X |
|||
4|5|O |
|||
7|O|9 |
|||
X Wins! |
|||
</pre> |
|||
=={{header|Swift}}== |
|||
Some Basic AI for obvious losing and winning conditions |
|||
<syntaxhighlight lang="swift"> |
|||
import Darwin |
|||
enum Token : CustomStringConvertible { |
|||
case cross, circle |
|||
func matches(tokens: [Token?]) -> Bool { |
|||
for token in tokens { |
|||
guard let t = token, t == self else { |
|||
return false |
|||
} |
|||
} |
|||
return true |
|||
} |
|||
func emptyCell(in tokens: [Token?]) -> Int? { |
|||
if tokens[0] == nil |
|||
&& tokens[1] == self |
|||
&& tokens[2] == self { |
|||
return 0 |
|||
} else |
|||
if tokens[0] == self |
|||
&& tokens[1] == nil |
|||
&& tokens[2] == self { |
|||
return 1 |
|||
} else |
|||
if tokens[0] == self |
|||
&& tokens[1] == self |
|||
&& tokens[2] == nil { |
|||
return 2 |
|||
} |
|||
return nil |
|||
} |
|||
var description: String { |
|||
switch self { |
|||
case .cross: return "x" |
|||
case .circle: return "o" |
|||
} |
|||
} |
|||
} |
|||
struct Board { |
|||
var cells: [Token?] = [nil, nil, nil, nil, nil, nil, nil, nil, nil] |
|||
func cells(atCol col: Int) -> [Token?] { |
|||
return [cells[col], cells[col + 3], cells[col + 6]] |
|||
} |
|||
func cells(atRow row: Int) -> [Token?] { |
|||
return [cells[row * 3], cells[row * 3 + 1], cells[row * 3 + 2]] |
|||
} |
|||
func cellsTopLeft() -> [Token?] { |
|||
return [cells[0], cells[4], cells[8]] |
|||
} |
|||
func cellsBottomLeft() -> [Token?] { |
|||
return [cells[6], cells[4], cells[2]] |
|||
} |
|||
func winner() -> Token? { |
|||
let r0 = cells(atRow: 0) |
|||
let r1 = cells(atRow: 1) |
|||
let r2 = cells(atRow: 2) |
|||
let c0 = cells(atCol: 0) |
|||
let c1 = cells(atCol: 1) |
|||
let c2 = cells(atCol: 2) |
|||
let tl = cellsTopLeft() |
|||
let bl = cellsBottomLeft() |
|||
if Token.cross.matches(tokens: r0) |
|||
|| Token.cross.matches(tokens: r1) |
|||
|| Token.cross.matches(tokens: r2) |
|||
|| Token.cross.matches(tokens: c0) |
|||
|| Token.cross.matches(tokens: c1) |
|||
|| Token.cross.matches(tokens: c2) |
|||
|| Token.cross.matches(tokens: tl) |
|||
|| Token.cross.matches(tokens: bl) { |
|||
return .cross |
|||
} else |
|||
if Token.circle.matches(tokens: r0) |
|||
|| Token.circle.matches(tokens: r1) |
|||
|| Token.circle.matches(tokens: r2) |
|||
|| Token.circle.matches(tokens: c0) |
|||
|| Token.circle.matches(tokens: c1) |
|||
|| Token.circle.matches(tokens: c2) |
|||
|| Token.circle.matches(tokens: tl) |
|||
|| Token.circle.matches(tokens: bl) { |
|||
return .circle |
|||
} |
|||
return nil |
|||
} |
|||
func atCapacity() -> Bool { |
|||
return cells.filter { $0 == nil }.count == 0 |
|||
} |
|||
mutating func play(token: Token, at location: Int) { |
|||
cells[location] = token |
|||
} |
|||
func findBestLocation(for player: Token) -> Int? { |
|||
let r0 = cells(atRow: 0) |
|||
let r1 = cells(atRow: 1) |
|||
let r2 = cells(atRow: 2) |
|||
let c0 = cells(atCol: 0) |
|||
let c1 = cells(atCol: 1) |
|||
let c2 = cells(atCol: 2) |
|||
let tl = cellsTopLeft() |
|||
let bl = cellsBottomLeft() |
|||
if let cell = player.emptyCell(in: r0) { |
|||
return cell |
|||
} else if let cell = player.emptyCell(in: r1) { |
|||
return cell + 3 |
|||
} else if let cell = player.emptyCell(in: r2) { |
|||
return cell + 6 |
|||
} else if let cell = player.emptyCell(in: c0) { |
|||
return cell * 3 |
|||
} else if let cell = player.emptyCell(in: c1) { |
|||
return cell * 3 + 1 |
|||
} else if let cell = player.emptyCell(in: c2) { |
|||
return cell * 3 + 2 |
|||
} else if let cell = player.emptyCell(in: tl) { |
|||
return cell == 0 ? 0 : (cell == 1 ? 4 : 8) |
|||
} else if let cell = player.emptyCell(in: bl) { |
|||
return cell == 0 ? 6 : (cell == 1 ? 4 : 2) |
|||
} |
|||
return nil |
|||
} |
|||
func findMove() -> Int { |
|||
let empties = cells.enumerated().filter { $0.1 == nil } |
|||
let r = Int(arc4random()) % empties.count |
|||
return empties[r].0 |
|||
} |
|||
} |
|||
extension Board : CustomStringConvertible { |
|||
var description: String { |
|||
var result = "\n---------------\n" |
|||
for (idx, cell) in cells.enumerated() { |
|||
if let cell = cell { |
|||
result += "| \(cell) |" |
|||
} else { |
|||
result += "| \(idx) |" |
|||
} |
|||
if (idx + 1) % 3 == 0 { |
|||
result += "\n---------------\n" |
|||
} |
|||
} |
|||
return result |
|||
} |
|||
} |
|||
while true { |
|||
var board = Board() |
|||
print("Who do you want to play as ('o' or 'x'): ", separator: "", terminator: "") |
|||
let answer = readLine()?.characters.first ?? "x" |
|||
var player: Token = answer == "x" ? .cross : .circle |
|||
var pc: Token = player == .cross ? .circle : .cross |
|||
print(board) |
|||
while true { |
|||
print("Choose cell to play on: ", separator: "", terminator: "") |
|||
var pos = Int(readLine() ?? "0") ?? 0 |
|||
while !board.atCapacity() && board.cells[pos] != nil { |
|||
print("Invalid move. Choose cell to play on: ", separator: "", terminator: "") |
|||
pos = Int(readLine() ?? "0") ?? 0 |
|||
} |
|||
if board.atCapacity() { |
|||
print("Draw") |
|||
break |
|||
} |
|||
board.play(token: player, at: pos) |
|||
print(board) |
|||
if let winner = board.winner() { |
|||
print("winner is \(winner)") |
|||
break |
|||
} else if board.atCapacity() { |
|||
print("Draw") |
|||
break |
|||
} |
|||
if let win = board.findBestLocation(for: pc) { |
|||
board.play(token: pc, at: win) |
|||
} else if let def = board.findBestLocation(for: player) { |
|||
board.play(token: pc, at: def) |
|||
} else { |
|||
board.play(token: pc, at: board.findMove()) |
|||
} |
|||
print(board) |
|||
if let winner = board.winner() { |
|||
print("winner is \(winner)") |
|||
break |
|||
} |
|||
} |
|||
} |
|||
</syntaxhighlight> |
|||
{{out}} |
|||
<pre> |
|||
Who do you want to play as ('o' or 'x'): x |
|||
--------------- |
|||
| 0 || 1 || 2 | |
|||
--------------- |
|||
| 3 || 4 || 5 | |
|||
--------------- |
|||
| 6 || 7 || 8 | |
|||
--------------- |
|||
Choose cell to play on: 4 |
|||
--------------- |
|||
| 0 || 1 || 2 | |
|||
--------------- |
|||
| 3 || x || 5 | |
|||
--------------- |
|||
| 6 || 7 || 8 | |
|||
--------------- |
|||
--------------- |
|||
| o || 1 || 2 | |
|||
--------------- |
|||
| 3 || x || 5 | |
|||
--------------- |
|||
| 6 || 7 || 8 | |
|||
--------------- |
|||
Choose cell to play on: 6 |
|||
--------------- |
|||
| o || 1 || 2 | |
|||
--------------- |
|||
| 3 || x || 5 | |
|||
--------------- |
|||
| x || 7 || 8 | |
|||
--------------- |
|||
--------------- |
|||
| o || 1 || o | |
|||
--------------- |
|||
| 3 || x || 5 | |
|||
--------------- |
|||
| x || 7 || 8 | |
|||
--------------- |
|||
Choose cell to play on: 1 |
|||
--------------- |
|||
| o || x || o | |
|||
--------------- |
|||
| 3 || x || 5 | |
|||
--------------- |
|||
| x || 7 || 8 | |
|||
--------------- |
|||
--------------- |
|||
| o || x || o | |
|||
--------------- |
|||
| 3 || x || 5 | |
|||
--------------- |
|||
| x || o || 8 | |
|||
--------------- |
|||
Choose cell to play on: 5 |
|||
--------------- |
|||
| o || x || o | |
|||
--------------- |
|||
| 3 || x || x | |
|||
--------------- |
|||
| x || o || 8 | |
|||
--------------- |
|||
--------------- |
|||
| o || x || o | |
|||
--------------- |
|||
| o || x || x | |
|||
--------------- |
|||
| x || o || 8 | |
|||
--------------- |
|||
Choose cell to play on: 8 |
|||
--------------- |
|||
| o || x || o | |
|||
--------------- |
|||
| o || x || x | |
|||
--------------- |
|||
| x || o || x | |
|||
--------------- |
|||
Draw |
|||
Who do you want to play as ('o' or 'x'): |
|||
</pre> |
|||
=={{header|Tailspin}}== |
|||
<syntaxhighlight lang="tailspin"> |
|||
processor Tic-Tac-Toe |
|||
@: [position´1..position´9]; |
|||
source isWonOrDone |
|||
[$@Tic-Tac-Toe(1..3) -> #, $@Tic-Tac-Toe(4..6) -> #, $@Tic-Tac-Toe(7..9) -> #, |
|||
$@Tic-Tac-Toe(1..9:3) -> #, $@Tic-Tac-Toe(2..9:3) -> #, $@Tic-Tac-Toe(3..9:3) -> #, |
|||
$@Tic-Tac-Toe([1,5,9]) -> #, $@Tic-Tac-Toe([3,5,7]) -> # |
|||
] -> \( |
|||
when <=[]?($@Tic-Tac-Toe <~[<position>]>)> do 'draw' ! |
|||
when <~=[]> do $(1) ! |
|||
\) ! |
|||
when <[<mark>+ VOID]?($ <[<=$(first)>+ VOID]>)> do '$(first); wins!'! |
|||
end isWonOrDone |
|||
source validMoves |
|||
$@Tic-Tac-Toe -> \[i](<position> $ !\) ! |
|||
end validMoves |
|||
templates move |
|||
when <?($@Tic-Tac-Toe($.position::raw) <position>)> do @Tic-Tac-Toe($.position::raw): $.mark; |
|||
$ ! |
|||
otherwise |
|||
'Incorrect move$#10;' -> !OUT::write |
|||
end move |
|||
source showString |
|||
'$:1..9:3 -> '$#10;$@Tic-Tac-Toe($..$+2)...;';$#10;' ! |
|||
end showString |
|||
end Tic-Tac-Toe |
|||
composer toInt |
|||
<INT> |
|||
end toInt |
|||
source play |
|||
def board: $Tic-Tac-Toe; |
|||
@: mark´'X'; |
|||
templates getMove |
|||
[] -> # |
|||
when <=[]> do |
|||
$board::showString -> !OUT::write |
|||
'$@play; to move $board::validMoves;:$#10;' -> !OUT::write |
|||
[{mark: $@play, position: $IN::readline -> toInt} -> board::move] -> # |
|||
otherwise |
|||
$(1) ! |
|||
end getMove |
|||
$getMove -> # |
|||
when <{}> do |
|||
'$.mark; played $.position;$#10;' -> !OUT::write |
|||
@: $@ -> \(<=mark´'X'> mark´'O'! <=mark´'O'> mark´'X' !\); |
|||
[$board::isWonOrDone] -> \( |
|||
when <=[]> do $getMove! |
|||
otherwise '$(1);$#10;' -> !OUT::write |
|||
\) -> # |
|||
end play |
|||
$play -> !VOID</syntaxhighlight> |
|||
{{out}} |
|||
<pre> |
|||
123 |
|||
456 |
|||
789 |
|||
X to move [1, 2, 3, 4, 5, 6, 7, 8, 9]: |
|||
5 |
|||
X played 5 |
|||
123 |
|||
4X6 |
|||
789 |
|||
O to move [1, 2, 3, 4, 6, 7, 8, 9]: |
|||
4 |
|||
O played 4 |
|||
123 |
|||
OX6 |
|||
789 |
|||
X to move [1, 2, 3, 6, 7, 8, 9]: |
|||
1 |
|||
X played 1 |
|||
X23 |
|||
OX6 |
|||
789 |
|||
O to move [2, 3, 6, 7, 8, 9]: |
|||
9 |
|||
O played 9 |
|||
X23 |
|||
OX6 |
|||
78O |
|||
X to move [2, 3, 6, 7, 8]: |
|||
2 |
|||
X played 2 |
|||
XX3 |
|||
OX6 |
|||
78O |
|||
O to move [3, 6, 7, 8]: |
|||
8 |
|||
O played 8 |
|||
XX3 |
|||
OX6 |
|||
7OO |
|||
X to move [3, 6, 7]: |
|||
3 |
|||
X played 3 |
|||
X wins! |
|||
</pre> |
|||
=={{header|Tcl}}== |
=={{header|Tcl}}== |
||
{{trans|Python}} |
{{trans|Python}} |
||
< |
<syntaxhighlight lang="tcl">package require Tcl 8.6 |
||
# This code splits the players from the core game engine |
# This code splits the players from the core game engine |
||
Line 7,963: | Line 15,816: | ||
# Assemble the pieces |
# Assemble the pieces |
||
set ttt [TicTacToe new HumanPlayer RandomRoboPlayer] |
set ttt [TicTacToe new HumanPlayer RandomRoboPlayer] |
||
$ttt game</ |
$ttt game</syntaxhighlight> |
||
Sample game: |
Sample game: |
||
<pre> |
<pre> |
||
Line 8,012: | Line 15,865: | ||
X wins across [1, 4, 7] |
X wins across [1, 4, 7] |
||
</pre> |
|||
=={{header|UNIX Shell}}== |
|||
{{works with|Bourne Again SHell}} |
|||
The computer plays randomly. |
|||
<syntaxhighlight lang="sh">#!/usr/bin/env bash |
|||
# play tic-tac-toe |
|||
main() { |
|||
local play_again=1 |
|||
while (( play_again )); do |
|||
local board=(1 2 3 4 5 6 7 8 9) tokens=(X O) |
|||
show_board "${board[@]}" |
|||
# player colors: computer is red, human is green |
|||
local computer=31 human=32 |
|||
if (( RANDOM % 2 )); then |
|||
players=(computer human) |
|||
colors=($computer $human) |
|||
printf 'I go first!\n' |
|||
else |
|||
players=(human computer) |
|||
colors=($human $computer) |
|||
printf 'You go first!\n' |
|||
fi |
|||
local token winner |
|||
local -i turn=0 |
|||
while ! winner=$(winner "${board[@]}"); do |
|||
token=${tokens[turn%2]} |
|||
case "${players[turn%2]}" in |
|||
human) board=($(human_turn "$token" "${board[@]}"));; |
|||
computer) board=($(computer_turn "$token" "${board[@]}"));; |
|||
*) printf 'Unknown player "%s"\n' "${players[turn%2]}"; exit 1;; |
|||
esac |
|||
show_board "${board[@]}" | sed -e "s/${tokens[0]}/"$'\e['"${colors[0]}"$'m&\e[0m/g' \ |
|||
-e "s/${tokens[1]}/"$'\e['"${colors[1]}"$'m&\e[0m/g' |
|||
(( turn=turn+1 )) |
|||
done |
|||
case "$winner${players[0]}" in |
|||
Ohuman|Xcomputer) printf 'I win!\n';; |
|||
Xhuman|Ocomputer) printf 'You win!\n';; |
|||
cat*) printf 'The cat wins!\n';; |
|||
esac |
|||
yorn 'Play again' |
|||
play_again=$(( ! $? )) |
|||
done |
|||
} |
|||
show_board() { |
|||
printf '\n' |
|||
printf '%s %s %s\n' "$@" |
|||
printf '\n' |
|||
} |
|||
winner() { |
|||
local board=("$@") i j k |
|||
local lines=("0 1 2" "0 3 6" "0 4 8" "1 4 7" |
|||
"2 4 6" "2 5 8" "3 4 5" "6 7 8") |
|||
local line i j k |
|||
for line in "${lines[@]}"; do |
|||
read i j k <<<"$line" |
|||
local token=${board[i]} |
|||
if [[ "${board[j]}" == $token && "${board[k]}" == $token ]]; then |
|||
printf '%s\n' "$token" |
|||
return 0 |
|||
fi |
|||
done |
|||
case "${board[*]}" in |
|||
*[1-9]*) return 1;; |
|||
*) printf 'cat\n'; return 0;; |
|||
esac |
|||
} |
|||
human_turn() { |
|||
local token=$1 |
|||
shift |
|||
local board=("$@") |
|||
local n=0 |
|||
while (( n < 1 || n > 9 )) || [[ "${board[n-1]}" != $n ]]; do |
|||
printf 'Enter space number: ' "$n" "${board[n-1]}" >/dev/tty |
|||
read n </dev/tty >/dev/tty 2>&1 |
|||
done |
|||
board[n-1]=$token |
|||
printf '%s\n' "${board[@]}" |
|||
} |
|||
computer_turn() { |
|||
local token=$1 |
|||
shift |
|||
local board=("$@") |
|||
local i=0 blanks=() choice |
|||
for (( i=0; i<9; ++i )); do |
|||
if [[ "${board[i]}" == [1-9] ]]; then |
|||
blanks+=("$i") |
|||
fi |
|||
done |
|||
choice=${blanks[RANDOM % ${#blanks[@]}]} |
|||
board[choice]=$token |
|||
printf '%s\n' "${board[@]}" |
|||
} |
|||
yorn() { |
|||
local yorn= |
|||
while [[ $yorn != [Yy]* && $yorn != [Nn]* ]]; do |
|||
printf '%s? ' "$*" |
|||
read yorn |
|||
done |
|||
[[ $yorn == [Yy]* ]] |
|||
} |
|||
main "$@"</syntaxhighlight> |
|||
{{Out}} |
|||
<pre> |
|||
1 2 3 |
|||
4 5 6 |
|||
7 8 9 |
|||
I go first! |
|||
I go in space 5. |
|||
1 2 3 |
|||
4 X 6 |
|||
7 8 9 |
|||
Enter space number: 1 |
|||
O 2 3 |
|||
4 X 6 |
|||
7 8 9 |
|||
I go in space 8. |
|||
O 2 3 |
|||
4 X 6 |
|||
7 X 9 |
|||
Enter space number: 2 |
|||
O O 3 |
|||
4 X 6 |
|||
7 X 9 |
|||
I go in space 7. |
|||
O O 3 |
|||
4 X 6 |
|||
X X 9 |
|||
Enter space number: 3 |
|||
O O O |
|||
4 X 6 |
|||
X X 9 |
|||
You win! |
|||
Play again? n |
|||
</pre> |
|||
=={{header|V (Vlang)}}== |
|||
{{trans|Kotlin}} |
|||
<syntaxhighlight lang="v (vlang)"> |
|||
import rand |
|||
import os |
|||
__global ( |
|||
b = [3][3]int{} |
|||
best_i = 0 |
|||
best_j = 0 |
|||
) |
|||
fn main() { |
|||
mut user := false |
|||
mut yn :='' |
|||
for { |
|||
user = !user |
|||
print(game(user)) |
|||
for (yn != "y" ) && (yn != "n") { |
|||
yn = os.input('Play again y/n: ').str().to_lower() |
|||
} |
|||
if yn != "y" {exit(0)} else {yn =''} |
|||
println('') |
|||
} |
|||
} |
|||
fn game(user bool) string { |
|||
mut u := user |
|||
mut move, mut my_move, mut i, mut j, mut win := 0, 0, 0, 0, 0 |
|||
for k in 0..3 { |
|||
for l in 0..3 { |
|||
if b[k][l] != 0 {b[k][l] = 0} |
|||
} |
|||
} |
|||
print("Board postions are numbered so:\n1 2 3\n4 5 6\n7 8 9\n") |
|||
print("You have O, I have X.\n\n") |
|||
for k in 1..9 { |
|||
if u { |
|||
for move !in [1,2,3,4,5,6,7,8,9] { |
|||
move = os.input('your move: ').int() |
|||
} |
|||
move-- |
|||
i = move / 3 |
|||
j = move % 3 |
|||
if b[i][j] != 0 {continue} |
|||
b[i][j] = 1 |
|||
move = 0 |
|||
} |
|||
if !u { |
|||
if k == 1 { |
|||
best_i = (rand.int_in_range(1, 9) or {exit(1)}) % 3 |
|||
best_j = (rand.int_in_range(1, 9) or {exit(1)}) % 3 |
|||
} |
|||
else {test_move(-1, 0)} |
|||
b[best_i][best_j] = -1 |
|||
my_move = best_i * 3 + best_j + 1 |
|||
println("My move: $my_move") |
|||
} |
|||
show_board() |
|||
win = check_winner() |
|||
println("win res: $win") |
|||
if win != 0 { |
|||
if win == 1 {return "You win" + ".\n\n"} |
|||
else {return "I win" + ".\n\n"} |
|||
} |
|||
u = !u |
|||
} |
|||
return "A draw.\n\n" |
|||
} |
|||
fn check_winner() int { |
|||
for i in 0..3 { |
|||
if b[i][0] != 0 && b[i][1] == b[i][0] && b[i][2] == b[i][0] {return b[i][0]} |
|||
if b[0][i] != 0 && b[1][i] == b[0][i] && b[2][i] == b[0][i] {return b[0][i]} |
|||
} |
|||
if b[1][1] == 0 {return 0} |
|||
if b[1][1] == b[0][0] && b[2][2] == b[0][0] {return b[0][0]} |
|||
if b[1][1] == b[2][0] && b[0][2] == b[1][1] {return b[1][1]} |
|||
return 0 |
|||
} |
|||
fn show_board() { |
|||
mut t := "X O" |
|||
for i in 0..3 { |
|||
for j in 0..3 { |
|||
print("${t[b[i][j] + 1].ascii_str()} ") |
|||
} |
|||
println('') |
|||
} |
|||
println("-----") |
|||
} |
|||
fn test_move(value int, depth int) int { |
|||
mut best := -1 |
|||
mut changed := 0 |
|||
mut score := check_winner() |
|||
if score != 0 { |
|||
if score == value {return 1} else {return -1} |
|||
} |
|||
for i in 0..3 { |
|||
for j in 0..3 { |
|||
if b[i][j] != 0 {continue} |
|||
b[i][j] = value |
|||
changed = value |
|||
score = -test_move(-value, depth + 1) |
|||
b[i][j] = 0 |
|||
if score <= best {continue} |
|||
if depth == 0 { |
|||
best_i = i |
|||
best_j = j |
|||
} |
|||
best = score |
|||
} |
|||
} |
|||
if changed != 0 {return best} |
|||
return 0 |
|||
} |
|||
</syntaxhighlight> |
|||
=={{header|Wren}}== |
|||
{{trans|Kotlin}} |
|||
{{libheader|Wren-ioutil}} |
|||
<syntaxhighlight lang="wren">import "random" for Random |
|||
import "./ioutil" for Input |
|||
var r = Random.new() |
|||
var b = List.filled(3, null) |
|||
for (i in 0..2) b[i] = List.filled(3, 0) // board -> 0: blank; -1: computer; 1: human |
|||
var bestI = 0 |
|||
var bestJ = 0 |
|||
var checkWinner = Fn.new { |
|||
for (i in 0..2) { |
|||
if (b[i][0] != 0 && b[i][1] == b[i][0] && b[i][2] == b[i][0]) return b[i][0] |
|||
if (b[0][i] != 0 && b[1][i] == b[0][i] && b[2][i] == b[0][i]) return b[0][i] |
|||
} |
|||
if (b[1][1] == 0) 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 |
|||
} |
|||
var showBoard = Fn.new { |
|||
var t = "X O" |
|||
for (i in 0..2) { |
|||
for (j in 0..2) System.write("%(t[b[i][j] + 1]) ") |
|||
System.print() |
|||
} |
|||
System.print("-----") |
|||
} |
|||
var testMove // recursive |
|||
testMove = Fn.new { |value, depth| |
|||
var best = -1 |
|||
var changed = 0 |
|||
var score = checkWinner.call() |
|||
if (score != 0) return (score == value) ? 1 : -1 |
|||
for (i in 0..2) { |
|||
for (j in 0..2) { |
|||
if (b[i][j] == 0) { |
|||
b[i][j] = value |
|||
changed = value |
|||
score = -testMove.call(-value, depth + 1) |
|||
b[i][j] = 0 |
|||
if (score > best) { |
|||
if (depth == 0) { |
|||
bestI = i |
|||
bestJ = j |
|||
} |
|||
best = score |
|||
} |
|||
} |
|||
} |
|||
} |
|||
return (changed != 0) ? best : 0 |
|||
} |
|||
var game = Fn.new { |u| |
|||
for (i in 0..2) { |
|||
for (j in 0..2) b[i][j] = 0 |
|||
} |
|||
System.print("Board postions are numbered so:\n1 2 3\n4 5 6\n7 8 9") |
|||
System.print("You have O, I have X.\n") |
|||
for (k in 0..8) { |
|||
while (u) { |
|||
var move = Input.integer("Your move: ", 1, 9) - 1 |
|||
var i = (move/3).floor |
|||
var j = move % 3 |
|||
if (b[i][j] == 0) { |
|||
b[i][j] = 1 |
|||
break |
|||
} |
|||
} |
|||
if (!u) { |
|||
if (k == 0) { // randomize if computer opens, less boring |
|||
bestI = r.int(1e6) % 3 |
|||
bestJ = r.int(1e6) % 3 |
|||
} else { |
|||
testMove.call(-1, 0) |
|||
} |
|||
b[bestI][bestJ] = -1 |
|||
var myMove = bestI * 3 + bestJ + 1 |
|||
System.print("My move: %(myMove)") |
|||
} |
|||
showBoard.call() |
|||
var win = checkWinner.call() |
|||
if (win != 0) return ((win == 1) ? "You win" : "I win") + ".\n\n" |
|||
u = !u |
|||
} |
|||
return "A draw.\n\n" |
|||
} |
|||
var user = false |
|||
while (true) { |
|||
user = !user |
|||
System.write(game.call(user)) |
|||
var yn = Input.option("Play again y/n: ", "yYnN") |
|||
if (yn == "n" || yn == "N") return |
|||
System.print() |
|||
}</syntaxhighlight> |
|||
{{out}} |
|||
Sample game: |
|||
<pre> |
|||
Board postions are numbered so: |
|||
1 2 3 |
|||
4 5 6 |
|||
7 8 9 |
|||
You have O, I have X. |
|||
Your move: 1 |
|||
O |
|||
----- |
|||
My move: 5 |
|||
O |
|||
X |
|||
----- |
|||
Your move: 3 |
|||
O O |
|||
X |
|||
----- |
|||
My move: 2 |
|||
O X O |
|||
X |
|||
----- |
|||
Your move: 8 |
|||
O X O |
|||
X |
|||
O |
|||
----- |
|||
My move: 4 |
|||
O X O |
|||
X X |
|||
O |
|||
----- |
|||
Your move: 6 |
|||
O X O |
|||
X X O |
|||
O |
|||
----- |
|||
My move: 9 |
|||
O X O |
|||
X X O |
|||
O X |
|||
----- |
|||
Your move: 7 |
|||
O X O |
|||
X X O |
|||
O O X |
|||
----- |
|||
A draw. |
|||
Play again y/n: n |
|||
</pre> |
</pre> |
||
=={{header|XPL0}}== |
=={{header|XPL0}}== |
||
[[File:TTTXPL0.GIF|right]] |
[[File:TTTXPL0.GIF|right]] |
||
< |
<syntaxhighlight 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. |
\ numeric keypad is used to make the player's move. |
||
\ |
\ |
||
Line 8,160: | Line 16,452: | ||
[SetVid(3); exit]; \clear screen & restore normal text mode |
[SetVid(3); exit]; \clear screen & restore normal text mode |
||
]; |
]; |
||
]</ |
]</syntaxhighlight> |
||
{{omit from|GUISS}} |
{{omit from|GUISS}} |
Latest revision as of 02:16, 17 August 2024
![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.
![](http://static.miraheze.org/rosettacodewiki/6/6c/Tic_tac_toe.jpg)
- Task
Play a game of tic-tac-toe.
Ensure that legal moves are played and that a winning position is notified.
Tic-tac-toe is also known as:
- noughts and crosses
- tic tac toe
- tick tack toe
- three in a row
- tres en rayo and
- Xs and Os
- See also
11l
UInt32 seed = 0
F nonrandom_choice(lst)
:seed = 1664525 * :seed + 1013904223
R lst[:seed % UInt32(lst.len)]
V board = Array(‘123456789’)
V 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])
F printboard()
print([0, 3, 6].map(x -> (:board[x .+ 3]).join(‘ ’)).join("\n"))
F score(board = board) -> (Char, [Int])?
L(w) :wins
V b = board[w[0]]
I b C ‘XO’ & all(w.map(i -> @board[i] == @b))
R (b, w.map(i -> i + 1))
R N
F finished()
R all(:board.map(b -> b C ‘XO’))
F space(board = board)
R board.filter(b -> b !C ‘XO’)
F my_turn(xo, &board)
V options = space()
V choice = nonrandom_choice(options)
board[Int(choice) - 1] = xo
R choice
F my_better_turn(xo, &board)
‘Will return a next winning move or block your winning move if possible’
V ox = I xo == ‘X’ {Char(‘O’)} E Char(‘X’)
Int? oneblock
V options = space(board).map(s -> Int(s) - 1)
Int choice
L(chc) options
V brd = copy(board)
brd[chc] = xo
I score(brd) != N
choice = chc
L.break
I oneblock == N
brd[chc] = ox
I score(brd) != N
oneblock = chc
L.was_no_break
choice = oneblock ? nonrandom_choice(options)
board[choice] = xo
R choice + 1
F your_turn(xo, &board)
V options = space()
L
V choice = input("\nPut your #. in any of these positions: #. ".format(xo, options.join(‘’))).trim((‘ ’, "\t", "\r", "\n"))
I choice C options
board[Int(choice) - 1] = xo
R choice
print(‘Whoops I don't understand the input’)
F me(xo = Char(‘X’))
printboard()
print("\nI go at "my_better_turn(xo, &:board))
R score()
F you(xo = Char(‘O’))
printboard()
print("\nYou went at "my_turn(xo, &:board))
R score()
L !finished()
(Char, [Int])? s = me(Char(‘X’))
I s != N
printboard()
print("\n#. wins along #.".format(s[0], s[1]))
L.break
I !finished()
s = you(Char(‘O’))
I s != N
printboard()
print("\n#. wins along #.".format(s[0], s[1]))
L.break
L.was_no_break
print("\nA draw")
- Output:
1 2 3 4 5 6 7 8 9 I go at 8 1 2 3 4 5 6 7 X 9 You went at 3 1 2 O 4 5 6 7 X 9 I go at 1 X 2 O 4 5 6 7 X 9 You went at 5 X 2 O 4 O 6 7 X 9 I go at 7 X 2 O 4 O 6 X X 9 You went at 9 X 2 O 4 O 6 X X O I go at 4 X 2 O X O 6 X X O X wins along [1, 4, 7]
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;
- 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.
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.
- 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
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
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.
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
AWK
# syntax: GAWK -f TIC-TAC-TOE.AWK
BEGIN {
move[12] = "3 7 4 6 8"; move[13] = "2 8 6 4 7"; move[14] = "7 3 2 8 6"
move[16] = "8 2 3 7 4"; move[17] = "4 6 8 2 3"; move[18] = "6 4 7 3 2"
move[19] = "8 2 3 7 4"; move[23] = "1 9 6 4 8"; move[24] = "1 9 3 7 8"
move[25] = "8 3 7 4 0"; move[26] = "3 7 1 9 8"; move[27] = "6 4 1 9 8"
move[28] = "1 9 7 3 4"; move[29] = "4 6 3 7 8"; move[35] = "7 4 6 8 2"
move[45] = "6 7 3 2 0"; move[56] = "4 7 3 2 8"; move[57] = "3 2 8 4 6"
move[58] = "2 3 7 4 6"; move[59] = "3 2 8 4 6"
split("7 4 1 8 5 2 9 6 3",rotate)
n = split("253 280 457 254 257 350 452 453 570 590",special)
i = 0
while (i < 9) { s[++i] = " " }
print("")
print("You move first, use the keypad:")
board = "\n7 * 8 * 9\n*********\n4 * 5 * 6\n*********\n1 * 2 * 3\n\n? "
printf(board)
}
state < 7 {
x = $0
if (s[x] != " ") {
printf("? ")
next
}
s[x] = "X"
++state
print("")
if (state > 1) {
for (i=0; i<r; ++i) { x = rotate[x] }
}
}
state == 1 {
for (r=0; x>2 && x!=5; ++r) { x = rotate[x] }
k = x
if (x == 5) { d = 1 } else { d = 5 }
}
state == 2 {
c = 5.5 * (k + x) - 4.5 * abs(k - x)
split(move[c],t)
d = t[1]
e = t[2]
f = t[3]
g = t[4]
h = t[5]
}
state == 3 {
k = x / 2.
c = c * 10
d = f
if (abs(c-350) == 100) {
if (x != 9) { d = 10 - x }
if (int(k) == k) { g = f }
h = 10 - g
if (x+0 == e+0) {
h = g
g = 9
}
}
else if (x+0 != e+0) {
d = e
state = 6
}
}
state == 4 {
if (x+0 == g+0) {
d = h
}
else {
d = g
state = 6
}
x = 6
for (i=1; i<=n; ++i) {
b = special[i]
if (b == 254) { x = 4 }
if (k+0 == abs(b-c-k)) { state = x }
}
}
state < 7 {
if (state != 5) {
for (i=0; i<4-r; ++i) { d = rotate[d] }
s[d] = "O"
}
for (b=7; b>0; b-=5) {
printf("%s * %s * %s\n",s[b++],s[b++],s[b])
if (b > 3) { print("*********") }
}
print("")
}
state < 5 {
printf("? ")
}
state == 5 {
printf("tie game")
state = 7
}
state == 6 {
printf("you lost")
state = 7
}
state == 7 {
printf(", play again? ")
++state
next
}
state == 8 {
if ($1 !~ /^[yY]$/) { exit(0) }
i = 0
while (i < 9) { s[++i] = " " }
printf(board)
state = 0
}
function abs(x) { if (x >= 0) { return x } else { return -x } }
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.
#!/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%4 -eq 2 || 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 $?; } || turn X O
- Output:
(nice ANSI formatting is not shown)
Bic Bash Bow 0 | 1 | 2 3 | 4 | 5 6 | 7 | 8 X moves 1 0 | X | 2 3 | 4 | 5 6 | 7 | 8 O move: 5 O moves 5 0 | X | 2 3 | 4 | O 6 | 7 | 8 X moves 2 0 | X | X 3 | 4 | O 6 | 7 | 8 O move: 0 O moves 0 O | X | X 3 | 4 | O 6 | 7 | 8 X moves 4 O | X | X 3 | X | O 6 | 7 | 8 O move: 6 O moves 6 O | X | X 3 | X | O O | 7 | 8 X moves 7 X wins! O | X | X 3 | X | O O | X | 8
BASIC
BASIC256
# basado en código de Antonio Rodrigo dos Santos Silva (gracias):
# http://statusgear.freeforums.net/thread/17/basic-256-tic-tac-toe
global playerturn$
global endGame$
global space$
global player1Score$
global player2Score$
global invalidMove$
global tecla$
global keyQ$
global keyW$
global keyE$
global keyA$
global keyS$
global keyD$
global keyZ$
global keyX$
global keyC$
global keySpace$
global keyEsc$
keyQ$ = 81
keyW$ = 87
keyE$ = 69
keyA$ = 65
keyS$ = 83
keyD$ = 68
keyZ$ = 90
keyX$ = 88
keyC$ = 67
keySpace$ = 32
keyEsc$ = 16777216
dim space$(9)
subroutine clearGameVars()
playerturn$ = 1
invalidMove$ = 0
endGame$ = 0
tecla$ = 0
for t = 0 to space$[?]-1
space$[t] = 0
next t
end subroutine
subroutine endGame()
cls
print "¡Hasta pronto!..."
end
end subroutine
subroutine printBoard()
print " " + space$[0]+" | "+space$[1]+" | "+space$[2]
print " " + "— + — + —"
print " " + space$[3]+" | "+space$[4]+" | "+space$[5]
print " " + "— + — + —"
print " " + space$[6]+" | "+space$[7]+" | "+space$[8]
print ""
end subroutine
subroutine changePlayer()
if playerturn$ = 1 then
playerturn$ = 2
else
playerturn$ = 1
end if
end subroutine
subroutine endMatchWithWinner()
cls
call printPlayerScore()
call printBoard()
endGame$ = 1
if playerturn$ = 1 then
player1Score$ += 1
else
player2Score$ += 1
end if
print "¡Jugador " + playerturn$ + " gana!" + chr(10)
print "Pulsa [SPACE] para jugar otra partida"
print "Pulsa [ESC] para dejar de jugar"
do
tecla$ = key
pause .01
if tecla$ = keySpace$ then call gamePlay()
if tecla$ = keyEsc$ then call endGame()
until false
end subroutine
subroutine endMatchWithoutWinner()
cls
call printPlayerScore()
call printBoard()
endGame$ = 1
print " Nadie ganó :( " + chr(10)
print " Pulsa [SPACE] para comenzar o [ESC] para salir. "
do
tecla$ = key
pause .01
if tecla$ = keySpace$ then call gamePlay()
if tecla$ = keyEsc$ then call endGame()
until false
end subroutine
subroutine printPlayerScore()
print "--------------------------------------------"
print " Jugador #1: " + player1Score$ + " pts"
print " Jugador #2: " + player2Score$ + " pts"
print "--------------------------------------------" + chr(10)
end subroutine
subroutine printPlayerMessage()
print "Jugador: " + playerturn$ + ", elige una casilla, por favor."
end subroutine
subroutine gamePlay()
call clearGameVars()
cls
call printPlayerScore()
call printBoard()
call printPlayerMessage()
while 0 = 0
invalidMove$ = 0
if endGame$ = 0 then
do
tecla$ = key
pause .01
validKeypressed$ = 0
if tecla$ = keyQ$ or tecla$ = keyW$ or tecla$ = keyE$ or tecla$ = keyA$ or tecla$ = keyS$ or tecla$ = keyD$ or tecla$ = keyZ$ or tecla$ = keyX$ or tecla$ = keyC$ then validKeypressed$ = 1
until validKeypressed$ = 1
endif
if tecla$ = keyQ$ then
if space$[0] = 0 then
space$[0] = playerturn$
else
invalidMove$ = 1
endif
endif
if tecla$ = keyW$ then
if space$[1] = 0 then
space$[1] = playerturn$
else
invalidMove$ = 1
endif
endif
if tecla$ = keyE$ then
if space$[2] = 0 then
space$[2] = playerturn$
else
invalidMove$ = 1
endif
endif
if tecla$ = keyA$ then
if space$[3] = 0 then
space$[3] = playerturn$
else
invalidMove$ = 1
endif
endif
if tecla$ = keyS$ then
if space$[4] = 0 then
space$[4] = playerturn$
else
invalidMove$ = 1
endif
endif
if tecla$ = keyD$ then
if space$[5] = 0 then
space$[5] = playerturn$
else
invalidMove$ = 1
endif
endif
if tecla$ = keyZ$ then
if space$[6] = 0 then
space$[6] = playerturn$
else
invalidMove$ = 1
endif
endif
if tecla$ = keyX$ then
if space$[7] = 0 then
space$[7] = playerturn$
else
invalidMove$ = 1
endif
endif
if tecla$ = keyC$ then
if space$[8] = 0 then
space$[8] = playerturn$
else
invalidMove$ = 1
endif
endif
if invalidMove$ = 0 then
tecla$ = 0
if space$[0] = 1 and space$[1] = 1 and space$[2] = 1 then call endMatchWithWinner()
if space$[3] = 1 and space$[4] = 1 and space$[5] = 1 then call endMatchWithWinner()
if space$[6] = 1 and space$[7] = 1 and space$[8] = 1 then call endMatchWithWinner()
if space$[0] = 1 and space$[3] = 1 and space$[6] = 1 then call endMatchWithWinner()
if space$[1] = 1 and space$[4] = 1 and space$[7] = 1 then call endMatchWithWinner()
if space$[2] = 1 and space$[5] = 1 and space$[8] = 1 then call endMatchWithWinner()
if space$[0] = 1 and space$[4] = 1 and space$[8] = 1 then call endMatchWithWinner()
if space$[2] = 1 and space$[4] = 1 and space$[6] = 1 then call endMatchWithWinner()
if space$[0] = 2 and space$[1] = 2 and space$[2] = 2 then call endMatchWithWinner()
if space$[3] = 2 and space$[4] = 2 and space$[5] = 2 then call endMatchWithWinner()
if space$[6] = 2 and space$[7] = 2 and space$[8] = 2 then call endMatchWithWinner()
if space$[0] = 2 and space$[3] = 2 and space$[6] = 2 then call endMatchWithWinner()
if space$[1] = 2 and space$[4] = 2 and space$[7] = 2 then call endMatchWithWinner()
if space$[2] = 2 and space$[5] = 2 and space$[8] = 2 then call endMatchWithWinner()
if space$[0] = 2 and space$[4] = 2 and space$[8] = 2 then call endMatchWithWinner()
if space$[2] = 2 and space$[4] = 2 and space$[6] = 2 then call endMatchWithWinner()
if space$[0] <> 0 and space$[1] <> 0 and space$[2] <> 0 and space$[3] <> 0 and space$[4] <> 0 and space$[5] <> 0 and space$[6] <> 0 and space$[7] <> 0 and space$[8] <> 0 then call endMatchWithoutWinner()
call changePlayer()
cls
call printPlayerScore()
call printBoard()
call printPlayerMessage()
end if
end while
end subroutine
subroutine gameMenu()
cls
call clearGameVars()
player1Score$ = 0
player2Score$ = 0
print "================================================="
print "| TIC-TAC-TOE |"
print "=================================================" + chr(10)
print " Teclas para jugar:"
print "---------------------"
print " | q | w | e |"
print " | a | s | d |"
print " | z | x | c |" + chr(10)
print " Pulsa [SPACE] para comenzar o [ESC] para salir. "
do
tecla$ = key
pause .01
if tecla$ = keySpace$ then call gamePlay()
if tecla$ = keyEsc$ then call endGame()
until false
end subroutine
call gameMenu()
end
FreeBASIC
graphics mode
'About 400 lines of code, but it is a graphical (GUI ish) i.e. mouse driven.
'I have made provision for the player to beat the computer now and then.
Type box
As long x,y
As long wide,high,index
Dim As ulong colour
As String caption
Declare Sub show
Declare Sub NewCaption(s As String)
Declare Constructor
Declare Constructor(x As long,y As long,wide As long,_
high As long,index As long,colour As ulong,caption As String)
End Type
Constructor box
End Constructor
Constructor box(x As long,y As long,wide As long,_
high As long,index As long,colour As ulong,caption As String)
this.x=x
this.y=y
this.wide=wide
this.high=high
this.index=index
this.colour=colour
this.caption=caption
End Constructor
'ALL PROCEDURES:
Declare Function inside(B As box,px As long,py As long) As long
Declare Sub make_frame_image(im As ulong Pointer)
Declare Sub setup_grid(boxes() As box,cellsacross As long,cellsdown As long,xp As long,yp As long,w As long,h As long)
Declare Function all_clicked(b() As box) As long
Declare Sub OnCLICK(a() As box,b As box)
Declare Sub refresh_screen(b() As box,f1 As long=0,f2 As long=0)
Declare Function Get_Mouse_Events(boxes() As box) As long
Declare Sub thickline(x1 As long,y1 As long,x2 As long,y2 As long,thickness As Single,colour As ulong,im As Any Pointer=0)
Declare Sub lineto(x1 As long,y1 As long,x2 As long,y2 As long,l As long,th As Single,col As ulong,im As Any Pointer=0)
Declare Sub thickcircle(x As long,y As long,rad As long,th As Single,col As ulong,im As Any Pointer=0)
Declare Sub startup(b() As box)
Declare Sub get_computer_events(b() As box)
Declare Sub finish
'Macro used by more than one procedure
#macro incircle(cx,cy,radius,x,y)
(cx-x)*(cx-x) +(cy-y)*(cy-y)<= radius*radius
#endmacro
'=============== RUN ============================
Screen 19,32',1,16
Color ,Rgb(233,236,216) 'background colour
windowtitle string(100," ")+"Noughts and crosses"
'Globals:
Dim Shared As ulong Pointer frame
Dim Shared As long computer,player
Dim Shared As String msg1,msg2,message
message="In Play"
msg1="Computer Start"
msg2="Player Start"
'Custom Frame
frame=Imagecreate(800,600)
Dim As box boxes(0 To 9)
setup_grid(boxes(),3,3,175,85,150,150)
make_frame_image(frame)
Do
If player=0 And computer=0 Then
startup(boxes())
End If
If player Then
Get_Mouse_Events(boxes())
End If
If computer Then
get_computer_events(boxes())
End If
If all_clicked(boxes()) Then get_computer_events(boxes())
Loop Until Inkey=Chr(27)
finish
Sub box.show
Line(this.x,this.y)-(this.x+this.wide,this.y+this.high),this.colour,bf
Line(this.x,this.y)-(this.x+this.wide,this.y+this.high),Rgb(200,200,200),b
''Draw String(this.x+.5*this.wide-4*Len(this.caption),this.y+(.5*this.high-4)),this.caption,Rgb(0,0,0)
If this.index=0 Then
Draw String(this.x+.5*this.wide-4*Len(this.caption),this.y+.5*this.high-6),this.caption,Rgb(0,0,0)
End If
End Sub
Sub box.NewCaption(s As String)
Var cx=(this.x+this.x+this.wide)/2
Var cy=(this.y+this.y+this.high)/2
If s="X" Then
For k As long=20 To 0 Step -1
lineto(cx,cy,this.x,this.y,50,k,Rgb(50+10*k,5*k,0),frame)
lineto(cx,cy,this.x+this.wide,this.y+this.high,50,k,Rgb(50+10*k,5*k,0),frame)
lineto(cx,cy,this.x,this.y+this.high,50,k,Rgb(50+10*k,5*k,0),frame)
lineto(cx,cy,this.x+this.wide,this.y,50,k,Rgb(50+10*k,5*k,0),frame)
Next k
Else
For k As long=20 To 0 Step -1
thickcircle(cx,cy,40,k,Rgb(50+10*k,5*k,0),frame)
Next k
End If
End Sub
Sub get_computer_events(b() As box)
#define other(n) b(n).caption<>"0" And b(n).caption<>"C"
#define another(n) b(n).caption="0"
#define rr(f,l) (Rnd*((l)-(f))+(f))
Dim As long flag,i,k,Cwin,Pwin,NoWin
Static As long firstclick
var chance="001100"
dim as long ch
'horiz player finish
For x As long=1 To 3
If b(1+k).caption="0" And b(2+k).caption="0" And another((3+k)) Then b(3+k).Caption="0":Pwin=1:Goto fin
If b(2+k).caption="0" And b(3+k).caption="0" And another((1+k))Then b(1+k).Caption="0":Pwin=1=1:Goto fin
If b(1+k).caption="0" And b(3+k).caption="0" And another((2+k))Then b(2+k).Caption="0":Pwin=1:Goto fin
k=k+3
Next x
k=0
'vert player finish
For x As long=1 To 3
If b(1+k).caption="0" And b(4+k).caption="0" And another((7+k)) Then b(7+k).Caption="0":Pwin=1:Goto fin
If b(4+k).caption="0" And b(7+k).caption="0" And another((1+k))Then b(1+k).Caption="0":Pwin=1:Goto fin
If b(1+k).caption="0" And b(7+k).caption="0" And another((4+k))Then b(4+k).Caption="0":Pwin=1:Goto fin
k=k+1
Next x
k=0
'player finish main diag
If b(1+k).caption="0" And b(5+k).caption="0" And another((9+k)) Then b(9+k).Caption="0":Pwin=1:Goto fin
If b(1+k).caption="0" And b(9+k).caption="0" And another((5+k))Then b(5+k).Caption="0":Pwin=1:Goto fin
If b(5+k).caption="0" And b(9+k).caption="0" And another((1+k))Then b(1+k).Caption="0":Pwin=1:Goto fin
'player finish other diag
If b(7+k).caption="0" And b(5+k).caption="0" And another((3+k)) Then b(3+k).Caption="0":Pwin=1:Goto fin
If b(5+k).caption="0" And b(3+k).caption="0" And another((7+k))Then b(7+k).Caption="0":Pwin=1:Goto fin
If b(7+k).caption="0" And b(3+k).caption="0" And another((5+k))Then b(5+k).Caption="0":Pwin=1:Goto fin
'horiz computer finish
For x As long=1 To 3
If b(1+k).caption="C" And b(2+k).caption="C" And other((3+k)) Then b(3+k).Caption="C":Cwin=1:Goto fin
If b(2+k).caption="C" And b(3+k).caption="C" And other((1+k))Then b(1+k).Caption="C":Cwin=1:Goto fin
If b(1+k).caption="C" And b(3+k).caption="C" And other((2+k))Then b(2+k).Caption="C":Cwin=1:Goto fin
k=k+3
Next x
k=0
'vert computer finish
For x As long=1 To 3
If b(1+k).caption="C" And b(4+k).caption="C" And other((7+k)) Then b(7+k).Caption="C":Cwin=1:Goto fin
If b(4+k).caption="C" And b(7+k).caption="C" And other((1+k))Then b(1+k).Caption="C":Cwin=1:Goto fin
If b(1+k).caption="C" And b(7+k).caption="C" And other((4+k))Then b(4+k).Caption="C":Cwin=1:Goto fin
k=k+1
Next x
k=0
'computer finish main diag
If b(1+k).caption="C" And b(5+k).caption="C" And other((9+k)) Then b(9+k).Caption="C":Cwin=1:Goto fin
If b(1+k).caption="C" And b(9+k).caption="C" And other((5+k))Then b(5+k).Caption="C":Cwin=1:Goto fin
If b(5+k).caption="C" And b(9+k).caption="C" And other((1+k))Then b(1+k).Caption="C":Cwin=1:Goto fin
'computer finish other diag
If b(7+k).caption="C" And b(5+k).caption="C" And other((3+k)) Then b(3+k).Caption="C":Cwin=1:Goto fin
If b(5+k).caption="C" And b(3+k).caption="C" And other((7+k))Then b(7+k).Caption="C":Cwin=1:Goto fin
If b(7+k).caption="C" And b(3+k).caption="C" And other((5+k))Then b(5+k).Caption="C":Cwin=1:Goto fin
'block horizontals
For x As long=1 To 3
If b(1+k).caption="0" And b(2+k).caption="0" And other((3+k)) Then b(3+k).Caption="C":flag=1:Goto fin
If b(2+k).caption="0" And b(3+k).caption="0" And other((1+k))Then b(1+k).Caption="C":flag=1:Goto fin
If b(1+k).caption="0" And b(3+k).caption="0" And other((2+k))Then b(2+k).Caption="C":flag=1:Goto fin
k=k+3
Next x
k=0
'block verticals
For x As long=1 To 3
If b(1+k).caption="0" And b(4+k).caption="0" And other((7+k)) Then b(7+k).Caption="C":flag=1:Goto fin
If b(4+k).caption="0" And b(7+k).caption="0" And other((1+k))Then b(1+k).Caption="C":flag=1:Goto fin
If b(1+k).caption="0" And b(7+k).caption="0" And other((4+k))Then b(4+k).Caption="C":flag=1:Goto fin
k=k+1
Next x
k=0
'block main diag
If b(1+k).caption="0" And b(5+k).caption="0" And other((9+k)) Then b(9+k).Caption="C":flag=1:Goto fin
If b(1+k).caption="0" And b(9+k).caption="0" And other((5+k))Then b(5+k).Caption="C":flag=1:Goto fin
If b(5+k).caption="0" And b(9+k).caption="0" And other((1+k))Then b(1+k).Caption="C":flag=1:Goto fin
'block other diag
If b(7+k).caption="0" And b(5+k).caption="0" And other((3+k)) Then b(3+k).Caption="C":flag=1:Goto fin
If b(5+k).caption="0" And b(3+k).caption="0" And other((7+k))Then b(7+k).Caption="C":flag=1:Goto fin
If b(7+k).caption="0" And b(3+k).caption="0" And other((5+k))Then b(5+k).Caption="C":flag=1:Goto fin
If firstclick=0 Then
firstclick=1
var st="1379"
dim as long i=rr(0,3)
If Valint(b(5).caption)=0 and b(5).caption <> "C" Then b(st[i]-48).caption="C":Goto fin
End If
ch=rr(0,5)
if chance[ch]-48=1 then
If Valint(b(5).caption)<>0 Then b(5).caption="C":Goto fin
end if
If all_clicked(b()) Then Nowin=1:Goto fin
If flag=0 Then
Randomize
Do
i=rr(1,9)
If Valint(b(i).caption) <> 0 Then b(i).caption="C":Exit Do
Loop
End If
fin:
If Cwin=1 Or Pwin=1 Or NoWin=1 Then
Dim As long mx,my,mb
dim as integer x,y
screencontrol 0,x,y
for z as single=0 to 8*atn(1) step .001
dim as integer xx=x+100*cos(z)
dim as integer yy=y+100*sin(z)
screencontrol 100,xx,yy
next z
screencontrol 100,x,y
If Cwin=1 Then Message="You Loose"
If Pwin=1 Then Message="You WIN"
If Nowin=1 Then Message="DRAW"
cwin=0:k=0:pWin=0:Nowin=0:firstclick=0'i
Do
Getmouse mx,my,,mb
If inside(b(0),mx,my) And mb=1 Then finish
Var ic=incircle(500,55,20,mx,my)
If incircle(500,55,20,mx,my) And mb=1 Then Exit Do
refresh_screen(b(),ic)
Loop Until Inkey=chr(27)
For z As long=1 To Ubound(b)
b(z).caption=Str(b(z).index)
Next z
Imagedestroy frame
frame=Imagecreate(800,600)
make_frame_image(frame)
computer=0:player=0
Exit Sub
End If
player=1:computer=0
End Sub
Sub startup(b() As box)
message="In Play"
Dim As long mx,my,mb
Getmouse mx,my,,mb
For n As long=0 To Ubound(b)
If inside(b(n),mx,my) And mb=1 Then
If b(n).index=0 Then
finish
End If
End If
b(0).colour=Rgb(200,0,0)
Next n
Dim As long f1,f2
If incircle(80,230,10,mx,my) Then
f1=1:f2=0
If mb=1 Then computer=1:player=0
End If
If incircle(670,230,10,mx,my) Then
f1=0:f2=1
If mb=1 Then player=1:computer=0
End If
refresh_screen(b(),f1,f2)
End Sub
Sub thickcircle(x As long,y As long,rad As long,th As Single,col As ulong,im As Any Pointer=0)
Circle(x,y),rad+th/2,col
Circle(x,y),rad-th/2,col
Paint(x,y+rad),col,col
End Sub
Sub thickline(x1 As long,_
y1 As long,_
x2 As long,_
y2 As long,_
thickness As Single,_
colour As ulong,_
im As Any Pointer=0)
Dim p As ulong=Rgb(255, 255, 255)
If thickness<2 Then
Line(x1,y1)-(x2,y2),colour
Else
Dim As Double s,h,c
h=Sqr((x2-x1)^2+(y2-y1)^2)
If h=0 Then h=1e-6
s=(y1-y2)/h
c=(x2-x1)/h
For x As long=1 To 2
Line im,(x1+s*thickness/2,y1+c*thickness/2)-(x2+s*thickness/2,y2+c*thickness/2),p
Line im,(x1-s*thickness/2,y1-c*thickness/2)-(x2-s*thickness/2,y2-c*thickness/2),p
Line im,(x1+s*thickness/2,y1+c*thickness/2)-(x1-s*thickness/2,y1-c*thickness/2),p
Line im,(x2+s*thickness/2,y2+c*thickness/2)-(x2-s*thickness/2,y2-c*thickness/2),p
Paint im,((x1+x2)/2, (y1+y2)/2), p, p
p=colour
Next x
End If
End Sub
Sub lineto(x1 As long,y1 As long,x2 As long,y2 As long,l As long,th As Single,col As ulong,im As Any Pointer=0)
Dim As long diffx=x2-x1,diffy=y2-y1,ln=Sqr(diffx*diffx+diffy*diffy)
Dim As Single nx=diffx/ln,ny=diffy/ln
thickline(x1,y1,(x1+l*nx),(y1+l*ny),th,col,im)
End Sub
Function inside(B As box,px As long,py As long) As long
Return (px>B.x)*(px<(B.x+B.wide))*(py>B.y)*(py<(B.y+B.high))
End Function
Sub make_frame_image(im As ulong Pointer)
#macro map(a,b,x,d,c)
((d)-(c))*((x)-(a))/((b)-(a))+(c)
#endmacro
#macro logo(sx,sy,rad)
For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx,sy),rad+k,Rgb(15,118,155):Next
For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx+1.3*rad,sy+rad),rad+k,Rgb(230,193,78),2.,1.7:Next
For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx+2*1.3*rad,sy),rad+k,Rgb(21,3,0),3.25,3.05:Next
For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx+3*1.3*rad,sy+rad),rad+k,Rgb(26,143,76),2,1.8:Next
For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx+4*1.3*rad,sy),rad+k,Rgb(200,63,87),3.25,3.05:Next
#endmacro
For k As long=0 To 50
Var r=map(0,50,k,233,193-20)
Var g=map(0,50,k,236,153-20)
Var b=map(0,50,k,216,19-19)
Line im,(0+k,20+k)-(800-k,600-k),Rgb(r,g,b),b
Next k
For k As long=0 To 20
Var r=map(0,20,k,250,0)
Var g=map(0,20,k,250,0)
Var b=map(0,20,k,250,255)
Line im,(0,k)-(780,k),Rgb(r,g,b)',bf
Next k
logo(60,8,5)
logo(380,8,5)
logo(720,8,5)
End Sub
Sub setup_grid(boxes() As box,cellsacross As long,cellsdown As long,xp As long,yp As long,w As long,h As long)
Dim As long index
For y As long=yp To yp+h*(cellsdown-1) Step h
For x As long=xp To xp+w*(cellsacross-1) Step w
index=index+1
boxes(index)=Type<box>(x,y,w,h,index,Rgb(133,136,116),Str(index))
Next x
Next y
boxes(0)=Type<box>(780,-2,20,24,0,Rgb(200,0,0),"X")
End Sub
Function all_clicked(b() As box) As long
Dim As long sum
For z As long=1 To Ubound(b)
sum=sum+Valint(b(z).caption)
Next z
If sum<=0 Then Return -1
End Function
Sub OnCLICK(a() As box,b As box)
If b.caption="0" Then Exit Sub
If b.caption="C" Then Exit Sub
If b.caption <> "C" Then b.caption="0"
If b.index=0 Then finish
player=0:computer=1
End Sub
Sub refresh_screen(b() As box,f1 As long=0,f2 As long=0)
Screenlock:Cls
For n As long=0 To Ubound(b)
b(n).show 'draw boxes
If b(n).caption="0" Then b(n).NewCaption("X")
If b(n).caption="C" Then b(n).NewCaption("O")
Next n
Put(0,0),frame,trans
Draw String (390,50),message,Rgb(0,0,0)
If message <>"In Play" Then
Circle(500,55),20,Rgb(255,20,255),,,,f
If f1=-1 Then Circle(500,55),20,Rgb(202,200,200),,,,f
Draw String(480,50),"Click",Rgb(0,0,0)
End If
If computer=0 And player=0 Then
Draw String (60,200),msg1,Rgb(0,0,0)
Circle(80,230),10,Rgb(0,0,0)
Circle(80,230),5,Rgb(100,100,100),,,,f
If f1=1 Then Circle(80,230),10,Rgb(200,0,0),,,,f
Draw String (650,200),msg2,Rgb(0,0,0)
Circle(670,230),10,Rgb(0,0,0)
Circle(670,230),5,Rgb(100,100,100),,,,f
If f2=1 Then Circle(670,230),10,Rgb(200,0,0),,,,f
End If
Screenunlock:Sleep 1,1
End Sub
Function Get_Mouse_Events(boxes() As box) As long
Static released As long
Static pressed As long
Dim As long mousex,mousey,mousebutton ,x,y
Getmouse mousex,mousey,,mousebutton
Dim As box bar=Type<box>(0,0,780,50,0,0,"")
refresh_screen(boxes())
For n As long=0 To Ubound(boxes)
If inside(boxes(n),mousex,mousey) Then
If released Then
boxes(n).colour=Rgb(120,123,103)
If n=0 Then boxes(0).colour=Rgb(255,0,0)
End If
If mousebutton=1 Then
If released Then OnCLICK(boxes(),boxes(n))
Exit For
End If
Else
boxes(n).colour=Rgb(133,136,116)
If n=0 Then boxes(0).colour=Rgb(200,0,0)
End If
Next n
If mousebutton=0 Then released=1 Else released=0 'clean clicks
Return 0
End Function
Sub finish
Screenunlock
Imagedestroy frame
End
End Sub
text mode
Screenres 320,240,32
'global variables globales
Dim Shared As Integer b(3,3) 'tablero
Dim Shared As Integer mx, my, btns, ox, oy
'prueba para ganar posición
'3 victorias horizontales
Function TestWin(t As Integer) As Integer
Dim As Integer win = 0
If b(0,0)= t And b(1,0)= t And b(2,0)= t Then win = t
If b(0,1)= t And b(1,1)= t And b(2,1)= t Then win = t
If b(0,2)= t And b(1,2)= t And b(2,2)= t Then win = t
'3 en vertical gana
If b(0,0)= t And b(0,1)= t And b(0,2)= t Then win = t
If b(1,0)= t And b(1,1)= t And b(1,2)= t Then win = t
If b(2,0)= t And b(2,1)= t And b(2,2)= t Then win = t
'cruzada gana
If b(0,0)= t And b(1,1)= t And b(2,2)= t Then win = t
If b(2,0)= t And b(1,1)= t And b(0,2)= t Then win = t
Return win
End Function
Sub InicializarTablero()
For j As Integer = 0 To 2
For i As Integer = 0 To 2
b(i,j)=0
Next i
Next j
End Sub
Sub DibujaTablero()
Locate 1,1 : Print "+---+---+---+"
For j As Integer = 0 To 2
Print "|";
For i As Integer = 0 To 2
If b(i,j) = 0 Then Print " |";
If b(i,j) = 1 Then Print " x |";
If b(i,j) = 2 Then Print " o |";
Next i
Print !"\n+---+---+---+"
Next j
End Sub
Function MovimientoHumano() As Integer
DibujaTablero()
Print !"\n HAZ CLICK CON EL MOUSE"
Print "EN LA CASILLA QUE ELIJAS"
Dim As Integer opcion = -1
While opcion = -1
Getmouse mx,my,,btns
While btns <> 1 'esperar a pulsar botón
Getmouse mx,my,,btns
Wend
mx = (mx-4)\32
my = (my-4)\16
If mx >= 0 And mx < 3 And my >= 0 And my < 3 Then
If b(mx,my) = 0 Then opcion = mx+my*3 'Casilla vacía?
End If
While btns=1
Getmouse mx,my,,btns
Wend
Wend
Return opcion
End Function
Function MovimientoAleatorio() As Integer
Dim As Integer opcion, i, j
opcion = Int(Rnd(1)*9)
j = Int(opcion/3)
i = opcion - Int(opcion/3)*3
While b(i,j) <> 0 Or (opcion > 8 Or opcion < 0)
opcion = Int(Rnd(1)*9)
j = Int(opcion/3)
i = opcion - Int(opcion/3)*3
Wend
Return j*3+i
End Function
Function MovimientoInteligente(t As Integer) As Integer
Dim As Integer i, j, opcion, t2
opcion = -1 'opcion aún no seleccionada
'obtener la ficha t2 de los oponentes
If t = 1 Then t2 = 2 Else t2 = 1
'prueba para la casilla central
If b(1,1) = 0 Then opcion = 4
'prueba para ganar
If opcion = -1 Then
If b(0,0)= 0 And b(1,0)= t And b(2,0)= t Then opcion = 0
If b(0,0)= t And b(1,0)= 0 And b(2,0)= t Then opcion = 1
If b(0,0)= t And b(1,0)= t And b(2,0)= 0 Then opcion = 2
If b(0,1)= 0 And b(1,1)= t And b(2,1)= t Then opcion = 3
If b(0,1)= t And b(1,1)= 0 And b(2,1)= t Then opcion = 4
If b(0,1)= t And b(1,1)= t And b(2,1)= 0 Then opcion = 5
If b(0,2)= 0 And b(1,2)= t And b(2,2)= t Then opcion = 6
If b(0,2)= t And b(1,2)= 0 And b(2,2)= t Then opcion = 7
If b(0,2)= t And b(1,2)= t And b(2,2)= 0 Then opcion = 8
'3 bloques verticales
If b(0,0)= 0 And b(0,1)= t And b(0,2)= t Then opcion = 0
If b(0,0)= t And b(0,1)= 0 And b(0,2)= t Then opcion = 3
If b(0,0)= t And b(0,1)= t And b(0,2)= 0 Then opcion = 6
If b(1,0)= 0 And b(1,1)= t And b(1,2)= t Then opcion = 1
If b(1,0)= t And b(1,1)= 0 And b(1,2)= t Then opcion = 4
If b(1,0)= t And b(1,1)= t And b(1,2)= 0 Then opcion = 7
If b(2,0)= 0 And b(2,1)= t And b(2,2)= t Then opcion = 2
If b(2,0)= t And b(2,1)= 0 And b(2,2)= t Then opcion = 5
If b(2,0)= t And b(2,1)= t And b(2,2)= 0 Then opcion = 8
'bloques cruzados
If b(0,0)= 0 And b(1,1)= t And b(2,2)= t Then opcion = 0
If b(0,0)= t And b(1,1)= 0 And b(2,2)= t Then opcion = 4
If b(0,0)= t And b(1,1)= t And b(2,2)= 0 Then opcion = 8
If b(2,0)= 0 And b(1,1)= t And b(0,2)= t Then opcion = 2
If b(2,0)= t And b(1,1)= 0 And b(0,2)= t Then opcion = 4
If b(2,0)= t And b(1,1)= t And b(0,2)= 0 Then opcion = 6
End If
'prueba para bloques
If opcion = -1 Then
If b(0,0)= 0 And b(1,0)= t2 And b(2,0)= t2 Then opcion = 0
If b(0,0)= t2 And b(1,0)= 0 And b(2,0)= t2 Then opcion = 1
If b(0,0)= t2 And b(1,0)= t2 And b(2,0)= 0 Then opcion = 2
If b(0,1)= 0 And b(1,1)= t2 And b(2,1)= t2 Then opcion = 3
If b(0,1)= t2 And b(1,1)= 0 And b(2,1)= t2 Then opcion = 4
If b(0,1)= t2 And b(1,1)= t2 And b(2,1)= 0 Then opcion = 5
If b(0,2)= 0 And b(1,2)= t2 And b(2,2)= t2 Then opcion = 6
If b(0,2)= t2 And b(1,2)= 0 And b(2,2)= t2 Then opcion = 7
If b(0,2)= t2 And b(1,2)= t2 And b(2,2)= 0 Then opcion = 8
'3 bloques verticales
If b(0,0)= 0 And b(0,1)= t2 And b(0,2)= t2 Then opcion = 0
If b(0,0)= t2 And b(0,1)= 0 And b(0,2)= t2 Then opcion = 3
If b(0,0)= t2 And b(0,1)= t2 And b(0,2)= 0 Then opcion = 6
If b(1,0)= 0 And b(1,1)= t2 And b(1,2)= t2 Then opcion = 1
If b(1,0)= t2 And b(1,1)= 0 And b(1,2)= t2 Then opcion = 4
If b(1,0)= t2 And b(1,1)= t2 And b(1,2)= 0 Then opcion = 7
If b(2,0)= 0 And b(2,1)= t2 And b(2,2)= t2 Then opcion = 2
If b(2,0)= t2 And b(2,1)= 0 And b(2,2)= t2 Then opcion = 5
If b(2,0)= t2 And b(2,1)= t2 And b(2,2)= 0 Then opcion = 8
'bloques cruzados
If b(0,0)= 0 And b(1,1)= t2 And b(2,2)= t2 Then opcion = 0
If b(0,0)= t2 And b(1,1)= 0 And b(2,2)= t2 Then opcion = 4
If b(0,0)= t2 And b(1,1)= t2 And b(2,2)= 0 Then opcion = 8
If b(2,0)= 0 And b(1,1)= t2 And b(0,2)= t2 Then opcion = 2
If b(2,0)= t2 And b(1,1)= 0 And b(0,2)= t2 Then opcion = 4
If b(2,0)= t2 And b(1,1)= t2 And b(0,2)= 0 Then opcion = 6
End If
If opcion = -1 Then
If b(0,0) = 0 Then opcion = 0
If b(2,0) = 0 Then opcion = 2
If b(0,2) = 0 Then opcion = 6
If b(2,2) = 0 Then opcion = 8
End If
'no hay opción de hacer una elección al azar
If opcion = -1 Then
opcion = Int(Rnd(1)*9)
j = Int(opcion/3)
i = opcion - Int(opcion/3)*3
'encontrar una casilla vacía
While b(i,j) <> 0
opcion = Int(Rnd(1)*9)
j = Int(opcion/3)
i = opcion - Int(opcion/3)*3
Wend
End If
Return opcion
End Function
InicializarTablero()
DibujaTablero()
Dim As Integer resultado
Dim As Integer jugador = 1
Dim As Integer ContarMovimientos = 0
Dim As Integer ContarPartidas = 0
Dim As Integer movimiento = 0
Dim As Integer i, j
Do
'alternar jugadores
If jugador = 1 Then jugador = 2 Else jugador = 1
'selecciona tipo de movimiento para cada jugador
If jugador = 1 Then
movimiento = MovimientoHumano()
Else
movimiento = MovimientoInteligente(2)
End If
'print "movimiento ="; movimiento
'print "jugador ="; jugador
'convertir la elección a las coordenadas del tablero i,j
j = Int(movimiento/3)
i = movimiento - (j*3)
b(i,j) = jugador 'ingrese la ficha de jugador 1 o 2
resultado = TestWin(jugador) 'comprobar si el jugador ha ganado
DibujaTablero()
ContarMovimientos += 1
'=======================================================
'Comprobar final de partida y/o un resultado de victoria
'=======================================================
If ContarMovimientos = 9 Or resultado <> 0 Then
DibujaTablero()
If resultado = 0 Then Print !"\n EMPATE "
If resultado = 1 Then Print !"\n x GANA "
If resultado = 2 Then Print !"\n o GANA "
Print Space(28)
Print "PULSA BARRA ESPACIADORA PARA"
Print "OTRA PARTIDA, ESC PARA SALIR"
Sleep
Cls
InicializarTablero() 'reiniciar tablero
ContarMovimientos = 0
ContarPartidas += 1
End If
Loop Until Multikey(&H01)
End
Microsoft Small Basic
This game has a simple AI.
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
QuickBASIC
' Tic-tac-toe
DECLARE FUNCTION Win% (Piece AS STRING)
DECLARE FUNCTION SpacesFilled% ()
DECLARE SUB ClearBoard ()
DECLARE SUB DisplayNumberedBoard ()
DECLARE SUB DisplayPiecedBoard ()
DECLARE FUNCTION Evaluate% (Me AS STRING, Him AS STRING)
DIM SHARED Board(8) AS STRING * 1, BestMove AS INTEGER
DIM SHARED WinPos(7, 2) AS INTEGER
DIM SHARED MyPiece AS STRING, HisPiece AS STRING
FOR I = 0 TO 7
FOR J = 0 TO 2
READ WinPos(I, J)
NEXT J
NEXT I
' Winning positions
DATA 0, 1, 2, 3, 4, 5, 6, 7, 8, 0, 3, 6, 1, 4, 7, 2, 5, 8, 0, 4, 8, 2, 4, 6
MyWinsCnt = 0: HisWinsCnt = 0: DrawsCnt = 0
CompFirst = -1 ' It be reversed, so human goes first
CLS
PRINT
PRINT " TIC-TAC-TOE"
PRINT
PRINT "In this version, X always goes first."
PRINT "The board is numbered:"
DO
CompFirst = NOT CompFirst ' reverse who goes first
MovesCnt = 0
PRINT
DisplayNumberedBoard
PRINT
IF CompFirst THEN PRINT "I go first." ELSE PRINT "You go first. ";
ClearBoard
IF CompFirst THEN MyPiece = "X": HisPiece = "O" ELSE MyPiece = "O": HisPiece = "X"
' -1: human; 1: computer; 0: nobody
IF CompFirst THEN Mover = 1 ELSE Mover = -1
WHILE Mover <> 0
SELECT CASE Mover
CASE 1
IF MovesCnt = 0 THEN
BestMove = INT(RND * 9)
ELSEIF MovesCnt = 1 THEN
IF Board(4) <> " " THEN BestMove = INT(RND * 2) * 6 + INT(RND * 2) * 2 ELSE BestMove = 4
ELSE
T = Evaluate(MyPiece, HisPiece)
END IF
Board(BestMove) = MyPiece
MovesCnt = MovesCnt + 1
PRINT
CALL DisplayPiecedBoard
PRINT
IF Win(MyPiece) THEN
MyWinsCnt = MyWinsCnt + 1
PRINT "I win!"
Mover = 0
ELSEIF SpacesFilled THEN
DrawsCnt = DrawsCnt + 1
PRINT "It's a draw. Thank you."
Mover = 0
ELSE
Mover = -1
END IF
CASE -1
DO
INPUT "Where do you move? ", I
IF I < 1 OR I > 9 THEN
PRINT "Illegal! ";
ELSEIF Board(I - 1) <> " " THEN
PRINT "Place already occupied. ";
ELSE
EXIT DO
END IF
LOOP
Board(I - 1) = HisPiece
MovesCnt = MovesCnt + 1
PRINT
CALL DisplayPiecedBoard
PRINT
IF Win(HisPiece) THEN
HisWinsCnt = HisWinsCnt + 1
PRINT "You beat me! Good game."
Mover = 0
ELSEIF SpacesFilled THEN
DrawsCnt = DrawsCnt + 1
PRINT "It's a draw. Thank you."
Mover = 0
ELSE
Mover = 1
END IF
END SELECT
WEND
PRINT
INPUT "Another game (y/n)? ", Answ$
LOOP UNTIL UCASE$(Answ$) <> "Y"
PRINT
PRINT "Final score:"
PRINT "You won", HisWinsCnt; "game";
IF HisWinsCnt <> 1 THEN PRINT "s";
PRINT "."
PRINT "I won", MyWinsCnt; "game";
IF MyWinsCnt <> 1 THEN PRINT "s";
PRINT "."
PRINT "We tied", DrawsCnt; "game";
IF DrawsCnt <> 1 THEN PRINT "s";
PRINT "."
PRINT "See you later!"
END
SUB ClearBoard
FOR I = 0 TO 8: Board(I) = " ": NEXT I
END SUB
SUB DisplayNumberedBoard
FOR I = 0 TO 8 STEP 3
PRINT I + 1; "|"; I + 2; "|"; I + 3
IF I <> 6 THEN PRINT "---+---+---"
NEXT I
END SUB
SUB DisplayPiecedBoard
FOR I = 0 TO 8 STEP 3
PRINT " "; Board(I); " | "; Board(I + 1); " | "; Board(I + 2)
IF I <> 6 THEN PRINT "---+---+---"
NEXT I
END SUB
FUNCTION Evaluate% (Me AS STRING, Him AS STRING)
' Recursive algorithm
IF Win(Me) THEN Evaluate = 1: EXIT FUNCTION
IF Win(Him) THEN Evaluate = -1: EXIT FUNCTION
IF SpacesFilled THEN Evaluate = 0: EXIT FUNCTION
LoseFlag = 1
FOR I = 0 TO 8
IF Board(I) = " " THEN
Board(I) = Me ' Try the move.
V = Evaluate(Him, Me)
Board(I) = " " ' Restore the empty space.
IF V = -1 THEN BestMove = I: Evaluate = 1: EXIT FUNCTION
IF V = 0 THEN LoseFlag = 0: SafeMove = I
END IF
NEXT
BestMove = SafeMove
Evaluate = -LoseFlag
END FUNCTION
FUNCTION SpacesFilled%
FOR I = 0 TO 8
IF Board(I) = " " THEN SpacesFilled = 0: EXIT FUNCTION
NEXT I
SpacesFilled = -1
END FUNCTION
FUNCTION Win% (Piece AS STRING)
FOR I = 0 TO 7
IF Board(WinPos(I, 0)) = Piece AND Board(WinPos(I, 1)) = Piece AND Board(WinPos(I, 2)) = Piece THEN Win = -1: EXIT FUNCTION
NEXT I
Win = 0
END FUNCTION
RapidQ
' Tic-tac-toe
' Console application
DECLARE FUNCTION Win (Piece AS STRING) AS INTEGER
DECLARE FUNCTION SpacesFilled () AS INTEGER
DECLARE SUB ClearBoard ()
DECLARE SUB DisplayNumberedBoard ()
DECLARE SUB DisplayPiecedBoard ()
DECLARE FUNCTION Evaluate (Me AS STRING, Him AS STRING) AS INTEGER
DIM Board(8) AS STRING * 1, BestMove AS INTEGER
DIM WinPos(7, 2) AS INTEGER
DIM MyPiece AS STRING, HisPiece AS STRING
FOR I = 0 TO 7
FOR J = 0 TO 2
READ WinPos(I, J)
NEXT J
NEXT I
' Winning positions
DATA 0, 1, 2, 3, 4, 5, 6, 7, 8, 0, 3, 6, 1, 4, 7, 2, 5, 8, 0, 4, 8, 2, 4, 6
MyWinsCnt = 0: HisWinsCnt = 0: DrawsCnt = 0
CompFirst = -1 ' It be reversed, so human goes first
CLS
PRINT
PRINT " TIC-TAC-TOE"
PRINT
PRINT "In this version, X always goes first."
PRINT "The board is numbered:"
DO
CompFirst = NOT CompFirst ' reverse who goes first
MovesCnt = 0
PRINT
DisplayNumberedBoard
PRINT
PRINT IIF(CompFirst, "I go first.", "You go first.")
ClearBoard
IF CompFirst THEN MyPiece = "X": HisPiece = "O" ELSE MyPiece = "O": HisPiece = "X"
' -1: human; 1: computer; 0: nobody
Mover = IIF(CompFirst, 1, -1)
WHILE Mover <> 0
SELECT CASE Mover
CASE 1
IF MovesCnt = 0 THEN
BestMove = INT(RND * 9)
ELSEIF MovesCnt = 1 THEN
BestMove = IIF(Board(4) <> " ", INT(RND * 2) * 6 + INT(RND * 2) * 2, 4)
ELSE
T = Evaluate(MyPiece, HisPiece)
END IF
Board(BestMove) = MyPiece
INC(MovesCnt)
PRINT
CALL DisplayPiecedBoard
PRINT
IF Win(MyPiece) THEN
INC(MyWinsCnt)
PRINT "I win!"
Mover = 0
ELSEIF SpacesFilled THEN
INC(DrawsCnt)
PRINT "It's a draw. Thank you."
Mover = 0
ELSE
Mover = -1
END IF
CASE -1
DO
INPUT "Where do you move? ",I
IF I < 1 OR I > 9 THEN
PRINT "Illegal! ";
ELSEIF Board(I - 1) <> " " THEN
PRINT "Place already occupied. ";
ELSE
EXIT DO
END IF
LOOP
Board(I - 1) = HisPiece
INC(MovesCnt)
PRINT
CALL DisplayPiecedBoard
PRINT
IF Win(HisPiece) THEN
INC(HisWinsCnt)
PRINT "You beat me! Good game."
Mover = 0
ELSEIF SpacesFilled THEN
INC(DrawsCnt)
PRINT "It's a draw. Thank you."
Mover = 0
ELSE
Mover = 1
END IF
END SELECT
WEND
PRINT
INPUT "Another game (y/n)? ", Answ$
LOOP UNTIL UCASE$(Answ$) <> "Y"
PRINT
PRINT "Final score:"
PRINT "You won "; HisWinsCnt; " game"; IIF(HisWinsCnt <> 1, "s.", ".")
PRINT "I won "; MyWinsCnt; " game"; IIF(MyWinsCnt <> 1, "s.", ".")
PRINT "We tied "; DrawsCnt; " game"; IIF(DrawsCnt <> 1, "s.", ".")
PRINT "See you later!"
END
SUB ClearBoard
FOR I = 0 TO 8: Board(I) = " ": NEXT I
END SUB
SUB DisplayNumberedBoard
FOR I = 0 TO 8 STEP 3
PRINT " "; I + 1; " | "; I + 2; " | "; I + 3
IF I <> 6 THEN PRINT "---+---+---"
NEXT I
END SUB
SUB DisplayPiecedBoard
FOR I = 0 TO 8 STEP 3
PRINT " "; Board(I); " | "; Board(I + 1); " | "; Board(I + 2)
IF I <> 6 THEN PRINT "---+---+---"
NEXT I
END SUB
FUNCTION Evaluate (Me AS STRING, Him AS STRING)
' Recursive algorithm
DIM I AS INTEGER, SafeMove AS INTEGER, V AS INTEGER, LoseFlag AS INTEGER
IF Win(Me) THEN Evaluate = 1: EXIT FUNCTION
IF Win(Him) THEN Evaluate = -1: EXIT FUNCTION
IF SpacesFilled THEN Evaluate = 0: EXIT FUNCTION
LoseFlag = 1
I = 0
WHILE I <= 8
IF Board(I) = " " THEN
Board(I) = Me ' Try the move.
V = Evaluate(Him, Me)
Board(I) = " " ' Restore the empty space.
IF V = -1 THEN BestMove = I: Evaluate = 1: EXIT FUNCTION
IF V = 0 THEN LoseFlag = 0: SafeMove = I
END IF
INC(I)
WEND
BestMove = SafeMove
Evaluate = -LoseFlag
END FUNCTION
FUNCTION SpacesFilled
FOR I = 0 TO 8
IF Board(I) = " " THEN SpacesFilled = 0: EXIT FUNCTION
NEXT I
SpacesFilled = -1
END FUNCTION
FUNCTION Win (Piece AS STRING)
FOR I = 0 TO 7
IF Board(WinPos(I, 0)) = Piece AND Board(WinPos(I, 1)) = Piece AND Board(WinPos(I, 2)) = Piece THEN Win = -1: EXIT FUNCTION
NEXT I
Win = 0
END FUNCTION
Run BASIC
' ---------------------------
' 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$(b1) = "O"
exit for
end if
next i
[shoTic]
cls
' ----------------------------------------
' show tic tac toe screen
' ----------------------------------------
html "<table border=1 width=300px height=225px><TR>"
for i = 1 to 9
html "<td align=center width=33%><h1>"
if box$(i) <> "" then
html box$(i)
else
button #box, " ";box$(i);" ", [doTic]
#box setkey(str$(i))
end if
if i mod 3 = 0 then html "</tr><tr>"
next i
html "</table>"
gosub [checkWin]
wait
[doTic]
box$(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
Tiny BASIC
REM Tic-tac-toe for Tiny BASIC
REM
REM Released as public domain by Damian Gareth Walker, 2019
REM Created: 21-Sep-2019
REM --- Variables
REM A - first square in line examined
REM B - second square in line examined
REM C - third square in line examined
REM D - player whose pieces to count
REM E - number of DREM s pieces on a line
REM F - first square of line to examine
REM G - game winner
REM H - which side the human takes
REM I - increment for line to examine
REM L - line to examine
REM M - where to move (various uses)
REM N - piece found in a square
REM P - player currently playing
REM Q - square to examine
REM R-Z - contents of the board
REM --- Main Program
GOSUB 40
GOSUB 60
GOSUB 80
END
REM --- Subroutine to initialise the game
REM Outputs: H - Human play order
REM P - Whose turn it is
40 PRINT "Tic tac toe. Board positions are:"
PRINT " 1 2 3"
PRINT " 4 5 6"
PRINT " 7 8 9"
PRINT "Play first or second (1/2)?"
INPUT H
IF H<1 THEN GOTO 40
IF H>2 THEN GOTO 40
LET P=1
RETURN
REM --- Subroutine to take turns
REM Inputs: H - who is the human
REM P - whose turn it is
REM Outputs: G - who won the game
60 IF P=H THEN GOSUB 100
IF P<>H THEN GOSUB 120
GOSUB 200
IF G>0 THEN RETURN
LET P=3-P
IF R=0 THEN GOTO 60
IF S=0 THEN GOTO 60
IF T=0 THEN GOTO 60
IF U=0 THEN GOTO 60
IF V=0 THEN GOTO 60
IF W=0 THEN GOTO 60
IF X=0 THEN GOTO 60
IF Y=0 THEN GOTO 60
IF Z=0 THEN GOTO 60
RETURN
REM --- Victory
REM Inputs: H - which side was the human
REM P - player who won
80 IF G=H THEN PRINT "You win!"
IF G<>0 THEN IF G<>H THEN PRINT "Computer wins"
IF G=0 THEN PRINT "A draw"
RETURN
REM --- Subroutine to allow the player to move
REM Inputs: P - player number
REM Outputs: M - where the player wishes to move
100 PRINT "Move? "
INPUT Q
IF Q<1 THEN GOTO 100
IF Q>9 THEN GOTO 100
GOSUB 220
IF N<>0 THEN GOTO 100
LET M=Q
GOSUB 240
RETURN
REM --- Subroutine to make the computerREM s move
REM Inputs: P - player number
REM Outputs: M - the move chosen
120 LET M=0
LET D=3-H
GOSUB 145
IF M>0 THEN GOTO 135
LET D=H
GOSUB 145
IF M=0 THEN IF V=0 THEN LET M=5
IF M=0 THEN IF R=0 THEN LET M=1
IF M=0 THEN IF T=0 THEN LET M=3
IF M=0 THEN IF X=0 THEN LET M=7
IF M=0 THEN IF Z=0 THEN LET M=9
IF M=0 THEN IF S=0 THEN LET M=2
IF M=0 THEN IF U=0 THEN LET M=4
IF M=0 THEN IF Y=0 THEN LET M=8
IF M=0 THEN IF W=0 THEN LET M=6
135 GOSUB 240
PRINT "Computer move ",M
RETURN
REM --- Identify moves to win or avoid a loss
REM Inputs: D - player whose pieces weREM re counting
REM Changes: E - number of pieces on line being scanned
REM F - first square in winning line
REM I - increment of winning line
REM L - line being scanned (counter)
145 LET L=1
146 GOSUB 170
IF E<2 THEN GOTO 152
IF A=0 THEN LET M=F
IF B=0 THEN LET M=F+I
IF C=0 THEN LET M=F+I+I
IF M>0 THEN RETURN
152 LET L=L+1
IF L<9 THEN GOTO 146
RETURN
REM --- Count a playerREM s pieces on a line
REM Inputs: D - player whose pieces weREM re counting
REM L - line number
REM Changes: F - first square on the line
REM I - increment of the line
REM Q - individual squares to examine
REM Outputs: A - contents of first square
REM B - contents of second square
REM C - contents of third square
REM E - number of the playerREM s pieces
170 IF L>3 THEN GOTO 174
LET F=3*L-2
LET I=1
GOTO 180
174 IF L>6 THEN GOTO 178
LET F=L-3
LET I=3
GOTO 180
178 LET F=1+2*(L-7)
LET I=4-2*(L-7)
180 LET E=0
LET Q=F
GOSUB 220
LET A=N
IF N=D THEN LET E=E+1
LET Q=Q+I
GOSUB 220
LET B=N
IF N=D THEN LET E=E+1
LET Q=Q+I
GOSUB 220
LET C=N
IF N=D THEN LET E=E+1
RETURN
REM --- Subroutine to check for a win
REM Inputs: R-Z - board squares
REM Outputs: G - the winning player (0 for neither)
200 LET G=0
IF R>0 THEN IF R=S THEN IF S=T THEN LET G=R
IF U>0 THEN IF U=V THEN IF V=W THEN LET G=U
IF X>0 THEN IF X=Y THEN IF Y=Z THEN LET G=X
IF R>0 THEN IF R=U THEN IF U=X THEN LET G=R
IF S>0 THEN IF S=V THEN IF V=Y THEN LET G=S
IF T>0 THEN IF T=W THEN IF W=Z THEN LET G=T
IF R>0 THEN IF R=V THEN IF V=Z THEN LET G=R
IF T>0 THEN IF T=V THEN IF V=X THEN LET G=T
RETURN
REM --- Subroutine to see what piece is in a square
REM Inputs: Q - the square to check
REM R-Z - the contents of the squares
REM Outputs: N - the piece in that square
220 LET N=0
IF Q=1 THEN LET N=R
IF Q=2 THEN LET N=S
IF Q=3 THEN LET N=T
IF Q=4 THEN LET N=U
IF Q=5 THEN LET N=V
IF Q=6 THEN LET N=W
IF Q=7 THEN LET N=X
IF Q=8 THEN LET N=Y
IF Q=9 THEN LET N=Z
RETURN
REM --- Subroutine to put a piece in a square
REM Inputs: P - the player whose piece should be placed
REM M - the square to put the piece in
REM Changes: R-Z - the contents of the squares
240 IF M=1 THEN LET R=P
IF M=2 THEN LET S=P
IF M=3 THEN LET T=P
IF M=4 THEN LET U=P
IF M=5 THEN LET V=P
IF M=6 THEN LET W=P
IF M=7 THEN LET X=P
IF M=8 THEN LET Y=P
IF M=9 THEN LET Z=P
RETURN
VBA
Human play first with the "X". You must choose the row and the column you want to play...
Option Explicit
Private Lines(1 To 3, 1 To 3) As String
Private Nb As Byte, player As Byte
Private GameWin As Boolean, GameOver As Boolean
Sub Main_TicTacToe()
Dim p As String
InitLines
printLines Nb
Do
p = WhoPlay
Debug.Print p & " play"
If p = "Human" Then
Call HumanPlay
GameWin = IsWinner("X")
Else
Call ComputerPlay
GameWin = IsWinner("O")
End If
If Not GameWin Then GameOver = IsEnd
Loop Until GameWin Or GameOver
If Not GameOver Then
Debug.Print p & " Win !"
Else
Debug.Print "Game Over!"
End If
End Sub
Sub InitLines(Optional S As String)
Dim i As Byte, j As Byte
Nb = 0: player = 0
For i = LBound(Lines, 1) To UBound(Lines, 1)
For j = LBound(Lines, 2) To UBound(Lines, 2)
Lines(i, j) = "#"
Next j
Next i
End Sub
Sub printLines(Nb As Byte)
Dim i As Byte, j As Byte, strT As String
Debug.Print "Loop " & Nb
For i = LBound(Lines, 1) To UBound(Lines, 1)
For j = LBound(Lines, 2) To UBound(Lines, 2)
strT = strT & Lines(i, j)
Next j
Debug.Print strT
strT = vbNullString
Next i
End Sub
Function WhoPlay(Optional S As String) As String
If player = 0 Then
player = 1
WhoPlay = "Human"
Else
player = 0
WhoPlay = "Computer"
End If
End Function
Sub HumanPlay(Optional S As String)
Dim L As Byte, C As Byte, GoodPlay As Boolean
Do
L = Application.InputBox("Choose the row", "Numeric only", Type:=1)
If L > 0 And L < 4 Then
C = Application.InputBox("Choose the column", "Numeric only", Type:=1)
If C > 0 And C < 4 Then
If Lines(L, C) = "#" And Not Lines(L, C) = "X" And Not Lines(L, C) = "O" Then
Lines(L, C) = "X"
Nb = Nb + 1
printLines Nb
GoodPlay = True
End If
End If
End If
Loop Until GoodPlay
End Sub
Sub ComputerPlay(Optional S As String)
Dim L As Byte, C As Byte, GoodPlay As Boolean
Randomize Timer
Do
L = Int((Rnd * 3) + 1)
C = Int((Rnd * 3) + 1)
If Lines(L, C) = "#" And Not Lines(L, C) = "X" And Not Lines(L, C) = "O" Then
Lines(L, C) = "O"
Nb = Nb + 1
printLines Nb
GoodPlay = True
End If
Loop Until GoodPlay
End Sub
Function IsWinner(S As String) As Boolean
Dim i As Byte, j As Byte, Ch As String, strTL As String, strTC As String
Ch = String(UBound(Lines, 1), S)
'check lines & columns
For i = LBound(Lines, 1) To UBound(Lines, 1)
For j = LBound(Lines, 2) To UBound(Lines, 2)
strTL = strTL & Lines(i, j)
strTC = strTC & Lines(j, i)
Next j
If strTL = Ch Or strTC = Ch Then IsWinner = True: Exit For
strTL = vbNullString: strTC = vbNullString
Next i
'check diagonales
strTL = Lines(1, 1) & Lines(2, 2) & Lines(3, 3)
strTC = Lines(1, 3) & Lines(2, 2) & Lines(3, 1)
If strTL = Ch Or strTC = Ch Then IsWinner = True
End Function
Function IsEnd() As Boolean
Dim i As Byte, j As Byte
For i = LBound(Lines, 1) To UBound(Lines, 1)
For j = LBound(Lines, 2) To UBound(Lines, 2)
If Lines(i, j) = "#" Then Exit Function
Next j
Next i
IsEnd = True
End Function
- Output:
Loop 0 ### ### ### Human Play Loop 1 X## ### ### Computer Play Loop 2 X#O ### ### Human Play Loop 3 X#O #X# ### Computer Play Loop 4 XOO #X# ### Human Play Loop 5 XOO #X# ##X Human Win !
Yabasic
In the classic style.
5 REM Adaptation to Yabasic of the program published in Tim Hartnell's book "Artificial Intelligence: Concepts and Programs", with some minor modifications. 6/2018.
10 REM TICTAC
15 INPUT "English (0), Spanish (other key): " IDIOMA : IF NOT IDIOMA THEN RESTORE 2020 ELSE RESTORE 2010 END IF
20 GOSUB 1180: REM INICIALIZACION
30 REM *** REQUISITOS PREVIOS AL JUEGO ***
40 FOR J = 1 TO 9
50 A(J) = 32
60 NEXT J
70 FOR J = 1 TO 5
80 D(J) = 0
90 NEXT J
100 CCONTADOR = 0
110 R$ = ""
120 GOSUB 1070: REM IMPRESION DEL TABLERO
130 REM ** CICLO PRINCIPAL **
140 GOSUB 540: REM MOVIMIENTO DEL ORDENADOR
150 GOSUB 1070: REM IMPRESION DEL TABLERO
160 GOSUB 870: REM COMPRUEBA LA VICTORIA
170 IF R$ <> "" GOTO 240
180 GOSUB 980: REM SE ACEPTA EL MOVIMIENTO DE LA PERSONA
190 GOSUB 1070: REM IMPRESION DEL TABLERO
200 GOSUB 870: REM COMPRUEBA LA VICTORIA
210 IF R$ = "" GOTO 140
220 REM ** FIN DEL CICLO PRINCIPAL **
230 REM *****************************
240 REM FIN DEL JUEGO
250 GOSUB 1070: REM IMPRESION DEL TABLERO
260 PRINT: PRINT
270 IF R$ = "G" PRINT MENSAJE$(1): BANDERA = -1
280 IF R$ = "P" PRINT MENSAJE$(2): BANDERA = 1
290 IF R$ = "D" PRINT MENSAJE$(3): GOTO 430
300 REM ACTUALIZACION DE LA BASE DE DATOS
310 FOR B = 1 TO 5
320 FOR J = 2 TO 9
330 IF M(J) = D(B) GOSUB 370
340 NEXT J
350 NEXT B
360 GOTO 430
370 REM ** REORDENACION DE LOS ELEMENTOS DE LA MATRIZ M **
380 TEMP = M(J + BANDERA)
390 M(J + BANDERA) = M(J)
400 M(J) = TEMP
410 J = 9
420 RETURN
430 PRINT: PRINT
440 PRINT MENSAJE$(4)
450 PRINT: PRINT
460 FOR J = 1 TO 9
470 PRINT M(J), " ";
480 NEXT J
490 PRINT: PRINT
500 PRINT MENSAJE$(5)
510 INPUT A$
520 GOTO 30
530 REM ************************
540 REM MOVIMIENTO DEL ORDENADOR
550 P = ASC("O")
560 X = 0
570 J = 1
580 IF A(W(J)) = A(W(J + 1)) AND A(W(J + 2)) = 32 AND A(W(J)) = P X = W(J + 2): GOTO 750
590 IF A(W(J)) = A(W(J + 2)) AND A(W(J + 1)) = 32 AND A(W(J)) = P X = W(J + 1): GOTO 750
600 IF A(W(J + 1)) = A(W(J + 2)) AND A(W(J)) = 32 AND A(W(J + 1)) = P X = W(J): GOTO 750
610 IF J < 21 J = J + 3: GOTO 580
620 IF P = ASC("O") P = ASC("X"): GOTO 570
630 REM ** SI NO SE GANA SE BUSCA UN MOVIMIENTO DE BLOQUEO **
640 REM * ENTONCES SE USA LA SIGUIENTE SECCION *
650 J = 1
660 IF A(M(J)) = 32 X = M(J): GOTO 750
670 IF J < 10 J = J + 1: GOTO 660
680 H = 0
690 H = H + 1
700 X = INT(RAN(1) * 9): IF A(X) = 32 GOTO 750
710 IF H < 100 GOTO 690
720 R$ = "D": REM ES SIMPLEMENTE UN DIBUJO
730 RETURN
740 REM *********************
750 REM REALIZA EL MOVIMIENTO
760 A(X) = ASC("O")
770 CCONTADOR = CCONTADOR + 1
780 D(CCONTADOR) = X
790 BANDERA = 0
800 FOR J = 1 TO 9
810 IF A(J) = 32 BANDERA = 1
820 NEXT J
830 IF BANDERA = 0 AND R$ = "" R$ = "D"
840 REM SI TODAS LAS CASILLAS ESTAN LLENAS Y R$ ESTA VACIO, ENTONCES ES SIMPLEMENTE UN DIBUJO
850 RETURN
860 REM *********************
870 REM COMPRUEBA LA VICTORIA
880 J = 1
890 IF A(W(J)) = 32 J = J + 3
900 IF J > 23 RETURN
910 IF A(W(J)) = A(W(J + 1)) AND A(W(J)) = A(W(J + 2)) GOTO 940
920 IF J < 22 J = J + 3: GOTO 890
930 RETURN
940 IF A(W(J)) = ASC("O") R$ = "G": REM EL ORDENADOR GANA
950 IF A(W(J)) = ASC("X") R$ = "P": REM EL ORDENADOR PIERDE
960 RETURN
970 REM ************************
980 REM MOVIMIENTO DE LA PERSONA
990 PRINT: PRINT
1000 PRINT MENSAJE$(6)
1010 PRINT MENSAJE$(7); : INPUT MOVIMIENTO
1020 IF MOVIMIENTO < 1 OR MOVIMIENTO > 9 GOTO 1010
1030 IF A(MOVIMIENTO) <> 32 GOTO 1010
1040 A(MOVIMIENTO) = ASC("X")
1050 RETURN
1060 REM *********************
1070 REM IMPRESION DEL TABLERO
1080 CLEAR SCREEN
1090 PRINT: PRINT: PRINT
1100 PRINT " 1 : 2 : 3 ", CHR$(A(1)), " : ", CHR$(A(2)), " : ", CHR$(A(3))
1110 PRINT "----------- ------------"
1120 PRINT " 4 : 5 : 6 ", CHR$(A(4)), " : ", CHR$(A(5)), " : ", CHR$(A(6))
1130 PRINT "----------- ------------"
1140 PRINT " 7 : 8 : 9 ", CHR$(A(7)), " : ", CHR$(A(8)), " : ", CHR$(A(9))
1150 PRINT
1160 RETURN
1170 REM **************
1180 REM INICIALIZACION
1190 CLEAR SCREEN
1200 DIM A(9) : REM TABLERO
1210 DIM M(10) : REM ACCESO A LA BASE DE DATOS
1220 DIM W(24) : REM DATOS DE VICTORIA O BLOQUEO
1230 DIM D(5) : REM ACCESO AL MOVIMIENTO EN EL JUEGO ACTUAL
1235 DIM MENSAJE$(1) : READ M$ : N = TOKEN(M$,MENSAJE$(),",") : RESTORE
1240 REM DATOS DE VICTORIA O BLOQUEO
1250 FOR J = 1 TO 24
1260 READ W(J)
1270 NEXT J
1280 DATA 1, 2, 3, 4, 5, 6, 7, 8, 9
1290 DATA 1, 4, 7, 2, 5, 8, 3, 6, 9
1300 DATA 1, 5, 9, 3, 5, 7
1310 REM BASE INICIAL DE DATOS
1320 FOR J = 1 TO 10
1330 READ M(J)
1340 NEXT J
1350 DATA 2, 6, 8, 4, 7, 3, 1, 9, 5, 2
1360 RETURN
2000 REM MENSAJES EN ESPAÑOL
2010 DATA "YO GANO,TU GANAS,ES SIMPLEMENTE UN DIBUJO,ESTA ES MI PRIORIDAD ACTUALIZADA,PULSE LA TECLA <RETURN> PARA CONTINUAR,REALICE SU MOVIMIENTO,MOVIMIENTO: "
2020 DATA "I WIN,YOU WIN,IT'S JUST A DRAWING,THIS IS MY PRIORITY UPDATE,PRESS <RETURN> TO CONTINUE,TO MAKE YOUR MOVE,MOVEMENT: "
Batch File
This is just a game between two human players.
@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
Advanced
This code makes a version of Tic Tac Toe with more features:
@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=
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.
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*
- 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.
#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;
}
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.
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;
}
}
}
- 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):
C++
#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;
}
//--------------------------------------------------------------------------------------------------
- Output:
Computer plays 'X' and human plays 'O'
1 | 2 | X ---+---+--- X | 5 | 6 ---+---+--- 7 | O | 9 Enter your move ( 1 - 9 )
Common 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.")))))
- 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
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;
}
}
- 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!
Delphi
This is a GUI, event driven version of the game. The game board is a "TStringGrid" component, which has a grid that can hold and display characters. In this case, the grid displays Xs and Ox using a large font.
When the user clicks on the grid, this generates an event that is handled by the program. The mouse click coordinates are converted to a cell coordinates and a large X is placed in the box. At this point program tests if this resulted in a win. Next it calculate the computer's response and it checks to see if the computer won. The process is repeated until there is a winner or a draw.
![](http://static.miraheze.org/rosettacodewiki/5/5a/DelphiTicTacToe.png)
{Array contain possiple winning lines}
type TWinLine = array [0..3-1] of TPoint;
var WinLines: array [0..8-1] of TWinLine = (
((X:0; Y:0), (X:1; Y:0), (X:2; Y:0)),
((X:0; Y:1), (X:1; Y:1), (X:2; Y:1)),
((X:0; Y:2), (X:1; Y:2), (X:2; Y:2)),
((X:0; Y:0), (X:0; Y:1), (X:0; Y:2)),
((X:1; Y:0), (X:1; Y:1), (X:1; Y:2)),
((X:2; Y:0), (X:2; Y:1), (X:2; Y:2)),
((X:0; Y:0), (X:1; Y:1), (X:2; Y:2)),
((X:2; Y:0), (X:1; Y:1), (X:0; Y:2))
);
{Array containing all characters in a line}
type TCellArray = array [0..3-1] of char;
var WinLineInx: integer;
var GameOver: boolean;
procedure ClearGrid;
{Clear TTT Grid by setting all cells to a space}
var X,Y: integer;
begin
with TicTacToeDlg do
begin
for Y:=0 to GameGrid.RowCount-1 do
for X:=0 to GameGrid.ColCount-1 do GameGrid.Cells[X,Y]:=' ';
WinLineInx:=-1;
Status1Dis.Caption:='';
GameOver:=False;
end;
end;
function FirstEmptyCell(var P: TPoint): boolean;
{Find first empty grid i.e. the one containing a space}
{Returns false if there are no empty cells (a tie game)}
var X,Y: integer;
begin
Result:=True;
with TicTacToeDlg do
begin
{Iterate through all cells in array}
for Y:=0 to GameGrid.RowCount-1 do
for X:=0 to GameGrid.ColCount-1 do
if GameGrid.Cells[X,Y]=' ' then
begin
P.X:=X; P.Y:=Y;
Exit;
end;
end;
Result:=False;
end;
procedure GetLineChars(Inx: integer; var CA: TCellArray);
{Get all the characters in a specific win line}
var P1,P2,P3: TPoint;
begin
with TicTacToeDlg do
begin
{Get cell position of specific win line}
P1:=WinLines[Inx,0];
P2:=WinLines[Inx,1];
P3:=WinLines[Inx,2];
{Get the characters from each and put in array}
CA[0]:=GameGrid.Cells[P1.X,P1.Y][1];
CA[1]:=GameGrid.Cells[P2.X,P2.Y][1];
CA[2]:=GameGrid.Cells[P3.X,P3.Y][1];
end;
end;
function IsWinner(var Inx: integer; var C: char): boolean;
{Test if the specified line is a winner}
{Return index of line and the char of winner}
var I,J: integer;
var CA: TCellArray;
begin
with TicTacToeDlg do
begin
Result:=False;
{Go through all winning patterns}
for J:=0 to High(WinLines) do
begin
{Get one winning pattern}
GetLineChars(J,CA);
{Look for line that has the same char in all three places}
if (CA[0]<>' ') and (CA[0]=CA[1]) and (CA[0]=CA[2]) then
begin
Result:=True;
Inx:=J;
C:=CA[0];
end;
end;
end;
end;
procedure DrawWinLine(Inx: integer);
{Draw line through winning squares}
var Line: TWinLine;
var C1,C2: TPoint;
var P1,P2: TPoint;
var W2,H2: integer;
begin
with TicTacToeDlg do
begin
{Offset to center of cell}
W2:=GameGrid.ColWidths[0] div 2;
H2:=GameGrid.RowHeights[0] div 2;
{Get winning pattern of lines}
Line:=WinLines[Inx];
{Get beginning and ending cell of win}
C1:=Line[0]; C2:=Line[2];
{Convert to screen coordinates}
P1.X:=C1.X * GameGrid.ColWidths[0] + W2;
P1.Y:=C1.Y * GameGrid.RowHeights[0] + H2;
P2.X:=C2.X * GameGrid.ColWidths[0] + W2;
P2.Y:=C2.Y * GameGrid.RowHeights[0] + H2;
{Set line attributes}
GameGrid.Canvas.Pen.Color:=clRed;
GameGrid.Canvas.Pen.Width:=5;
{Draw line}
GameGrid.Canvas.MoveTo(P1.X,P1.Y);
GameGrid.Canvas.LineTo(P2.X,P2.Y);
end;
end;
procedure DoBestComputerMove;
{Analyze game board and execute the best computer move}
var I,J,Inx: integer;
var CA: TCellArray;
var P: TPoint;
function UrgentMove(CA: TCellArray; var EmptyInx: integer): boolean;
{Test row, column or diagonal for an urgent move}
{This would be either an immediate win or immediate loss}
{Returns True if there is an urgent move and the index of location to respond}
var I: integer;
var OCnt,XCnt,EmptyCnt: integer;
begin
Result:=False;
OCnt:=0; XCnt:=0;
EmptyCnt:=0; EmptyInx:=-1;
{Count number of Xs, Os or Spaces in line}
for I:=0 to High(CA) do
begin
case CA[I] of
'O': Inc(OCnt);
'X': Inc(XCnt);
' ':
begin
Inc(EmptyCnt);
if EmptyCnt=1 then EmptyInx:=I;
end;
end;
end;
{Look for pattern of one empty and two Xs or two Os}
{Which means it's one move away from a win}
Result:=(EmptyCnt=1) and ((OCnt=2) or (XCnt=2));
end;
begin
with TicTacToeDlg do
begin
{Look for urgent moves in all patterns of wins}
for J:=0 to High(WinLines) do
begin
{Get a winning pattern of chars}
GetLineChars(J,CA);
if UrgentMove(CA,Inx) then
begin
{Urgent move found - take it}
P:=WinLines[J,Inx];
GameGrid.Cells[P.X,P.Y]:='O';
exit;
end;
end;
{No urgent moves, so use first empty}
{If there is no empty, the game is stalemated}
if FirstEmptyCell(P) then GameGrid.Cells[P.X,P.Y]:='O';
end;
end;
function TestWin: boolean;
{Test if last move resulted in win/draw}
var Inx: integer; var C: char;
var P: TPoint;
var S: string;
begin
Result:=True;
{Test if somebody won}
if IsWinner(Inx,C) then
begin
WinLineInx:=Inx;
TicTacToeDlg.GameGrid.Invalidate;
if C='O' then S:=' Computer Won!!' else S:=' You Won!!';
TicTacToeDlg.Status1Dis.Caption:=S;
GameOver:=True;
exit;
end;
{Test if game is a draw}
if not FirstEmptyCell(P) then
begin
TicTacToeDlg.Status1Dis.Caption:=' Game is Draw.';
GameOver:=True;
exit;
end;
Result:=False;
end;
procedure PlayTicTacToe;
{Show TicTacToe dialog box}
begin
ClearGrid;
TicTacToeDlg.ShowModal
end;
procedure TTicTacToeDlg.GameGridMouseDown(Sender: TObject;
Button: TMouseButton; Shift: TShiftState; X, Y: Integer);
{Handle user click on TicTacToe grid}
var Row,Col: integer;
begin
with TicTacToeDlg do
begin
if GameOver then exit;;
{Convert Mouse X,Y to Grid row and column}
GameGrid.MouseToCell(X,Y,Col,Row);
{Mark user's selection by placing X in the cell}
if GameGrid.Cells[Col,Row]=' 'then
GameGrid.Cells[Col,Row]:='X';
{Did this result in a win? }
if TestWin then exit;
{Get computer's response}
DoBestComputerMove;
{Did computer win}
TestWin;
end;
end;
procedure TTicTacToeDlg.ReplayBtnClick(Sender: TObject);
begin
ClearGrid;
end;
procedure TTicTacToeDlg.GameGridDrawCell(Sender: TObject; ACol,
ARow: Integer; Rect: TRect; State: TGridDrawState);
{Draw winner line on top of Xs and Os}
begin
if WinLineInx>=0 then DrawWinLine(WinLineInx);
end;
- Output:
Elapsed Time: 19.126 Sec.
EasyLang
It uses minimax with alpha-beta pruning. Therefore, the computer never loses.
len f[] 9
state = 0
textsize 14
#
proc init . .
linewidth 2
clear
color 666
move 34 96
line 34 20
move 62 96
line 62 20
move 10 72
line 86 72
move 10 44
line 86 44
linewidth 2.5
for i = 1 to 9
f[i] = 0
.
if state = 1
timer 0.2
.
.
proc draw ind . .
c = (ind - 1) mod 3
r = (ind - 1) div 3
x = c * 28 + 20
y = r * 28 + 30
if f[ind] = 4
color 900
move x - 7 y - 7
line x + 7 y + 7
move x + 7 y - 7
line x - 7 y + 7
elif f[ind] = 1
color 009
move x y
circle 10
color -2
circle 7.5
.
.
proc sum3 a d . st .
for i = 1 to 3
s += f[a]
a += d
.
if s = 3
st = -1
elif s = 12
st = 1
.
.
proc rate . res done .
res = 0
for i = 1 step 3 to 7
sum3 i 1 res
.
for i = 1 to 3
sum3 i 3 res
.
sum3 1 4 res
sum3 3 2 res
cnt = 1
for i = 1 to 9
if f[i] = 0
cnt += 1
.
.
res *= cnt
done = 1
if res = 0 and cnt > 1
done = 0
.
.
proc minmax player alpha beta . rval rmov .
rate rval done
if done = 1
if player = 1
rval = -rval
.
else
rval = alpha
start = random 9
mov = start
repeat
if f[mov] = 0
f[mov] = player
minmax (5 - player) (-beta) (-rval) val h
val = -val
f[mov] = 0
if val > rval
rval = val
rmov = mov
.
.
mov = mov mod 9 + 1
until mov = start or rval >= beta
.
.
.
proc show_result val . .
color 555
move 16 4
if val < 0
# this never happens
text "You won"
elif val > 0
text "You lost"
else
text "Tie"
.
state += 2
.
proc computer . .
minmax 4 -11 11 val mov
f[mov] = 4
draw mov
rate val done
state = 0
if done = 1
show_result val
.
.
proc human . .
mov = floor ((mouse_x - 6) / 28) + 3 * floor ((mouse_y - 16) / 28) + 1
if f[mov] = 0
f[mov] = 1
draw mov
state = 1
timer 0.5
.
.
on timer
rate val done
if done = 1
show_result val
else
computer
.
.
on mouse_down
if state = 0
if mouse_x > 6 and mouse_x < 90 and mouse_y > 16
human
.
elif state >= 2
state -= 2
init
.
.
init
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?
-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 ).
- 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
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
- 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.
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
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.
Forth
Game between two humans.
create board 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 ,
\ board: 0=empty, 1=player X, 2=player O
: player. ( player -- ) C" XO" 1+ + @ emit ;
: spot ( n -- addr ) cells board + ;
: clean-board ( -- ) 9 0 do 0 i spot ! loop ;
: show-board
CR ." +---+---+---+ +---+---+---+" CR
3 0 do
." | "
3 0 do
i j 3 * + spot @ player. ." | "
loop
." | "
3 0 do
i j 3 * + . ." | "
loop
CR ." +---+---+---+ +---+---+---+" CR
loop ;
: spots-equal ( n1 n2 n3 -- f )
over spot @ swap spot @ = >r spot @ swap spot @ = r> and ;
: spots-win ( n1 n2 n3 -- f )
dup >r spots-equal r> spot @ 0<> and ;
: winner-check ( -- player )
0 1 2 spots-win if 0 spot @ exit then
3 4 5 spots-win if 3 spot @ exit then
6 7 8 spots-win if 6 spot @ exit then
0 3 6 spots-win if 0 spot @ exit then
1 4 7 spots-win if 1 spot @ exit then
2 5 8 spots-win if 2 spot @ exit then
0 4 8 spots-win if 0 spot @ exit then
2 4 6 spots-win if 2 spot @ exit then
0 ;
: player-move ( player -- )
begin
key dup emit [char] 0 - dup
spot @ 0= if spot ! exit else drop then
again ;
: game
clean-board show-board
9 0 do
i 2 mod 1+ dup ." Player " player. ." : "
player-move show-board
winner-check dup 0<> if player. ." wins !" unloop exit else drop then
loop
." Draw!" ;
game
- Output:
+---+---+---+ +---+---+---+ | | | | | 0 | 1 | 2 | +---+---+---+ +---+---+---+ | | | | | 3 | 4 | 5 | +---+---+---+ +---+---+---+ | | | | | 6 | 7 | 8 | +---+---+---+ +---+---+---+ Player X: 0 +---+---+---+ +---+---+---+ | X | | | | 0 | 1 | 2 | +---+---+---+ +---+---+---+ | | | | | 3 | 4 | 5 | +---+---+---+ +---+---+---+ | | | | | 6 | 7 | 8 | +---+---+---+ +---+---+---+ Player O: 3 +---+---+---+ +---+---+---+ | X | | | | 0 | 1 | 2 | +---+---+---+ +---+---+---+ | O | | | | 3 | 4 | 5 | +---+---+---+ +---+---+---+ | | | | | 6 | 7 | 8 | +---+---+---+ +---+---+---+ Player X: 1 +---+---+---+ +---+---+---+ | X | X | | | 0 | 1 | 2 | +---+---+---+ +---+---+---+ | O | | | | 3 | 4 | 5 | +---+---+---+ +---+---+---+ | | | | | 6 | 7 | 8 | +---+---+---+ +---+---+---+ Player O: 4 +---+---+---+ +---+---+---+ | X | X | | | 0 | 1 | 2 | +---+---+---+ +---+---+---+ | O | O | | | 3 | 4 | 5 | +---+---+---+ +---+---+---+ | | | | | 6 | 7 | 8 | +---+---+---+ +---+---+---+ Player X: 2 +---+---+---+ +---+---+---+ | X | X | X | | 0 | 1 | 2 | +---+---+---+ +---+---+---+ | O | O | | | 3 | 4 | 5 | +---+---+---+ +---+---+---+ | | | | | 6 | 7 | 8 | +---+---+---+ +---+---+---+ X wins ! ok
Fortran
Objective: write program in less than 100 lines, not using semicolons. Computer never loses, but plays as random as possible. Player gets first move of first game. Afterwards, first move alternates between computer and player.
! This is a fortran95 implementation of the game of tic-tac-toe.
! - Objective was to use less than 100 lines.
! - No attention has been devoted to efficiency.
! - Indentation by findent: https://sourceforge.net/projects/findent/
! - This is free software, use as you like at own risk.
! - Compile: gfortran -o tictactoe tictactoe.f90
! - Run: ./tictactoe
! Comments to: wvermin at gmail dot com
module tic
implicit none
integer :: b(9)
contains
logical function iswin(p)
integer,intent(in) :: p
iswin = &
all(b([1,2,3])==p).or.all(b([4,5,6])==p).or.all(b([7,8,9])==p).or.&
all(b([1,4,7])==p).or.all(b([2,5,8])==p).or.all(b([3,6,9])==p).or.&
all(b([1,5,9])==p).or.all(b([3,5,7])==p)
end function iswin
subroutine printb(mes)
character(len=*) :: mes
integer :: i,j
character :: s(0:2) = ['.','X','O']
print "(3a3,' ',3i3)",(s(b(3*i+1:3*i+3)),(j,j=3*i+1,3*i+3),i=0,2)
if(mes /= ' ') print "(/,a)",mes
end subroutine printb
integer recursive function minmax(player,bestm) result(bestv)
integer :: player,bestm,move,v,bm,win=1000,inf=100000
real :: x
if (all(b .ne. 0)) then
bestv = 0
else
bestv = -inf
do move=1,9
if (b(move) == 0) then
b(move) = player
if (iswin(player)) then
v = win
else
call random_number(x)
v = -minmax(3-player,bm) - int(10*x)
endif
if (v > bestv) then
bestv = v
bestm = move
endif
b(move) = 0
if (v == win) exit
endif
enddo
endif
end function minmax
end module tic
program tictactoe
! computer: player=1, user: player=2
use tic
implicit none
integer :: move,ios,v,bestmove,ply,player=2,k,values(8)
integer,allocatable :: seed(:)
call date_and_time(values=values)
call random_seed(size=k)
allocate(seed(k))
seed = values(8)+1000*values(7)+60*1000*values(6)+60*60*1000*values(5)
call random_seed(put=seed)
mainloop: do
b = 0
call printb('You have O, I have X. You enter 0: game ends.')
plyloop: do ply=0,4
if (player == 2 .or. ply >0 ) then ! user move
write(*,"(/,a)",advance='no'),'Your move? (0..9) '
getloop: do
readloop: do
read (*,*,iostat=ios),move
if (ios == 0 .and. move >= 0 .and. move <= 9) exit readloop
write(*,"(a)",advance='no'),'huh? Try again (0..9): '
enddo readloop
if ( move == 0) exit mainloop
if (b(move) == 0) exit getloop
write(*,"(a)",advance='no'),'Already occupied, again (0..9): '
enddo getloop
b(move) = 2
if(iswin(2)) then ! this should not happen
call printb('***** You win *****')
exit plyloop
endif
endif
v = minmax(1,bestmove) ! computer move
b(bestmove) = 1
if(iswin(1)) then
call printb('***** I win *****')
exit plyloop
endif
write(*,"(/,a,i3)"), 'My move: ',bestmove
call printb(' ')
enddo plyloop
if(ply == 5) write(*,"('***** Draw *****',/)")
player = 3-player
enddo mainloop
end program
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.
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},
}
Groovy
Simplified version of Tic Tac Toe for player vs. player (no AI computer-controlled option).
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();
}
}
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.
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."
- 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.
J
A tacit, functional, stateless (no mutation or variables) implementation. CPU selects a random open position.
Until=. [ F.([.[(_2:Z:].))
prompt=. [ echo@'enter a move (1–9):'
'`turn board open full'=. {.`}.`(0=[{board@])`(0-.@e.board)
'`cpu pos'=. (?@#{])@([:I.0=board)`(cpu`you@.(_1 1 i.turn))
you=. $:@echo@'no'^:(-.@e.i.@9)@:<:@".@(1!:1@1)@prompt
move=. pos ($:@][echo@'no')`(-@turn@], turn@]`[`(board@])})@.open ]
outcome=. (echo@'tie')`(' wins' echo@,~ {&'.XO'@-@turn)@.won
show=. [ ''echo@, '',~ (,' '&,)/"1@({&'.XO')@(3 3$board)
won=. [: +./ (3=[:|+/)"1 @ (],|:,(<@0 1|:]),:<@0 1|:|.) @ (3 3$board)
ttt=: [: outcome [: show@move Until (won+.full) 10&{.@_1
ttt''
- Output:
. O . . . . . . . enter a move (1–9): 1 X O . . . . . . . X O . . . . . . O enter a move (1–9): 5 X O . . X . . . O X O . . X . . O O enter a move (1–9): _1 no enter a move (1–9): 7 X O . . X . X O O X O . O X . X O O enter a move (1–9): 9 no enter a move (1–9): 3 X O X O X . X O O X wins
The turn
and board
verbs extract the turn/board from the vector which represents the game state. The verb open
tests whether the selected position is available on the board. Fold (F.
) is used instead of Until=. [.^:(-.@:].)^:_
because the latter would exit the loop upon receiving invalid input, as the argument would remain unchanged for the next iteration.
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.
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-------");
}
}
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.
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();
}
});
}
}
Graphical Java Example
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();
}
});
}
}
The following program may be executed for a player-against-player game.
import javax.swing.*;
import javax.swing.border.Border;
import java.awt.*;
public class TicTacToe {
private static int turnNumber = 0;
private static final JPanel panel = new JPanel();
private static final JTextField ta = new JTextField("Player A's Turn (X)");
private static final JButton r1c1 = new JButton("");
private static final JButton r1c2 = new JButton("");
private static final JButton r1c3 = new JButton("");
private static final JButton r2c1 = new JButton("");
private static final JButton r2c2 = new JButton("");
private static final JButton r2c3 = new JButton("");
private static final JButton r3c1 = new JButton("");
private static final JButton r3c2 = new JButton("");
private static final JButton r3c3 = new JButton("");
private static final JButton restart = new JButton("New Game");
private static final JPanel startMain = new JPanel();
public static void main(String[]args){
JFrame frame = new JFrame("Tic Tac Toe");
frame.setSize(600,650);
ta.setEditable(false);
restart.addActionListener(e -> {
enableAll();
ta.setText("Player A's Turn (X)");
});
r1c1.setSize(67,67);
r1c1.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
r1c1.addActionListener(e -> {
turnNumber++;
if(turnNumber % 2 == 0){
r1c1.setText("O");
r1c1.setEnabled(false);
ta.setText("Player A's Turn (X)");
}else{
r1c1.setText("X");
r1c1.setEnabled(false);
ta.setText("Player B's Turn (O)");
}
checkWin();
});
r1c2.setSize(67,67);
r1c2.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
r1c2.addActionListener(e -> {
turnNumber++;
if(turnNumber % 2 == 0){
r1c2.setText("O");
r1c2.setEnabled(false);
ta.setText("Player A's Turn (X)");
}else{
r1c2.setText("X");
r1c2.setEnabled(false);
ta.setText("Player B's Turn (O)");
}
checkWin();
});
r1c3.setSize(67,67);
r1c3.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
r1c3.addActionListener(e -> {
turnNumber++;
if(turnNumber % 2 == 0){
r1c3.setText("O");
r1c3.setEnabled(false);
ta.setText("Player A's Turn (X)");
}else{
r1c3.setText("X");
r1c3.setEnabled(false);
ta.setText("Player B's Turn (O)");
}
checkWin();
});
r2c1.setSize(67,67);
r2c1.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
r2c1.addActionListener(e -> {
turnNumber++;
if(turnNumber % 2 == 0){
r2c1.setText("O");
r2c1.setEnabled(false);
ta.setText("Player A's Turn (X)");
}else{
r2c1.setText("X");
r2c1.setEnabled(false);
ta.setText("Player B's Turn (O)");
}
checkWin();
});
r2c2.setSize(67,67);
r2c2.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
r2c2.addActionListener(e -> {
turnNumber++;
if(turnNumber % 2 == 0){
r2c2.setText("O");
r2c2.setEnabled(false);
ta.setText("Player A's Turn (X)");
}else{
r2c2.setText("X");
r2c2.setEnabled(false);
ta.setText("Player B's Turn (O)");
}
checkWin();
});
r2c3.setSize(67,67);
r2c3.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
r2c3.addActionListener(e -> {
turnNumber++;
if(turnNumber % 2 == 0){
r2c3.setText("O");
r2c3.setEnabled(false);
ta.setText("Player A's Turn (X)");
}else{
r2c3.setText("X");
r2c3.setEnabled(false);
ta.setText("Player B's Turn (O)");
}
checkWin();
});
r3c1.setSize(67,67);
r3c1.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
r3c1.addActionListener(e -> {
turnNumber++;
if(turnNumber % 2 == 0){
r3c1.setText("O");
r3c1.setEnabled(false);
ta.setText("Player A's Turn (X)");
}else{
r3c1.setText("X");
r3c1.setEnabled(false);
ta.setText("Player B's Turn (O)");
}
checkWin();
});
r3c2.setSize(67,67);
r3c2.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
r3c2.addActionListener(e -> {
turnNumber++;
if(turnNumber % 2 == 0){
r3c2.setText("O");
r3c2.setEnabled(false);
ta.setText("Player A's Turn (X)");
}else{
r3c2.setText("X");
r3c2.setEnabled(false);
ta.setText("Player B's Turn (O)");
}
checkWin();
});
r3c3.setSize(67,67);
r3c3.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
r3c3.addActionListener(e -> {
turnNumber++;
if(turnNumber % 2 == 0){
r3c3.setText("O");
r3c3.setEnabled(false);
ta.setText("Player A's Turn (X)");
}else{
r3c3.setText("X");
r3c3.setEnabled(false);
ta.setText("Player B's Turn (O)");
}
checkWin();
});
panel.setLayout(new GridLayout(3,3));
panel.add(r1c1);
panel.add(r1c2);
panel.add(r1c3);
panel.add(r2c1);
panel.add(r2c2);
panel.add(r2c3);
panel.add(r3c1);
panel.add(r3c2);
panel.add(r3c3);
startMain.setLayout(new GridLayout(5,5));
JButton start = new JButton("Start");
JLabel main = new JLabel("Tic Tac Toe", SwingConstants.CENTER);
main.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
main.setSize(400,400);
startMain.add(main);
startMain.add(start);
frame.add(startMain);
frame.setVisible(true);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
start.addActionListener(e -> {
startMain.setVisible(false);
frame.add(restart, BorderLayout.PAGE_START);
frame.add(ta, BorderLayout.PAGE_END);
frame.add(panel, BorderLayout.CENTER);
});
}
public static void checkWin(){
if(r1c1.getText().equals("X") && r1c2.getText().equals("X") && r1c3.getText().equals("X")){
ta.setText("Player A Won! (X)");
disableAll();
}else if(r1c1.getText().equals("O") && r1c2.getText().equals("O") && r1c3.getText().equals("O")){
ta.setText("Player B Won! (O)");
disableAll();
}else if(r1c1.getText().equals("X") && r2c2.getText().equals("X") && r3c3.getText().equals("X")){
ta.setText("Player A Won! (X)");
disableAll();
}else if(r1c1.getText().equals("O") && r2c2.getText().equals("O") && r3c3.getText().equals("O")){
ta.setText("Player B Won! (O)");
disableAll();
}else if(r1c1.getText().equals("X") && r2c1.getText().equals("X") && r3c1.getText().equals("X")){
ta.setText("Player A Won! (X)");
disableAll();
}else if(r1c1.getText().equals("O") && r2c1.getText().equals("O") && r3c1.getText().equals("O")){
ta.setText("Player B Won! (O)");
disableAll();
}else if(r2c1.getText().equals("X") && r2c2.getText().equals("X") && r2c3.getText().equals("X")){
ta.setText("Player A Won! (X)");
disableAll();
}else if(r2c1.getText().equals("O") && r2c2.getText().equals("O") && r2c3.getText().equals("O")){
ta.setText("Player B Won! (O)");
disableAll();
}else if(r1c2.getText().equals("X") && r2c2.getText().equals("X") && r3c2.getText().equals("X")){
ta.setText("Player A Won! (X)");
disableAll();
}else if(r1c2.getText().equals("O") && r2c2.getText().equals("O") && r3c2.getText().equals("O")){
ta.setText("Player B Won! (O)");
disableAll();
}else if(r1c3.getText().equals("X") && r2c3.getText().equals("X") && r3c3.getText().equals("X")){
ta.setText("Player A Won! (X)");
disableAll();
}else if(r1c3.getText().equals("O") && r2c3.getText().equals("O") && r3c3.getText().equals("O")){
ta.setText("Player B Won! (O)");
disableAll();
}else if(r3c1.getText().equals("X") && r3c2.getText().equals("X") && r3c3.getText().equals("X")){
ta.setText("Player A Won! (X)");
disableAll();
}else if(r3c1.getText().equals("O") && r3c2.getText().equals("O") && r3c3.getText().equals("O")){
ta.setText("Player B Won! (O)");
disableAll();
}else if(r3c1.getText().equals("X") && r2c2.getText().equals("X") && r1c3.getText().equals("X")){
ta.setText("Player A Won! (X)");
disableAll();
}else if(r3c1.getText().equals("O") && r2c2.getText().equals("O") && r1c3.getText().equals("O")){
ta.setText("Player B Won! (O)");
disableAll();
}else if(!r1c1.isEnabled() && !r1c2.isEnabled() && !r1c3.isEnabled() && !r2c1.isEnabled() && !r2c2.isEnabled() && !r2c3.isEnabled() && !r3c1.isEnabled() && !r3c2.isEnabled() && !r3c3.isEnabled()){
ta.setText("Draw!");
disableAll();
}
}
public static void disableAll(){
r1c1.setEnabled(false);
r1c2.setEnabled(false);
r1c3.setEnabled(false);
r2c1.setEnabled(false);
r2c2.setEnabled(false);
r2c3.setEnabled(false);
r3c1.setEnabled(false);
r3c2.setEnabled(false);
r3c3.setEnabled(false);
}
public static void enableAll(){
turnNumber = 0;
r1c1.setEnabled(true);
r1c2.setEnabled(true);
r1c3.setEnabled(true);
r2c1.setEnabled(true);
r2c2.setEnabled(true);
r2c3.setEnabled(true);
r3c1.setEnabled(true);
r3c2.setEnabled(true);
r3c3.setEnabled(true);
r1c1.setText("");
r1c2.setText("");
r1c3.setText("");
r2c1.setText("");
r2c2.setText("");
r2c3.setText("");
r3c1.setText("");
r3c2.setText("");
r3c3.setText("");
panel.setEnabled(true);
}
}
JavaScript
HTML5 Canvas implementation. Should play perfectly or near-perfectly.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>TicTacToe</title>
</head>
<body>
<canvas id="canvas" width="400" height="400"></canvas>
<script>
//All helper functions
isBetween = (num, a, b) => {
return num >= a && num <= b;
}
randInt = (low, high) => {
return Math.floor(Math.random() * (high - low + 1)) + low;
}
choice = arr => {
return arr[randInt(0, arr.length - 1)];
}
//Checks if every value in an array equals an item
equals = (arr, item) => {
return arr.filter(a => {
return a === item;
}).length === arr.length;
}
//Returns number of items in array that equal an item
equallen = (arr, item) => {
return arr.filter(a => {
return a === item;
}).length
}
//Checks if any value in the array equals an item
equalanyof = (arr, item) => {
return equallen(arr, item) > 0;
}
//Should be scalable, but it uses default elements for calculations and tracking
let canvas = document.getElementById("canvas");
let ctx = canvas.getContext("2d");
const width = canvas.width;
const blockSize = canvas.width / 3;
const lineSize = blockSize / 5;
//Draws background
ctx.fillStyle = "rgb(225, 225, 225)";
ctx.fillRect(0, 0, 400, 400);
//Title page
ctx.fillStyle = "rgb(0, 0, 0)";
ctx.font = width / (250 / 17) + "px Arial"; //34
ctx.textAlign = "center";
ctx.fillText("Tic Tac Toe", width / 2, width / (2 + 2 / 3)); //200, 150
//Button for starting
ctx.fillStyle = "rgb(200, 200, 200)";
ctx.fillRect(width / 3.2, width / 2, width / (2 + 2 / 3), width / 8); //125, 200, 150, 50
ctx.fillStyle = "rgb(0, 0, 0)";
ctx.font = width / (200 / 9) + "px Arial"; //18
ctx.fillText("Start", width / 2, width / (40 / 23)); //200, 230
//Uses an array so a forEach loop can scan it for the correct tile
let tileArray = []; //Contains all tiles
let available = []; //Contains only available tiles
class Tile {
constructor(x, y) {
this.x = x * blockSize;
this.y = y * blockSize;
this.state = "none";
tileArray.push(this);
available.push(this);
}
draw() {
ctx.strokeStyle = "rgb(175, 175, 175)";
ctx.lineWidth = blockSize / 10;
if (this.state === "X") {
ctx.beginPath();
ctx.moveTo(this.x + blockSize / 4, this.y + blockSize / 4);
ctx.lineTo(this.x + blockSize / (4 / 3), this.y + blockSize / (4 / 3));
ctx.moveTo(this.x + blockSize / 4, this.y + blockSize / (4 / 3));
ctx.lineTo(this.x + blockSize / (4 / 3), this.y + blockSize / 4);
ctx.stroke();
} else if (this.state === "O") {
ctx.beginPath();
ctx.arc(this.x + blockSize / 2, this.y + blockSize / 2, blockSize / 4, 0, 2 * Math.PI);
ctx.stroke();
}
//Removes this from the available array
const ind = available.indexOf(this);
available = available.slice(0, ind).concat(available.slice(ind + 1, available.length));
}
}
//Defines the game
let game = {
state: "start",
turn: "Player",
player: "X",
opp: "O"
}
//Generates tiles
for (let x = 0; x < 3; x++) {
for (let y = 0; y < 3; y++) {
new Tile(x, y);
}
}
//Gets the mouse position
getMousePos = evt => {
let rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
}
}
//Checks for win conditions
checkCondition = () => {
//Local variables are created to make access easier
let as = tileArray[0].state;
let bs = tileArray[1].state;
let cs = tileArray[2].state;
let ds = tileArray[3].state;
let es = tileArray[4].state;
let fs = tileArray[5].state;
let gs = tileArray[6].state;
let hs = tileArray[7].state;
let is = tileArray[8].state;
//Equals function checks if each value in the array has a state of X or O
if (equals([as, bs, cs], "X") || equals([ds, es, fs], "X") || equals([gs, hs, is], "X") ||
equals([as, ds, gs], "X") || equals([bs, es, hs], "X") || equals([cs, fs, is], "X") ||
equals([as, es, is], "X") || equals([cs, es, gs], "X")) {
alert("Player wins!");
game.state = "over";
} else if (equals([as, bs, cs], "O") || equals([ds, es, fs], "O") || equals([gs, hs, is], "O") ||
equals([as, ds, gs], "O") || equals([bs, es, hs], "O") || equals([cs, fs, is], "O") ||
equals([as, es, is], "O") || equals([cs, es, gs], "O")) {
alert("Opponent wins!");
game.state = "over";
//It is a tie if none of the above conditions are fulfilled and there are no available tiles
} else if (available.length === 0) {
alert("It's a tie!");
game.state = "over";
}
}
//Controls the opponent. Uses many nested switches/if-else for efficiency
oppTurn = () => {
if (game.state === "game") {
let tile = 0;
//Similar local variables as the win checker
let at = tileArray[0].state;
let bt = tileArray[1].state;
let ct = tileArray[2].state;
let dt = tileArray[3].state;
let et = tileArray[4].state;
let ft = tileArray[5].state;
let gt = tileArray[6].state;
let ht = tileArray[7].state;
let it = tileArray[8].state;
let all = [at, bt, ct, dt, et, ft, gt, ht, it];
/*The AI will automatically win if possible
I considered using a filter based system, but it was ugly and
inelegant, and also redundant
I used a nested if-else instead
Equallen checks how many values in the array equal the given value*/
if (equallen(all, "O") >= 2) {
if (equallen([at, bt, ct], "O") === 2 && equallen([at, bt, ct], "X") === 0) {
if (at === "none") {
tile = tileArray[0];
} else if (bt === "none") {
tile = tileArray[1];
} else if (ct === "none") {
tile = tileArray[2];
}
} else if (equallen([dt, et, ft], "O") === 2 && equallen([dt, et, ft], "X") === 0) {
if (dt === "none") {
tile = tileArray[3];
} else if (et === "none") {
tile = tileArray[4];
} else if (ft === "none") {
tile = tileArray[5];
}
} else if (equallen([gt, ht, it], "O") === 2 && equallen([gt, ht, it], "X") === 0) {
if (gt === "none") {
tile = tileArray[6];
} else if (ht === "none") {
tile = tileArray[7];
} else if (it === "none") {
tile = tileArray[8];
}
} else if (equallen([at, dt, gt], "O") === 2 && equallen([at, dt, gt], "X") === 0) {
if (at === "none") {
tile = tileArray[0];
} else if (dt === "none") {
tile = tileArray[3];
} else if (gt === "none") {
tile = tileArray[6];
}
} else if (equallen([bt, et, ht], "O") === 2 && equallen([bt, et, ht], "X") === 0) {
if (bt === "none") {
tile = tileArray[1];
} else if (et === "none") {
tile = tileArray[4];
} else if (ht === "none") {
tile = tileArray[7];
}
} else if (equallen([ct, ft, it], "O") === 2 && equallen([ct, ft, it], "X") === 0) {
if (ct === "none") {
tile = tileArray[2];
} else if (ft === "none") {
tile = tileArray[5];
} else if (it === "none") {
tile = tileArray[8];
}
} else if (equallen([at, et, it], "O") === 2 && equallen([at, et, it], "X") === 0) {
if (at === "none") {
tile = tileArray[0];
} else if (et === "none") {
tile = tileArray[4];
} else if (it === "none") {
tile = tileArray[8];
}
} else if (equallen([ct, et, gt], "O") === 2 && equallen([ct, et, gt], "X") === 0) {
if (ct === "none") {
tile = tileArray[2];
} else if (et === "none") {
tile = tileArray[4];
} else if (gt === "none") {
tile = tileArray[6];
}
}
}
//Stops player from winning if possible
if (equallen(all, "X") >= 2 && tile === 0) {
if (equallen([at, bt, ct], "X") === 2 && equallen([at, bt, ct], "O") === 0) {
if (at === "none") {
tile = tileArray[0];
} else if (bt === "none") {
tile = tileArray[1];
} else if (ct === "none") {
tile = tileArray[2];
}
} else if (equallen([dt, et, ft], "X") === 2 && equallen([dt, et, ft], "O") === 0) {
if (dt === "none") {
tile = tileArray[3];
} else if (et === "none") {
tile = tileArray[4];
} else if (ft === "none") {
tile = tileArray[5];
}
} else if (equallen([gt, ht, it], "X") === 2 && equallen([gt, ht, it], "O") === 0) {
if (gt === "none") {
tile = tileArray[6];
} else if (ht === "none") {
tile = tileArray[7];
} else if (it === "none") {
tile = tileArray[8];
}
} else if (equallen([at, dt, gt], "X") === 2 && equallen([at, dt, gt], "O") === 0) {
if (at === "none") {
tile = tileArray[0];
} else if (dt === "none") {
tile = tileArray[3];
} else if (gt === "none") {
tile = tileArray[6];
}
} else if (equallen([bt, et, ht], "X") === 2 && equallen([bt, et, ht], "O") === 0) {
if (bt === "none") {
tile = tileArray[1];
} else if (et === "none") {
tile = tileArray[4];
} else if (ht === "none") {
tile = tileArray[7];
}
} else if (equallen([ct, ft, it], "X") === 2 && equallen([ct, ft, it], "O") === 0) {
if (ct === "none") {
tile = tileArray[2];
} else if (ft === "none") {
tile = tileArray[5];
} else if (it === "none") {
tile = tileArray[8];
}
} else if (equallen([at, et, it], "X") === 2 && equallen([at, et, it], "O") === 0) {
if (at === "none") {
tile = tileArray[0];
} else if (et === "none") {
tile = tileArray[4];
} else if (it === "none") {
tile = tileArray[8];
}
} else if (equallen([ct, et, gt], "X") === 2 && equallen([ct, et, gt], "O") === 0) {
if (ct === "none") {
tile = tileArray[2];
} else if (et === "none") {
tile = tileArray[4];
} else if (gt === "none") {
tile = tileArray[6];
}
}
}
//Other options in case the above are not fulfilled
//Controls the course of play over the game
if (tile === 0) {
switch (9 - available.length) {
case 1:
//If the center is taken, it plays randomly in the corner
//Otherwise, it takes the center
if (et === "X") {
tile = tileArray[choice([0, 2, 6, 8])];
} else {
tile = tileArray[4];
}
break;
case 3:
if (et === "X" && (equalanyof([at, ct, gt, it], "O"))) {
/*To counter the strategy of
O - -
- X -
X - -
O - -
- X -
- - X
and related strategies*/
if (at === "X") {
if (it === "none") {
tile = tileArray[8];
} else {
tile = tileArray[choice([2, 6])];
}
} else if (ct === "X") {
if (gt === "none") {
tile = tileArray[6];
} else {
tile = tileArray[choice([0, 8])];
}
} else if (gt === "X") {
if (ct === "none") {
tile = tileArray[2];
} else {
tile = tileArray[choice([0, 8])];
}
} else if (it === "X") {
if (at === "none") {
tile = tileArray[0];
} else {
tile = tileArray[choice([2, 6])];
}
}
} else {
tile = choice(tileArray);
}
break;
}
}
//Generates a random number if it could cause an error
if (tile.state != "none") {
tile = choice(available);
}
//Draws the selection
tile.state = game.opp;
tile.draw();
checkCondition();
game.turn = "Player";
}
}
//Click handler
document.onclick = event => {
let pos = getMousePos(event);
switch (game.state) {
case "start":
//Checks if the button was clicked
if (isBetween(pos.x, width / 3.2, width / (16 / 11)) && isBetween(pos.y, width / 2, width / 1.6)) {
game.state = "game"
//Draws the setup for the game
ctx.fillStyle = "rgb(225, 225, 225)";
ctx.fillRect(0, 0, 400, 400);
//Draws the lines
ctx.fillStyle = "rgb(200, 200, 200)";
ctx.fillRect(blockSize - lineSize / 2, 0, lineSize, width);
ctx.fillRect(blockSize * 2 - lineSize / 2, 0, lineSize, width);
ctx.fillRect(0, blockSize - lineSize / 2, width, lineSize);
ctx.fillRect(0, blockSize * 2 - lineSize / 2, width, lineSize);
}
break;
case "game":
if (game.turn === "Player") {
//Goes through the tile array, checking if the click occurred there
tileArray.forEach(tile => {
if (isBetween(pos.x, tile.x, tile.x + blockSize) && isBetween(pos.y, tile.y, tile.y + blockSize)) {
if (available.indexOf(tile) != -1) {
tile.state = game.player;
tile.draw();
checkCondition();
game.turn = "Opponent";
oppTurn();
}
}
});
}
break;
}
}
</script>
</body>
</html>
A Node.js implementation using strategy heuristics as defined in the Wikipedia page linked above.
Some of the steps can be embargoed until the board only has n plays left. This makes for a bit of
randomness in the gameplay.
Human is X and goes first.
// Board
const topLeft = 1;
const topMid = 2;
const topRight = 3;
const midLeft = 4;
const center = 5;
const midRight = 6;
const botLeft = 7;
const botMid = 8;
const botRight = 9;
const tiles = [
topLeft, topMid, topRight,
midLeft, center, midRight,
botLeft, botMid, botRight
];
const corners = [
topLeft, topRight,
botLeft, botRight
];
const sides = [
topMid,
midLeft, midRight,
botMid
];
const winningCombos = [
[topLeft, topMid, topRight],
[midLeft, center, midRight],
[botLeft, botMid, botRight],
[topLeft, midLeft, botLeft],
[topMid, center, botMid],
[topRight, midRight, botRight],
[topLeft, center, botRight],
[topRight, center, botLeft],
];
const board = new Map();
// Utility
const reset = () => tiles.forEach(e => board.set(e, ' '));
const repeat = (s, n) => Array(n).fill(s).join('');
const fromBoard = e => board.get(e);
const notSpace = e => e !== ' ';
const occupied = e => notSpace(fromBoard(e));
const isAvailable = e => !occupied(e);
const notString = s => e => fromBoard(e) !== s;
const containsOnly = s => a => a.filter(occupied).map(fromBoard).join('') === s;
const chooseRandom = a => a[Math.floor(Math.random() * a.length)];
const legalPlays = () => tiles.filter(isAvailable);
const legalCorners = () => corners.filter(isAvailable);
const legalSides = () => sides.filter(isAvailable);
const opponent = s => s === 'X' ? 'O' : 'X';
const hasElements = a => a.length > 0;
const compose = (...fns) => (...x) => fns.reduce((a, b) => c => a(b(c)))(...x);
const isDef = t => t !== undefined;
const flatten = a => a.reduce((p, c) => [...p, ...c], []);
const findShared = a => [...flatten(a).reduce((p, c) =>
p.has(c) ? p.set(c, [...p.get(c), c]) : p.set(c, [c]),
new Map()).values()].filter(e => e.length > 1).map(e => e[0]);
const wrap = (f, s, p = 9) => n => {
if (isDef(n) || legalPlays().length > p) {
return n;
}
const r = f(n);
if (isDef(r)) {
console.log(`${s}: ${r}`);
}
return r;
};
const drawBoard = () => console.log(`
${[fromBoard(topLeft), fromBoard(topMid), fromBoard(topRight)].join('|')}
-+-+-
${[fromBoard(midLeft), fromBoard(center), fromBoard(midRight)].join('|')}
-+-+-
${[fromBoard(botLeft), fromBoard(botMid), fromBoard(botRight)].join('|')}
`);
const win = s => () => {
if (winningCombos.find(containsOnly(repeat(s, 3)))) {
console.log(`${s} wins!`);
reset()
} else if (hasElements(legalPlays())) {
console.log(`${opponent(s)}s turn:`);
} else {
console.log('Draw!');
reset();
}
};
const play = s => n => occupied(n) ? console.log('Illegal') : board.set(n, s);
// Available strategy steps
const attack = (s, t = 2) => () => {
const m = winningCombos.filter(containsOnly(repeat(s, t)));
if (hasElements(m)) {
return chooseRandom(chooseRandom(m).filter(notString(s)))
}
};
const fork = (s, isDefence = false) => () => {
let result;
const p = winningCombos.filter(containsOnly(s));
const forks = findShared(p).filter(isAvailable);
// On defence, when there is only one fork, play it, else choose a
// two-in-a row attack to force the opponent to not execute the fork.
if (forks.length > 1 && isDefence) {
const me = opponent(s);
const twoInRowCombos = winningCombos.filter(containsOnly(repeat(me, 1)));
const chooseFrom = twoInRowCombos.reduce((p, a) => {
const avail = a.filter(isAvailable);
avail.forEach((e, i) => {
board.set(e, me).set(i ? avail[i - 1] : avail[i + 1], opponent(me));
winningCombos.filter(containsOnly(repeat(s, 2))).length < 2
? p.push(e)
: undefined;
});
avail.forEach(e => board.set(e, ' '));
return p;
}, []);
result = hasElements(chooseFrom)
? chooseRandom(chooseFrom)
: attack(opponent(s), 1)()
}
return result || chooseRandom(forks);
};
const defend = (s, t = 2) => attack(opponent(s), t);
const defendFork = s => fork(opponent(s), true);
const chooseCenter = () => isAvailable(center) ? center : undefined;
const chooseCorner = () => chooseRandom(legalCorners());
const chooseSide = () => chooseRandom(legalSides());
const randLegal = () => chooseRandom(legalPlays());
// Implemented strategy
const playToWin = s => compose(
win(s),
drawBoard,
play(s),
wrap(randLegal, 'Chose random'),
wrap(chooseSide, 'Chose random side', 8),
wrap(chooseCorner, 'Chose random corner', 8),
wrap(chooseCenter, 'Chose center', 7),
wrap(defendFork(s), 'Defended fork'),
wrap(fork(s), 'Forked'),
wrap(defend(s), 'Defended'),
wrap(attack(s), 'Attacked')
);
// Prep players
const O = n => playToWin('O')(n);
const X = n => playToWin('X')(n);
// Begin
reset();
console.log("Let's begin...");
drawBoard();
console.log('X Begins: Enter a number from 1 - 9');
// Manage user input.
const standard_input = process.stdin;
const overLog = s => {
process.stdout.moveCursor(0, -9);
process.stdout.cursorTo(0);
process.stdout.clearScreenDown();
process.stdout.write(s);
};
standard_input.setEncoding('utf-8');
standard_input.on('data', (data) => {
if (data === '\n') {
overLog('O: ');
O();
} else {
overLog(`X: Plays ${data}`);
X(Number(data));
}
});
- Output:
Let's begin... X: Plays 1 O: Chose random corner: 7 X: Plays 5 O: Defended: 9 X: Plays 8 O: Defended: 2 X: Plays 3 O: Chose random side: 6 X: Plays 4 X|O|X -+-+- X|X|O -+-+- O|X|O Draw!
jq
Adapted from Wren
Works with jq, the C implementation of jq
Works with gojq, the Go implementation of jq
As with the Wren solution, in successive rounds, play alternates between the user (O) and the computer (X) being the first to move. When the computer is first to move, its first placement is selected at random.
As of this writing, the C and Go implementations of jq do not include a PRN generator, and so in the following the MRG32k3a module available at Category:jq/MRG32k3a.jq is used.
include "MRG32k3a" {search: "."}; # see comment above
### Generic functions
def inform(msg):
. as $in
| msg + "\n" | stderr
| $in;
def lpad($len): tostring | ($len - length) as $l | (" " * $l) + .;
# Create an m x n matrix with initial values specified by .
def matrix($m; $n):
if $m == 0 then []
else . as $init
| if $m == 1 then [range(0;$n) | $init]
elif $m > 0 then
matrix(1; $n) as $row
| [range(0; $m) | $row ]
else error("matrix\($m);\($n)) invalid")
end
end;
### Tic-Tac-Toe
# The board is represented by a matrix in which:
# 0 : blank; -1: computer; 1: user
def init:
{b: (0 | matrix(3;3)),
bestI: 0,
bestJ: 0,
prng: seed(now | tostring | sub("^.*[.]";"") | tonumber)};
# Output: 0 if undecided, null if game over, otherwise the player id
def checkWinner:
first(range(0; 3) as $i
| if .b[$i][0] != 0 and .b[$i][1] == .b[$i][0] and .b[$i][2] == .b[$i][0] then .b[$i][0]
elif .b[0][$i] != 0 and .b[1][$i] == .b[0][$i] and .b[2][$i] == .b[0][$i] then .b[0][$i]
else empty
end)
// if (.b[1][1] == 0) then 0
elif (.b[1][1] == .b[0][0] and .b[2][2] == .b[0][0]) then .b[0][0]
elif (.b[1][1] == .b[2][0] and .b[0][2] == .b[1][1]) then .b[1][1]
elif all(.b[][]; . != 0) then null
else 0
end ;
def showBoard:
["X", " ", "O"] as $t
| .b as $b
| range(0;3) as $i
| reduce range(0;3) as $j ("";
. + "\($t[$b[$i][$j] + 1]) " ), # b == -1 => "X"; b == 1 => "O"
"-----";
# Examine possible moves of the player identified by $value, avoiding embarrassment
# Set .result, .bestI, .bestJ, etc
def testMove($value; $depth):
checkWinner as $score
| if $score == null then .result = 0
elif $score != 0
then .result = (if $score == $value then 1 else -1 end)
else .best = -1
| .changed = 0
| reduce range(0;3) as $i (.;
reduce range(0;3) as $j (.;
if .b[$i][$j] == 0
then .b[$i][$j] = $value
| .changed = $value
| testMove(-$value; $depth + 1) as $test
| (-$test.result) as $score
| .b[$i][$j] = 0
| if $score > .best
then if $depth == 0
then .bestI = $i
| .bestJ = $j
end
| .best = $score
end
end ) )
| .result = if .changed != 0 then .best else 0 end
end;
# Issue prompts on stderr;
# always allow q for quit
def read($prompt; $regex):
def r:
($prompt | stderr | empty),
(try ((input
| if . == "q" then halt
else select(test($regex))
end) // r)
catch if . == "break" then halt else r end );
r;
# Input: irrelevant
# $user should be boolean; specify `true` if the user plays first
def game($user):
"Board positions are numbered so:\n1 2 3\n4 5 6\n7 8 9",
"You have O, I have X.\n",
(init + {$user}
| label $out
| foreach range(0;9) as $k (.;
if .user
then .move = null
| until(.move;
(read("Your move: "; "^ *[1-9]") | tonumber - 1) as $move
| ($move/3|floor) as $i
| ($move % 3) as $j
| if .b[$i][$j] == 0
then .b[$i][$j] = 1
| .move = $move
end )
end
| if (.user|not)
then # in the interests of entertainment, randomize if computer opens
if $k == 0
then .prng |= nextFloat
| .bestI = (.prng.nextFloat * 100 | trunc) % 3
| .prng |= nextFloat
| .bestJ = (.prng.nextFloat * 100 | trunc) % 3
else testMove(-1; 0)
end
| .b[.bestI][.bestJ] = -1
| inform("My move: \(.bestI * 3 + .bestJ + 1)")
end
| .user |= not
;
# Output:
showBoard,
(checkWinner
| if . == 0 then empty
else (if . == 1 then "You win"
elif . == -1 then "I win"
else "A draw.\n\n"
end),
break $out
end ) )) ;
# Alternate players
def controller:
def c($user):
game($user),
(read("Play again? [yn]: "; "^[yYnN]") as $in
| if $in|.[0:1]|ascii_downcase == "n" then halt
else c($user|not)
end);
c(true);
controller
- Output:
Invocation: jq -nRrf tic-tac-toe.jq
Board positions are numbered so: 1 2 3 4 5 6 7 8 9 You have O, I have X. Your move: 5 ----- O ----- ----- My move: 1 X ----- O ----- ----- Your move: ... etc ...
Julia
One move look-ahead algorithm. Computer plays to win or at least draw.
const winningpositions = [[1, 2, 3], [4, 5, 6], [7, 8, 9], [1, 4, 7],
[2, 5, 8], [3, 6, 9],[1, 5, 9], [7, 5, 3]]
function haswon(brd, xoro)
marked = findall(x -> x == xoro, brd)
for pos in winningpositions
if length(pos) <= length(marked) && pos == sort(marked)[1:3]
return true
end
end
false
end
function readcharwithprompt(prompt, expected)
ret = '*'
while !(ret in expected)
print("\n", prompt, " -> ")
ret = lowercase(chomp(readline()))[1]
end
ret
end
availablemoves(brd) = findall(x -> x == ' ', brd)
cornersopen(brd) = [x for x in [1, 3, 7, 9] if brd[x] == ' ']
int2char(x) = Char(x + UInt8('0'))
char2int(x) = UInt8(x) - UInt8('0')
getyn(query) = readcharwithprompt(query, ['y', 'n'])
gettheirmove(brd) = char2int(readcharwithprompt("Your move(1-9)", int2char.(availablemoves(brd))))
function findwin(brd, xoro)
tmpbrd = deepcopy(brd)
for mv in availablemoves(tmpbrd)
tmpbrd[mv] = xoro
if haswon(tmpbrd, xoro)
return mv
end
tmpbrd[mv] = ' '
end
return nothing
end
function choosemove(brd, mychar, theirchar)
if all(x -> x == ' ', brd)
brd[rand(cornersopen(brd))] = mychar # corner trap if starting game
elseif availablemoves(brd) == [] # no more moves
println("Game is over. It was a draw.")
exit(0)
elseif (x = findwin(brd, mychar)) != nothing || (x = findwin(brd, theirchar)) != nothing
brd[x] = mychar # win if possible, block their win otherwise if their win is possible
elseif brd[5] == ' '
brd[5] = mychar # take center if open and not doing corner trap
elseif (corners = cornersopen(brd)) != []
brd[rand(corners)] = mychar # choose a corner over a side middle move
else
brd[rand(availablemoves(brd))] = mychar # random otherwise
end
end
function display(brd)
println("+-----------+")
println("| ", brd[1], " | ", brd[2], " | ", brd[3], " |")
println("| ", brd[4], " | ", brd[5], " | ", brd[6], " |")
println("| ", brd[7], " | ", brd[8], " | ", brd[9], " |")
println("+-----------+")
end
function tictactoe()
board = fill(' ', 9)
println("Board move grid:\n 1 2 3\n 4 5 6\n 7 8 9")
yn = getyn("Would you like to move first (y/n)?")
if yn == 'y'
mychar = 'O'
theirchar = 'X'
board[gettheirmove(board)] = theirchar
else
mychar = 'X'
theirchar = 'O'
end
while true
choosemove(board, mychar, theirchar)
println("Computer has moved.")
display(board)
if haswon(board, mychar)
println("Game over. Computer wins!")
exit(0)
elseif availablemoves(board) == []
break
end
board[gettheirmove(board)] = theirchar
println("Player has moved.")
display(board)
if haswon(board, theirchar)
println("Game over. Player wins!")
exit(0)
elseif availablemoves(board) == []
break
end
end
println("Game over. It was a draw.")
end
tictactoe()
- Output:
Board move grid: 1 2 3 4 5 6 7 8 9 Would you like to move first (y/n)? -> y Your move(1-9) -> 5 Computer has moved. +-----------+ | | | | | | X | | | O | | | +-----------+ Your move(1-9) -> 1 Player has moved. +-----------+ | X | | | | | X | | | O | | | +-----------+ Computer has moved. +-----------+ | X | | | | | X | | | O | | O | +-----------+ Your move(1-9) -> 3 Player has moved. +-----------+ | X | | X | | | X | | | O | | O | +-----------+ Computer has moved. +-----------+ | X | | X | | | X | | | O | O | O | +-----------+ Game over. Computer wins!
Koka
Effectful Version
import std/os/readline
fun member(x: a, xs: list<a>, compare: (a, a) -> bool) : bool
match xs
Nil -> False
Cons(y, ys) -> x.compare(y) || member(x, ys,compare)
fun member(xs: list<a>, x: a, compare: (a, a) -> bool) : bool
x.member(xs, compare)
struct coord
x: int
y: int
fun show(c: coord) : string {
"(" ++ c.x.show() ++ ", " ++ c.y.show() ++ ")"
}
fun (==)(c1: coord, c2: coord) : bool
c1.x == c2.x && c1.y == c2.y
effect ctl eject(): a
fun parse(str : string, moves : list<coord>) : <console, exn|_e>coord
match str.list()
Cons('0', Cons(' ', Cons('0', Nil))) -> Coord(0,0)
Cons('0', Cons(' ', Cons('1', Nil))) -> Coord(0,1)
Cons('0', Cons(' ', Cons('2', Nil))) -> Coord(0,2)
Cons('1', Cons(' ', Cons('0', Nil))) -> Coord(1,0)
Cons('1', Cons(' ', Cons('1', Nil))) -> Coord(1,1)
Cons('1', Cons(' ', Cons('2', Nil))) -> Coord(1,2)
Cons('2', Cons(' ', Cons('0', Nil))) -> Coord(2,0)
Cons('2', Cons(' ', Cons('1', Nil))) -> Coord(2,1)
Cons('2', Cons(' ', Cons('2', Nil))) -> Coord(2,2)
Cons('0', Cons(',', Cons('0', Nil))) -> Coord(0,0)
Cons('0', Cons(',', Cons('1', Nil))) -> Coord(0,1)
Cons('0', Cons(',', Cons('2', Nil))) -> Coord(0,2)
Cons('1', Cons(',', Cons('0', Nil))) -> Coord(1,0)
Cons('1', Cons(',', Cons('1', Nil))) -> Coord(1,1)
Cons('1', Cons(',', Cons('2', Nil))) -> Coord(1,2)
Cons('2', Cons(',', Cons('0', Nil))) -> Coord(2,0)
Cons('2', Cons(',', Cons('1', Nil))) -> Coord(2,1)
Cons('2', Cons(',', Cons('2', Nil))) -> Coord(2,2)
Cons('q', Nil) -> eject()
_ ->
println("Invalid move, please try again")
gen_move(moves)
fun gen_move(moves : list<coord>) : <console, exn|_e> coord
val move : coord = parse(readline(), moves)
if moves.any() fn (c : coord) { c == move } then {
println("Invalid move, please try again")
gen_move(moves)
} else {
move
}
fun create-board() : list<list<char>> {
[['.','.','.'],['.','.','.'],['.','.','.']]
}
fun show(grid: list<list<char>>) : string
var line := 0
grid.foldl(" 0 1 2\n") fn(acc, row: list<char>)
val out = row.foldl(acc ++ line.show() ++ " ") fn(acc, col: char)
acc ++ col.string() ++ " "
++ "\n"
line := line + 1
out
fun get_board_position(board : list<list<char>>, coord : coord) : maybe<char> {
match board[coord.y] {
Nothing -> Nothing
Just(row) -> row[coord.x]
}
}
fun mark_board(board: list<list<char>>,coord: coord, mark: char): maybe<list<list<char>>>
val new_row: maybe<list<char>> = match board[coord.y]
Nothing -> Nothing
Just(row) -> Just(row.take(coord.x) ++ mark.Cons(row.drop(coord.x + 1)))
match new_row
Nothing -> Nothing
Just(row) -> Just(board.take(coord.y) ++ row.Cons(board.drop(coord.y + 1)))
effect ctl not_full() : ()
fun check_full(board: list<list<char>>) : bool
fun helper()
var full := True
board.foreach() fn(row)
if '.'.member(row) fn (a, b) a == b then {
not_full()
}
full
with ctl not_full() False
helper()
fun check_win(board: list<list<char>>, mark: char) : <div, exn|_e>bool
var win := False
var i := 0
while {i < 3} {
if board.get_board_position(Coord(i,0)).unwrap() == mark && board.get_board_position(Coord(i,1)).unwrap() == mark && board.get_board_position(Coord(i,2)).unwrap() == mark then {
win := True
}
if board.get_board_position(Coord(0,i)).unwrap() == mark && board.get_board_position(Coord(1,i)).unwrap() == mark && board.get_board_position(Coord(2,i)).unwrap() == mark then {
win := True
}
i := i + 1
}
if board.get_board_position(Coord(0,0)).unwrap() == mark && board.get_board_position(Coord(1,1)).unwrap() == mark && board.get_board_position(Coord(2,2)).unwrap() == mark then {
win := True
}
if board.get_board_position(Coord(0,2)).unwrap() == mark && board.get_board_position(Coord(1,1)).unwrap() == mark && board.get_board_position(Coord(2,0)).unwrap() == mark then {
win := True
}
win
fun human_logic(board: list<list<char>>, moves: list<coord>, mark: char, other_mark: char) : <console,div,exn|_e> coord
gen_move(moves)
fun ai_logic(board: list<list<char>>, moves: list<coord>, mark: char, other_mark: char)
board.gen_ai_move(moves,mark, other_mark)
struct move
move : coord
score: int
fun (==)(m1 : move, m2 : move) : bool {
m1.move == m2.move && m1.score == m2.score
}
fun eval_board(board : list<list<char>>, mark: char, other-mark : char) {
if board.check_win(mark) then {
10
}
elif board.check_win(other-mark) then {
-10
}
else {
0
}
}
fun maximum-move(a : move, b : move) : move {
if a.score > b.score then {
a
}
else {
b
}
}
fun gen_ai_move(board : list<list<char>>, moves : list<coord>, mark : char, other-mark : char) {
val best_move : move = Move(Coord(-1,-1), -1000)
[0,1,2].foldl(best_move) fn (bstMove : move, i : int) {
[0,1,2].foldl(bstMove) fn (bstMve : move, j : int) {
if Coord(i,j).member(moves) fn (a,b) {a == b} then {
bstMve
}
else {
val new_board : list<list<char>> = board.mark_board(Coord(i,j), mark).unwrap()
val new-max = maximum-move(bstMve, Move(Coord(i,j), new_board.minimax(moves ++ [Coord(i,j)], 0, False, mark, other-mark)))
new-max
}
}
}.move
}
fun unwrap(x: maybe<a>): <exn> a
match x
Just(a) -> a
Nothing -> throw("value was Nothing")
// A basic implementation of Minimax
// This uses brace style to show that it is possible
fun minimax(board : list<list<char>>, moves: list<coord>, depth : int, isMaximizingPlayer : bool, mark : char, other-mark : char) : <div,exn|_e> int {
val score : int = board.eval_board(mark, other-mark)
if score == 10 then {
score
}
elif score == -10 then {
score
}
elif board.check_full() then {
0
}
else {
if isMaximizingPlayer then {
val bestVal: int = -1000
[0,1,2].foldl(bestVal) fn (bstVal : int, i : int) {
[0,1,2].foldl(bstVal) fn (bstVl : int, j : int) {
if Coord(i,j).member(moves) fn(a, b) {a == b} then {
bstVl
}
else {
val new_board : list<list<char>> = board.mark_board(Coord(i,j), mark).unwrap()
val value : int = new_board.minimax(moves ++ [Coord(i,j)], depth + 1, !isMaximizingPlayer, mark, other-mark)
max(bstVl, value)
}
}
}
}
else {
val bestVal: int = 1000
[0,1,2].foldl(bestVal) fn (bstVal : int, i : int) {
[0,1,2].foldl(bstVal) fn (bstVl : int, j : int) {
if Coord(i,j).member(moves) fn(a,b) {a == b} then {
bstVl
}
else {
val new_board : list<list<char>> = board.mark_board(Coord(i,j), other-mark).unwrap()
val value : int = new_board.minimax(moves ++ [Coord(i,j)], depth + 1, !isMaximizingPlayer, mark, other-mark)
min(bstVl, value)
}
}
}
}
}
}
// The main business logic of the entire game
// This function checks if there is a draw or a win
fun play_game()
val board = get_board()
if board.check_full() then
println("Draw!")
println("Final board:")
board.show().println
else
"Next Turn:".println
board.show().println
val current_mark = get_current_mark()
val other_mark = get_other_mark()
play_turn(current_mark, other_mark)
val new_board = get_board()
if new_board.check_win(current_mark) then
println("Player " ++ current_mark.show() ++ " wins!")
println("Final board:")
new_board.show().println
else
flip()
play_game()
effect human_turn
fun play_human_turn(pair: (list<list<char>>, list<coord>), marks: (char, char)) : coord
effect ai_turn
fun play_ai_turn(pair: (list<list<char>>, list<coord>), marks: (char, char)) : coord
effect player1
fun player1_turn(pair: (list<list<char>>, list<coord>), marks: (char, char)) : coord
fun get_player1_mark() : char
effect player2
fun player2_turn(pair: (list<list<char>>, list<coord>), marks: (char, char)) : coord
fun get_player2_mark() : char
effect turn
// Changes the current player to a different one
fun flip() : ()
// Calls the appropriate code for the current player
fun play_turn(mark: char, other_mark: char) : ()
// Gets the symbol of the active player
fun get_current_mark(): char
// Gets the symbol of the inactive player
fun get_other_mark(): char
// This allows us to access the board
fun get_board() : list<list<char>>
// This allows us to access the moves that have been made
fun get_moves(): list<coord>
type player
Human
AI
type players
One
Two
// This function encapsulates the state of the entire game
// Think of it as calling a method on an object but with pure functions
fun initialize_and_start_game(game_type: int)
var current_player := One
var current_board := create-board()
var all_moves := []
var player1 := Human
var player2 := AI
match game_type
1 -> {
player1 := Human
player2 := Human
}
2 -> {
player1 := Human
player2 := AI
}
3 -> {
player1 := AI
player2 := AI
}
_ -> throw("invalid game type")
with handler
ctl eject()
println("Have a nice day.")
with fun play_human_turn(pair: (list<list<char>>, list<coord>), marks: (char, char))
human_logic(pair.fst,pair.snd,marks.fst,marks.snd)
with fun play_ai_turn(pair: (list<list<char>>, list<coord>), marks: (char, char))
ai_logic(pair.fst,pair.snd,marks.fst,marks.snd)
with handler
fun player1_turn(pair: (list<list<char>>, list<coord>), marks: (char, char))
match player1
Human -> play_human_turn(pair, marks)
AI -> play_ai_turn(pair, marks)
fun get_player1_mark()
'X'
with handler
fun player2_turn(pair: (list<list<char>>, list<coord>), marks: (char, char))
match player2
Human -> play_human_turn(pair, marks)
AI -> play_ai_turn(pair, marks)
fun get_player2_mark()
'O'
with handler
return(x) ()
fun flip()
match current_player
One -> current_player := Two
Two -> current_player := One
fun play_turn(mark: char, other_mark: char)
match current_player
One -> {
val coord = player1_turn((current_board, all_moves), (mark, other_mark))
current_board := mark_board(current_board,coord,get_player1_mark()).unwrap
all_moves := Cons(coord, all_moves)
()
}
Two -> {
val coord = player2_turn((current_board, all_moves), (mark, other_mark))
current_board := mark_board(current_board,coord,get_player2_mark()).unwrap
all_moves := Cons(coord, all_moves)
()
}
fun get_current_mark() match current_player
One -> get_player1_mark()
Two -> get_player2_mark()
fun get_other_mark() match current_player
Two -> get_player1_mark()
One -> get_player2_mark()
fun get_board() current_board
fun get_moves() all_moves
play_game()
fun prompt_game_type()
match readline().list()
Cons('1', Nil) -> 1
Cons('2', Nil) -> 2
Cons('3', Nil) -> 3
_ ->
println("Invalid game mode, please try again")
prompt_game_type()
fun main ()
println("Welcome to Tic Tac Toe!")
println("Please select a game mode:")
println("1. Two player")
println("2. One player")
println("3. Zero player")
println("Enter the number of the game mode you want to play")
val game_type = prompt_game_type()
"Enter your input as 'x y' or 'x,y' when selecting a spot".println
initialize_and_start_game(game_type)
Kotlin
// version 1.1.51
import java.util.Random
val r = Random()
val b = Array(3) { IntArray(3) } // board -> 0: blank; -1: computer; 1: human
var bestI = 0
var bestJ = 0
fun checkWinner(): Int {
for (i in 0..2) {
if (b[i][0] != 0 && b[i][1] == b[i][0] && b[i][2] == b[i][0]) return b[i][0]
if (b[0][i] != 0 && b[1][i] == b[0][i] && b[2][i] == b[0][i]) return b[0][i]
}
if (b[1][1] == 0) 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
}
fun showBoard() {
val t = "X O"
for (i in 0..2) {
for (j in 0..2) print("${t[b[i][j] + 1]} ")
println()
}
println("-----")
}
fun testMove(value: Int, depth: Int): Int {
var best = -1
var changed = 0
var score = checkWinner()
if (score != 0) return if (score == value) 1 else -1
for (i in 0..2) {
for (j in 0..2) {
if (b[i][j] != 0) continue
b[i][j] = value
changed = value
score = -testMove(-value, depth + 1)
b[i][j] = 0
if (score <= best) continue
if (depth == 0) {
bestI = i
bestJ = j
}
best = score
}
}
return if (changed != 0) best else 0
}
fun game(user: Boolean): String {
var u = user
for (i in 0..2) b[i].fill(0)
print("Board postions are numbered so:\n1 2 3\n4 5 6\n7 8 9\n")
print("You have O, I have X.\n\n")
for (k in 0..8) {
while (u) {
var move: Int?
do {
print("Your move: ")
move = readLine()!!.toIntOrNull()
}
while (move != null && move !in 1..9)
move = move!! - 1
val i = move / 3
val j = move % 3
if (b[i][j] != 0) continue
b[i][j] = 1
break
}
if (!u) {
if (k == 0) { // randomize if computer opens, less boring
bestI = r.nextInt(Int.MAX_VALUE) % 3
bestJ = r.nextInt(Int.MAX_VALUE) % 3
}
else testMove(-1, 0)
b[bestI][bestJ] = -1
val myMove = bestI * 3 + bestJ + 1
println("My move: $myMove")
}
showBoard()
val win = checkWinner()
if (win != 0) return (if (win == 1) "You win" else "I win") + ".\n\n"
u = !u
}
return "A draw.\n\n"
}
fun main(args: Array<String>) {
var user = false
while (true) {
user = !user
print(game(user))
var yn: String
do {
print("Play again y/n: ")
yn = readLine()!!.toLowerCase()
}
while (yn != "y" && yn != "n")
if (yn != "y") return
println()
}
}
Sample game:
Board postions are numbered so: 1 2 3 4 5 6 7 8 9 You have O, I have X. Your move: 2 O ----- My move: 1 X O ----- Your move: 8 X O O ----- My move: 5 X O X O ----- Your move: 9 X O X O O ----- My move: 7 X O X X O O ----- Your move: 3 X O O X X O O ----- My move: 4 X O O X X X O O ----- I win. Play again y/n: n
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
[
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'
$winrecord->insert('tie')
#clear = true
}
]
<form action="?" method="post">
<table>
<tr>
[loop(3) => {^]<td><button name="p[loop_count]" value="[$turn]"[
$matrix->get(loop_count) != '-' || #winner != 'noone' ? ' disabled="disabled"'
]>[$matrix->get(loop_count) != '-' ? $matrix->get(loop_count) | ' ']</button></td>[^}]
</tr>
<tr>
[loop(-from=4,-to=6) => {^]<td><button name="p[loop_count]" value="[$turn]"[
$matrix->get(loop_count) != '-' || #winner != 'noone' ? ' disabled="disabled"'
]>[$matrix->get(loop_count) != '-' ? $matrix->get(loop_count) | ' ']</button></td>[^}]
</tr>
<tr>
[loop(-from=7,-to=9) => {^]<td><button name="p[loop_count]" value="[$turn]"[
$matrix->get(loop_count) != '-' || #winner != 'noone' ? ' disabled="disabled"'
]>[$matrix->get(loop_count) != '-' ? $matrix->get(loop_count) | ' ']</button></td>[^}]
</tr>
</table>
</form>
[if(#istie && #winner == 'tie')]
<p><b>It's a tie!</b></p>
[else(#winner != 'noone')]
<p>[#winner->uppercase&] won! Congratulations.</p>
[else]<math>Insert formula here</math>
<p>It is now [$turn]'s turn!</p>
[/if]
<p><a href="?reset">Reset</a></p>
[if($winrecord->size)]<p>Win record: [$winrecord->join(', ')]</p>[/if]
[if(#clear == true) => {
$matrix = array('-','-','-','-','-','-','-','-','-')
$turn = 'x'
}]
Lingo
The standard way to create GUI apps in Lingo is to use the authoring tool "Director" as GUI builder. The code below instead uses a simple framework (stored in global "$") that eases programmatic GUI creation.
Screenshot of application window: http://valentin.dasdeck.com/lingo/tic-tac-toe/tic-tac-toe-lingo.png
"Human" cannot win this game.
global $ -- object representing simple framework
global gBoard -- current board image
global gBoardTemplate -- empty board image
global gHumanChip -- cross image
global gComputerChip -- circle image
global gM -- 3x3 matrix storing game state: 0=free cell, 1=human cell, -1=computer cell
global gStep -- index of current move (1..9)
global gGameOverFlag -- TRUE if current game is over
----------------------------------------
-- Entry point
----------------------------------------
on startMovie
-- libs
$.import("sprite")
-- window properties
_movie.stage.title = "Tic-Tac-Toe"
_movie.stage.rect = rect(0, 0, 224, 310)
_movie.centerStage = TRUE
-- load images from filesystem
m = new(#bitmap)
m.importFileInto($.@("resources/cross.bmp"), [#trimWhiteSpace:FALSE])
gHumanChip = m.image
m = new(#bitmap)
m.importFileInto($.@("resources/circle.bmp"), [#trimWhiteSpace:FALSE])
gComputerChip = m.image
-- create GUI
m = new(#bitmap)
m.importFileInto($.@("resources/board.bmp"))
m.regpoint = point(0, 0)
s = $.sprite.make(m, [#loc:point(20, 20)], TRUE)
s.addListener(#mouseDown, _movie, #humanMove)
gBoard = m.image
gBoardTemplate = gBoard.duplicate()
m = $.sprite.newMember(#button, [#text:"New Game (Human starts)", #fontstyle:"bold", #rect:rect(0, 0, 180, 0)])
s = $.sprite.make(m, [#loc:point(20, 220)], TRUE)
s.addListener(#mouseDown, _movie, #newGame, 1)
m = $.sprite.newMember(#button, [#text:"New Game (Computer starts)", #fontstyle:"bold", #rect:rect(0, 0, 180, 0)])
s = $.sprite.make(m, [#loc:point(20, 250)], TRUE)
s.addListener(#mouseDown, _movie, #newGame, -1)
m = $.sprite.newMember(#field, [#name:"feedback", #editable:FALSE, #fontstyle:"bold", #alignment:"center",\
#border:0, #color:rgb(255, 0, 0), #rect:rect(0, 0, 180, 0)])
s = $.sprite.make(m, [#loc:point(20, 280)], TRUE)
newGame(1)
-- show the application window
_movie.updateStage()
_movie.stage.visible = TRUE
end
----------------------------------------
-- Starts a new game
----------------------------------------
on newGame (whoStarts)
-- reset board
gBoard.copyPixels(gBoardTemplate, gBoardTemplate.rect, gBoardTemplate.rect)
-- clear feedback
member("feedback").text = ""
-- reset states
gM = [[0, 0, 0], [0, 0, 0], [0, 0, 0]]
gStep = 0
gGameOverFlag = FALSE
if whoStarts=-1 then computerMove()
end
----------------------------------------
-- Handles a human move (mouse click)
----------------------------------------
on humanMove ()
if gGameOverFlag then return
-- find cell for mouse position
p = _mouse.clickLoc - sprite(1).loc
if p.locH mod 60<4 or p.locV mod 60<4 then return
p = p / 60
x = p[1] + 1
y = p[2] + 1
if gM[x][y] then return -- ignore illegal moves
gM[x][y] = 1
-- update cell image
p = p * 60
gBoard.copyPixels(gHumanChip, gHumanChip.rect.offset(4+p[1], 4+p[2]), gHumanChip.rect)
-- proceed (unless game over)
gStep = gStep + 1
if not checkHumanMove(x, y) then computerMove()
end
----------------------------------------
-- Checks if human has won or game ended with draw
----------------------------------------
on checkHumanMove (x, y)
if sum([gM[x][1], gM[x][2], gM[x][3]])=3 then return gameOver(1, [[x, 1], [x, 2], [x, 3]])
if sum([gM[1][y], gM[2][y], gM[3][y]])=3 then return gameOver(1, [[1, y], [2, y], [3, y]])
if x=y and sum([gM[1][1], gM[2][2], gM[3][3]])=3 then return gameOver(1, [[1, 1], [2, 2], [3, 3]])
if x+y=4 and sum([gM[1][3], gM[2][2], gM[3][1]])=3 then return gameOver(1, [[1, 3], [2, 2], [3, 1]])
if gStep=9 then return gameOver(0)
return FALSE
end
----------------------------------------
-- Checks if selecting specified empty cell makes computer or human win
----------------------------------------
on checkCellWins (x, y, who)
wins = who*2
if sum([gM[1][y], gM[2][y], gM[3][y]]) = wins then return [[1, y], [2, y], [3, y]]
if sum([gM[x][1], gM[x][2], gM[x][3]]) = wins then return [[x, 1], [x, 2], [x, 3]]
if x=y and sum([gM[1][1], gM[2][2], gM[3][3]]) = wins then return [[1, 1], [2, 2], [3, 3]]
if x+y=4 and sum([gM[1][3], gM[2][2], gM[3][1]]) = wins then return [[1, 3], [2, 2], [3, 1]]
return FALSE
end
----------------------------------------
-- Handles game over
----------------------------------------
on gameOver (winner, cells)
gGameOverFlag = TRUE
if winner = 0 then
member("feedback").text = "It's a draw!"
else
-- hilite winning line with yellow
img = image(56, 56, 32)
img.fill(img.rect, rgb(255, 255, 0))
repeat with c in cells
x = (c[1]-1)*60 + 4
y = (c[2]-1)*60 + 4
gBoard.copyPixels(img, img.rect.offset(x, y), img.rect, [#ink:#darkest])
end repeat
member("feedback").text = ["Human", "Computer"][1+(winner=-1)] & " has won!"
end if
return TRUE
end
----------------------------------------
-- Calculates next computer move
----------------------------------------
on computerMove ()
gStep = gStep + 1
-- move 1: select center
if gStep=1 then return doComputerMove(2, 2)
-- move 2 (human started)
if gStep=2 then
if gM[2][2]=1 then
-- if center, select arbitrary corner
return doComputerMove(1, 1)
else
-- otherwise select center
return doComputerMove(2, 2)
end if
end if
-- move 3 (computer started)
if gStep=3 then
-- if corner, select diagonally opposite corner
if gM[1][1]=1 then return doComputerMove(3, 3)
if gM[3][3]=1 then return doComputerMove(1, 1)
if gM[1][3]=1 then return doComputerMove(3, 1)
return doComputerMove(1, 1) -- top left corner as default
end if
-- get free cells
free = []
repeat with x = 1 to 3
repeat with y = 1 to 3
if gM[x][y]=0 then free.add([x, y])
end repeat
end repeat
-- check if computer can win now
repeat with c in free
res = checkCellWins(c[1], c[2], -1)
if res<>FALSE then
doComputerMove(c[1], c[2])
return gameOver(-1, res)
end if
end repeat
-- check if human could win with next move (if yes, prevent it)
repeat with c in free
res = checkCellWins(c[1], c[2], 1)
if res<>FALSE then return doComputerMove(c[1], c[2], TRUE)
end repeat
-- move 4 (human started): prevent "double mills"
if gStep=4 then
if gM[2][2]=1 and (gM[1][1]=1 or gM[3][3]=1) then return doComputerMove(3, 1)
if gM[2][2]=1 and (gM[1][3]=1 or gM[3][1]=1) then return doComputerMove(1, 1)
if gM[2][3]+gM[3][2]=2 then return doComputerMove(3, 3)
if gM[1][2]+gM[2][3]=2 then return doComputerMove(1, 3)
if gM[1][2]+gM[2][1]=2 then return doComputerMove(1, 1)
if gM[2][1]+gM[3][2]=2 then return doComputerMove(3, 1)
if (gM[1][3]+gM[3][1]=2) or (gM[1][1]+gM[3][3]=2) then return doComputerMove(2, 1)
end if
-- move 5 (computer started): try to create a "double mill"
if gStep=5 then
repeat with x = 1 to 3
col = [gM[x][1], gM[x][2], gM[x][3]]
if not (sum(col)=-1 and max(col)=0) then next repeat
repeat with y = 1 to 3
row = [gM[1][y], gM[2][y], gM[3][y]]
if not (sum(row)=-1 and max(row)=0 and gM[x][y]=0) then next repeat
return doComputerMove(x, y)
end repeat
end repeat
end if
-- otherwise use first free cell
c = free[1]
doComputerMove(c[1], c[2])
end
----------------------------------------
-- Updates state matrix and cell image
----------------------------------------
on doComputerMove (x, y, checkDraw)
gM[x][y] = -1
gBoard.copyPixels(gComputerChip, gComputerChip.rect.offset(4+(x-1)*60, 4+(y-1)*60), gComputerChip.rect)
if checkDraw and gStep=9 then gameOver(0)
end
----------------------------------------
--
----------------------------------------
on sum (aLine)
return aLine[1]+aLine[2]+aLine[3]
end
Lua
Version for LuaJIT with or without ffi, negamax algorithm with alpha-beta pruning and caching of results. Human can't win.
#!/usr/bin/env luajit
ffi=require"ffi"
local function printf(fmt,...) io.write(string.format(fmt, ...)) end
local board="123456789" -- board
local pval={1, -1} -- player 1=1 2=-1 for negamax
local pnum={} for k,v in ipairs(pval) do pnum[v]=k end
local symbol={'X','O'} -- default symbols X and O
local isymbol={} for k,v in pairs(symbol) do isymbol[v]=pval[k] end
math.randomseed(os.time()^5*os.clock()) -- time-seed the random gen
local random=math.random
-- usage of ffi variables give 20% speed
ffi.cdef[[
typedef struct{
char value;
char flag;
int depth;
}cData;
]]
-- draw the "board" in the way the numpad is organized
local function draw(board)
for i=7,1,-3 do
print(board:sub(i,i+2))
end
end
-- pattern for win situations
local check={"(.)...%1...%1","..(.).%1.%1..",
"(.)%1%1......","...(.)%1%1...","......(.)%1%1",
"(.)..%1..%1..",".(.)..%1..%1.","..(.)..%1..%1",
}
-- calculate a win situation for which player or draw
local function win(b)
local sub
for i=1,#check do
sub=b:match(check[i])
if sub then break end
end
sub=isymbol[sub]
return sub or 0
end
-- input only validate moves of not yet filled positions
local function input(b,player)
char=symbol[pnum[player]]
local inp
repeat
printf("Player %d (\"%s\") move: ",pnum[player],char)
inp=tonumber(io.read()) or 0
until inp>=1 and inp<=9 and b:find(inp)
b=b:gsub(inp,char)
return b,inp
end
-- ask how many human or AI players
local function playerselect()
local ai={}
local yn
for i=1,2 do
repeat
printf("Player %d human (Y/n)? ", i) yn=io.read():lower()
until yn:match("[yn]") or yn==''
if yn=='n' then
ai[pval[i]]=true
printf("Player %d is AI\n", i)
else
printf("Player %d is human\n", i)
end
end
return ai
end
local function endgame()
repeat
printf("\nEnd game? (y/n)? ", i) yn=io.read():lower()
until yn:match("[yn]")
if yn=='n' then
return false
else
printf("\nGOOD BYE PROFESSOR FALKEN.\n\nA STRANGE GAME.\nTHE ONLY WINNING MOVE IS\nNOT TO PLAY.\n\nHOW ABOUT A NICE GAME OF CHESS?\n")
return true
end
end
-- AI Routine
local function shuffle(t)
for i=#t,1,-1 do
local rnd=random(i)
t[i], t[rnd] = t[rnd], t[i]
end
return t
end
-- move generator
local function genmove(node, color)
return coroutine.wrap(function()
local moves={}
for m in node:gmatch("%d") do
moves[#moves+1]=m
end
shuffle(moves) -- to make it more interesting
for _,m in ipairs(moves) do
local child=node:gsub(m,symbol[pnum[color]])
coroutine.yield(child, m)
end
end)
end
--[[
Negamax with alpha-beta pruning and table caching
]]
local cache={}
local best, aimove, tDepth
local LOWERB,EXACT,UPPERB=-1,0,1 -- has somebody an idea how to make them real constants?
local function negamax(node, depth, color, α, β)
color=color or 1
α=α or -math.huge
β=β or math.huge
-- check for cached node
local αOrg=α
local cData=cache[node]
if cData and cData.depth>=depth and depth~=tDepth then
if cData.flag==EXACT then
return cData.value
elseif cData.flag==LOWERB then
α=math.max(α,cData.value)
elseif cData.flag==UPPERB then
β=math.min(β,cData.value)
end
if α>=β then
return cData.value
end
end
local winner=win(node)
if depth==0 or winner~=0 then
return winner*color
end
local value=-math.huge
for child,move in genmove(node, color) do
value=math.max(value, -negamax(child, depth-1, -color, -β, -α))
if value>α then
α=value
if depth==tDepth then
best=child
aimove=move
end
end
if α>=β then break end
end
-- cache known data
--cData={} -- if you want Lua tables instead of ffi you can switch the two lines here, costs 20% speed
cData=ffi.new("cData")
cData.value=value
if value<=αOrg then
cData.flag=UPPERB
elseif value>=β then
cData.flag=LOWERB
else
cData.flag=EXACT
end
cData.depth=depth
cache[node]=cData
return α
end
-- MAIN
do
local winner,value
local score={[-1]=0, [0]=0, [1]=0}
repeat
print("\n TIC-TAC-TOE\n")
local aiplayer=playerselect()
local player=1
board="123456789"
for i=1,#board do
draw(board)
tDepth=10-i
if aiplayer[player] then
negamax(board, tDepth, player, -math.huge, math.huge)
board=best
printf("AI %d moves %s\n", pnum[player], aimove)
else
board=input(board,player)
end
winner=win(board)
if winner~=0 then break end
player=-player
end
score[winner]=score[winner]+1
if winner and winner~=0 then
printf("*** Player %d (%s) has won\n", pnum[winner], symbol[pnum[winner]])
else
printf("*** No winner\n")
end
printf("Score Player 1: %d Player 2: %d Draw: %d\n",score[1],score[-1],score[0])
draw(board)
until endgame()
end
- Output:
> time echo "n\nn\ny\n"| ./tictactoe.lua ⏎ TIC-TAC-TOE Player 1 human (Y/n)? Player 1 is AI Player 2 human (Y/n)? Player 2 is AI 789 456 123 AI 1 moves 1 789 456 X23 AI 2 moves 5 789 4O6 X23 AI 1 moves 9 78X 4O6 X23 AI 2 moves 2 78X 4O6 XO3 AI 1 moves 8 7XX 4O6 XO3 AI 2 moves 7 OXX 4O6 XO3 AI 1 moves 3 OXX 4O6 XOX AI 2 moves 6 OXX 4OO XOX AI 1 moves 4 *** No winner Score Player 1: 0 Player 2: 0 Draw: 1 OXX XOO XOX End game? (y/n)? GOOD BYE PROFESSOR FALKEN. A STRANGE GAME. THE ONLY WINNING MOVE IS NOT TO PLAY. HOW ABOUT A NICE GAME OF CHESS? echo "n\nn\ny\n" 0,00s user 0,00s system 69% cpu 0,002 total ./tictactoe.lua 0,03s user 0,00s system 98% cpu 0,035 total
M2000 Interpreter
Computer May loose;
Module Tic.Tac.Toe {
Dim Board$(1 to 3, 1 to 3)=" "
WinGame=False
p=Board$()
RandomPosition=lambda -> {
=(random(1,3), random(1,3))
}
BoardItemEmpty=Lambda p (x, y) -> {
=Array$(p, x, y)=" "
}
BoardSetItem=Lambda p (x, y, w$) -> {
link p to a$()
a$(x, y)=w$
}
T=9
R=0
C=0
Repeat {
Print "Computer Move:"
CompMove()
T--
DrawBoard()
CheckWin()
if WinGame Then Print "Computer Win": Exit
if T=0 then exit
Repeat {
GetRowCol("Input Row", &R)
GetRowCol("Input Column", &C)
If BoardItemEmpty(R,C) then call boardsetitem(R,C,"O") : exit
} Always
T--
DrawBoard()
CheckWin()
if WinGame Then Print "You Win": Exit
} until T=0 or WinGame
Sub DrawBoard()
Print "R/C 1 2 3"
Print " 1) "; Board$(1,1);"|";Board$(1,2);"|";Board$(1,3)
Print " -+-+-"
Print " 2) "; Board$(2,1);"|";Board$(2,2);"|";Board$(2,3)
Print " -+-+-"
Print " 3) "; Board$(3,1);"|";Board$(3,2);"|";Board$(3,3)
End Sub
Sub CheckWin()
WinGame=false
local i,j,three$
For i=1 to 3
three$=""
For j=1 to 3 : three$+=Board$(i,j) : Next j
CheckThree()
three$=""
For j=1 to 3 : three$+=Board$(j,i) :Next j
CheckThree()
Next i
three$=""
For i=1 to 3 : three$+=Board$(i,i): Next i
CheckThree()
three$=""
For i=1 to 3:three$+=Board$(i,4-i): Next i
CheckThree()
End Sub
Sub CheckThree()
if instr(three$," ")=0 then WinGame=WinGame or Filter$(three$, left$(three$,1))=""
End Sub
Sub CompMove()
if T<9 and Board$(2,2)=" " then {
call boardsetitem(2,2,"X")
} Else {
local i=3, j=3, found=false
if T<=6 then {
CompThink("X","X")
}
let i=3, j=3
If Not found And T<6 then {
CompThink("O","X")
}
If not found then {
Repeat {
comp=RandomPosition()
If BoardItemEmpty(!comp) then call boardsetitem(!comp, "X") : exit
} Always
}
}
End Sub
Sub CompThink(Bad$, Good$)
While i>0 {
j=3
While j>0 {
if Board$(i,j)=" " then {
Board$(i,j)=Bad$
CheckWin()
if WinGame then {
Board$(i,j)=Good$:i=0:j=0: found=true
} Else Board$(i,j)=" "
}
j--
}
i--
}
End Sub
Sub GetRowCol(What$, &W)
Print What$;":";
Repeat {
W=Val("0"+Key$)
} until W>=1 and W<=3
Print Str$(W,"")
End Sub
}
Tic.Tac.Toe
- Output:
Computer Move: R/C 1 2 3 1) | | -+-+- 2) | | -+-+- 3) | |X Input Row:2 Input Column:2 R/C 1 2 3 1) | | -+-+- 2) |O| -+-+- 3) | |X Computer Move: R/C 1 2 3 1) | | -+-+- 2) |O| -+-+- 3) X| |X Input Row:3 Input Column:2 R/C 1 2 3 1) | | -+-+- 2) |O| -+-+- 3) X|O|X Computer Move: R/C 1 2 3 1) |X| -+-+- 2) |O| -+-+- 3) X|O|X Input Row:2 Input Column:1 R/C 1 2 3 1) |X| -+-+- 2) O|O| -+-+- 3) X|O|X Computer Move: R/C 1 2 3 1) |X| -+-+- 2) O|O|X -+-+- 3) X|O|X Input Row:1 Input Column:3 R/C 1 2 3 1) |X|O -+-+- 2) O|O|X -+-+- 3) X|O|X Computer Move: R/C 1 2 3 1) X|X|O -+-+- 2) O|O|X -+-+- 3) X|O|X
Mathematica /Wolfram Language
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[board[[i, 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...", board[[i, j]] == 0,
If[board == ConstantArray[0, {3, 3}],
first = {i,
j} /. {{2, 2} -> 1, {1 | 3, 1 | 3} -> 2, _ -> 3}];
board[[i, 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}],
board[[Sequence @@ #]] ==
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}]
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).
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('\nCat''s 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
- 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
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)
}
}
МК-61/52
9 С/П ПП 28 пи * cos x<0 16 ИП2
ПП 28 1 - БП 51 ИП7 ПП 28 ИП7
ПП 28 КИП2 ИП2 ВП 4 4 С/П 1 -
x=0 33 8 П2 С/П П7 ИП2 4 - x#0
43 x<0 45 8 + П8 ИП7 - x#0 55
ИП8 ВП 6 6 С/П ИП2 В/О
Cell numbering 1 to 9; starts from the upper left cell, then clockwise in a spiral. The first move is a calculator. Result: 44 - draw, 66 - victory of the calculator.
Nim
This is a translation of the second version with the better AI, but with some differences. For instance, we have chosen to display the board in the same way as the first version. All procedures have a parameter "board" rather accessing a global variable. We use also base 1-indexing for the board. Etc.
import options, random, sequtils, strutils
type
Board = array[1..9, char]
Score = (char, array[3, int])
const NoChoice = 0
var board: Board = ['1', '2', '3', '4', '5', '6', '7', '8', '9']
const 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]]
template toIndex(ch: char): int =
## Convert a character to an index in board.
ord(ch) - ord('0')
proc print(board: Board) =
for i in [1, 4, 7]:
echo board[i..(i + 2)].join(" ")
proc score(board: Board): Option[Score] =
for w in Wins:
let b = board[w[0]]
if b in "XO" and w.allIt(board[it] == b):
return some (b, w)
result = none(Score)
proc finished(board: Board): bool =
board.allIt(it in "XO")
proc space(board: Board): seq[char] =
for b in board:
if b notin "XO":
result.add b
proc myTurn(board: var Board; xo: char): char =
let options = board.space()
result = options.sample()
board[result.toIndex] = xo
proc myBetterTurn(board: var Board; xo: char): int =
let ox = if xo == 'X': 'O' else: 'X'
var oneBlock = NoChoice
let options = board.space.mapIt(it.toIndex)
block search:
for choice in options:
var brd = board
brd[choice] = xo
if brd.score.isSome:
result = choice
break search
if oneBlock == NoChoice:
brd[choice] = ox
if brd.score.isSome:
oneBlock = choice
result = if oneBlock != NoChoice: oneBlock else: options.sample()
board[result] = xo
proc yourTurn(board: var Board; xo: char): int =
let options = board.space()
var choice: char
while true:
stdout.write "\nPut your $# in any of these positions: $# ".format(xo, options.join())
let input = stdin.readLine().strip()
if input.len == 1 and input[0] in options:
choice = input[0]
break
echo "Whoops I don't understand the input"
result = choice.toIndex
board[result] = xo
proc me(board: var Board; xo: char): Option[Score] =
board.print()
echo "\nI go at ", board.myBetterTurn(xo)
result = board.score()
proc you(board: var Board; xo: char): Option[Score] =
board.print()
echo "\nYou went at ", board.yourTurn(xo)
result = board.score()
proc play() =
while not board.finished():
let score = board.me('X')
if score.isSome:
board.print()
let (winner, line) = score.get()
echo "\n$# wins along ($#).".format(winner, line.join(", "))
return
if not board.finished():
let score = board.you('O')
if score.isSome:
board.print()
let (winner, line) = score.get()
echo "\n$# wins along ($#).".format(winner, line.join(", "))
return
echo "\nA draw."
echo "Tic-tac-toe game player."
echo "Input the index of where you wish to place your mark at your turn."
randomize()
play()
- Output:
Tic-tac-toe game player. Input the index of where you wish to place your mark at your turn. 1 2 3 4 5 6 7 8 9 I go at 9 1 2 3 4 5 6 7 8 X Put your O in any of these positions: 12345678 7 You went at 7 1 2 3 4 5 6 O 8 X I go at 5 1 2 3 4 X 6 O 8 X Put your O in any of these positions: 123468 1 You went at 1 O 2 3 4 X 6 O 8 X I go at 4 O 2 3 X X 6 O 8 X Put your O in any of these positions: 2368 6 You went at 6 O 2 3 X X O O 8 X I go at 3 O 2 X X X O O 8 X Put your O in any of these positions: 28 8 You went at 8 O 2 X X X O O O X I go at 2 A draw.
Objeck
Tic-tac-toe game using Minimax algorithm.
class TicTacToe {
@board : Char[,];
@cpu_opening : Bool;
enum Status {
INVALID_MOVE,
PLAYING,
QUIT,
TIE,
CPU_WIN,
PLAYER_WIN
}
consts Weights {
MIN := -1000,
MAX := 1000
}
function : Main(args : String[]) ~ Nil {
cpu_score := 0;
player_score := 0;
for(i :=0; i < 5; i += 1;) {
game := TicTacToe->New();
result := game->Play();
if(result = Status->PLAYER_WIN) {
player_score += 1;
"\n=> Player Wins!"->PrintLine();
}
else if(result = Status->CPU_WIN) {
cpu_score += 1;
"\n=> CPU Wins!"->PrintLine();
}
else if(result = Status->TIE) {
"\n=> Tie."->PrintLine();
}
else {
break;
};
};
"\nHuman={$player_score}, CPU={$cpu_score}"->PrintLine();
}
New() {
@board := Char->New[3, 3];
for(index := 0; index < 9; index += 1;) {
j := index / 3;
i := index % 3;
@board[i, j] := '1' + index;
};
@cpu_opening := true;
}
method : Play() ~ Status {
players_turn := Int->Random(1) = 1 ? true : false;
if(players_turn) {
@cpu_opening := false;
"\n*** NEW (Player) ***\n"->PrintLine();
Draw();
}
else {
"\n*** NEW (CPU) ***\n"->PrintLine();
};
playing := true;
do {
status : Status;
if(players_turn) {
status := PlayerMove();
players_turn := false;
}
else {
status := CpuMove();
players_turn := true;
};
if(players_turn) {
Draw();
};
select(status) {
label Status->INVALID_MOVE: {
"\n=> Invalid Move"->PrintLine();
}
label Status->PLAYER_WIN: {
return Status->PLAYER_WIN;
}
label Status->CPU_WIN: {
return Status->CPU_WIN;
}
label Status->TIE: {
return Status->TIE;
}
label Status->QUIT: {
playing := false;
}
};
}
while(playing);
return Status->QUIT;
}
method : PlayerMove() ~ Status {
move := System.IO.Console->ReadString();
if(move->Size() = 0) {
return Status->INVALID_MOVE;
};
option := move->Get(0);
if(option = 'q') {
return Status->QUIT;
};
if(LegalMove(option, 'X')) {
if(IsWinner(@board, 'X')) {
return Status->PLAYER_WIN;
}
else if(IsTied()) {
return Status->TIE;
}
else {
return Status->PLAYING;
};
}
else {
return Status->INVALID_MOVE;
};
}
method : CpuMove() ~ Status {
if(@cpu_opening) {
select(Int->Random(2)) {
label 0: {
@board[0, 0] := 'O';
}
label 1: {
@board[1, 1] := 'O';
}
label 2: {
@board[2, 2] := 'O';
}
};
@cpu_opening := false;
}
else {
BestCpuMove(CopyBoard());
};
if(IsWinner(@board, 'O')) {
return Status->CPU_WIN;
}
else if(IsTied()) {
return Status->TIE;
}
else {
return Status->PLAYING;
};
}
method : Minimax(board : Char[,], depth : Int, is_max : Bool, alpha : Int, beta : Int) ~ Int {
score := EvaluateMove(board);
if(score = 10 | score = -10) {
return score;
};
if(IsTied()) {
return 0;
};
if(is_max) {
best := Weights->MIN;
for(i := 0; i < 3; i += 1;) {
for(j := 0; j < 3; j += 1;) {
if(board[i,j] <> 'X' & board[i,j] <>'O') {
test := board[i,j];
board[i,j] := 'O';
best := Int->Max(best, Minimax(board, depth + 1, false, alpha, beta));
alpha := Int->Max(alpha, best);
board[i,j] := test;
if(beta <= alpha) {
return best;
};
};
};
};
return best;
}
else {
best := Weights->MAX;
for(i := 0; i < 3; i += 1;) {
for(j := 0; j < 3; j += 1;) {
if(board[i,j] <> 'X' & board[i,j] <>'O') {
test := board[i,j];
board[i,j] := 'X';
best := Int->Min(best, Minimax(board, depth + 1, true, alpha, beta));
beta := Int->Min(beta, best);
board[i,j] := test;
if(beta <= alpha) {
return best;
};
};
};
};
return best;
};
}
method : BestCpuMove(board : Char[,]) ~ Nil {
best := Weights->MIN; # empty
best_i := -1;
best_j := -1;
for(i := 0; i < 3; i += 1;) {
for(j := 0; j < 3; j += 1;) {
if(board[i,j] <> 'X' & board[i,j] <> 'O') {
test := board[i,j];
board[i,j] := 'O';
move := Int->Max(best, Minimax(board, 0, false, Weights->MIN, Weights->MAX));
board[i,j] := test;
if(move > best) {
best_i := i;
best_j := j;
best := move;
};
};
};
};
@board[best_i, best_j] := 'O';
}
method : EvaluateMove(board : Char[,]) ~ Int {
if(IsWinner(board, 'O')) {
return 10;
}
else if(IsWinner(board, 'X')) {
return -10;
}
else {
return 0;
};
}
method : CopyBoard() ~ Char[,] {
board := Char->New[3, 3];
for(i := 0; i < 3; i += 1;) {
for(j := 0; j < 3; j += 1;) {
board[i,j] := @board[i,j];
};
};
return board;
}
method : LegalMove(move : Char, player: Char) ~ Bool {
if(move >= '1' & move <= '9') {
index := (move - '1')->As(Int);
j := index / 3; i := index % 3;
if(@board[i, j] = 'X' | @board[i, j] = 'O') {
return false;
};
@board[i, j] := player;
return true;
}
else {
return false;
};
}
method : IsWinner(board : Char[,], player : Char) ~ Bool {
# --- diagonal ---
check := 0;
for(i := 0; i < 3; i += 1;) {
if(board[i, i] = player) {
check += 1;
};
};
if(check = 3) {
return true;
};
check := 0;
j := 2;
for(i := 0; i < 3; i += 1;) {
if(board[i, j] = player) {
check += 1;
};
j -= 1;
};
if(check = 3) {
return true;
};
# --- vertical ---
for(i := 0; i < 3; i += 1;) {
check := 0;
for(j := 0; j < 3; j += 1;) {
if(board[i, j] = player) {
check += 1;
};
};
if(check = 3) {
return true;
};
};
# --- horizontal ---
for(j := 0; j < 3; j += 1;) {
check := 0;
for(i := 0; i < 3; i += 1;) {
if(board[i, j] = player) {
check += 1;
};
};
if(check = 3) {
return true;
};
};
return false;
}
method : IsTied() ~ Bool {
for(i := 0; i < 3; i += 1;) {
for(j := 0; j < 3; j += 1;) {
if(@board[i, j] <> 'X' & @board[i, j] <> 'O') {
return false;
};
};
};
return true;
}
method : Draw() ~ Nil {
a1 := @board[0, 0]; a2 := @board[1, 0]; a3 := @board[2, 0];
b1 := @board[0, 1]; b2 := @board[1, 1]; b3 := @board[2, 1];
c1 := @board[0, 2]; c2 := @board[1, 2]; c3 := @board[2, 2];
"==========="->PrintLine();
" {$a1} | {$a2} | {$a3} "->PrintLine();
"---|---|---"->PrintLine();
" {$b1} | {$b2} | {$b3} "->PrintLine();
"---|---|---"->PrintLine();
" {$c1} | {$c2} | {$c3} "->PrintLine();
"===========\n"->PrintLine();
}
}
Pascal
Similar to on C version (same depth first strategy). Computer always win. In some ways easier to read, but because Pascal lack return/break/continue functions a little long and different style. Tested with FreePascal on macOS. I would expect this version should compile with most Pascal variants including Delphi, but YMMR.
program Tic(Input, Output);
type
Contents = (Unassigned, Human, Computer);
var
BestI, BestJ: integer; { best solution a depth of zero in the search }
B: array[0..2, 0..2] of Contents; {zero based so modulus works later}
Player: Contents;
procedure DisplayBoard;
var
I, J: integer;
T: array [Contents] of char;
begin
T[Unassigned] := ' ';
T[Human] := 'O';
T[Computer] := 'X';
for I := 0 to 2 do
begin
for J := 0 to 2 do
begin
Write(T[B[I, J]]);
if J <> 2 then
Write(' | ');
end;
WriteLn;
if I < 2 then
WriteLn('---------');
end;
WriteLn;
WriteLn;
end;
function SwapPlayer(Player: Contents): Contents;
begin
if Player = Computer then
SwapPlayer := Human
else
SwapPlayer := Computer;
end;
function CheckWinner: Contents;
var
I: integer;
begin
CheckWinner := Unassigned; { no winner yet }
for I := 0 to 2 do
begin
{ first horizontal solution }
if (CheckWinner = Unassigned) and (B[I, 0] <> Unassigned) and
(B[I, 1] = B[I, 0]) and (B[I, 2] = B[I, 0]) then
CheckWinner := B[I, 0]
else
{ now vertical solution }
if (CheckWinner = Unassigned) and (B[0, I] <> Unassigned) and
(B[1, I] = B[0, I]) and (B[2, I] = B[0, I]) then
CheckWinner := B[0, I];
end;
{ now check the paths of the two cross line slants that share the middle position }
if (CheckWinner = Unassigned) and (B[1, 1] <> Unassigned) then
begin
if (B[1, 1] = B[0, 0]) and (B[2, 2] = B[0, 0]) then
CheckWinner := B[0, 0]
else if (B[1, 1] = B[2, 0]) and (B[0, 2] = B[1, 1]) then
CheckWinner := B[1, 1];
end;
end;
{ Basic strategy test - is this te best solution we have seen }
function SaveBest(CurScore, CurBest: Contents): boolean;
begin
if CurScore = CurBest then
SaveBest := False
else if (CurScore = Unassigned) and (CurBest = Human) then
SaveBest := False
else if (CurScore = Computer) and ((CurBest = Unassigned) or
(CurBest = Human)) then
SaveBest := False
else
SaveBest := True;
end;
{ Basic strategy - recursive depth first search of possible moves
if computer can win save it, otherwise block if need be, else do deeper.
At each level modify the board for the next call, but clean up as go back up,
by remembering the modified position on the call stack. }
function TestMove(Val: Contents; Depth: integer): Contents;
var
I, J: integer;
Score, Best, Changed: Contents;
begin
Best := Computer;
Changed := Unassigned;
Score := CheckWinner;
if Score <> Unassigned then
begin
if Score = Val then
TestMove := Human
else
TestMove := Computer;
end
else
begin
for I := 0 to 2 do
for J := 0 to 2 do
begin
if B[I, J] = Unassigned then
begin
Changed := Val;
B[I, J] := Val;
{ the value for now and try wioth the other player }
Score := TestMove(SwapPlayer(Val), Depth + 1);
if Score <> Unassigned then
Score := SwapPlayer(Score);
B[I, J] := Unassigned;
if SaveBest(Score, Best) then
begin
if Depth = 0 then
begin { top level, so remember actual position }
BestI := I;
BestJ := J;
end;
Best := Score;
end;
end;
end;
if Changed <> Unassigned then
TestMove := Best
else
TestMove := Unassigned;
end;
end;
function PlayGame(Whom: Contents): string;
var
I, J, K, Move: integer;
Win: Contents;
begin
Win := Unassigned;
for I := 0 to 2 do
for J := 0 to 2 do
B[I, J] := Unassigned;
WriteLn('The board positions are numbered as follows:');
WriteLn('1 | 2 | 3');
WriteLn('---------');
WriteLn('4 | 5 | 6');
WriteLn('---------');
WriteLn('7 | 8 | 9');
WriteLn('You have O, I have X.');
WriteLn;
K := 1;
repeat {rather a for loop but can not have two actions or early termination in Pascal}
if Whom = Human then
begin
repeat
Write('Your move: ');
ReadLn(Move);
if (Move < 1) or (Move > 9) then
WriteLn('Opps: enter a number between 1 - 9.');
Dec(Move);
{humans do 1 -9, but the computer wants 0-8 for modulus to work}
I := Move div 3; { convert from range to corridinated of the array }
J := Move mod 3;
if B[I, J] <> Unassigned then
WriteLn('Opps: move ', Move + 1, ' was already done.')
until (Move >= 0) and (Move <= 8) and (B[I, J] = Unassigned);
B[I, J] := Human;
end;
if Whom = Computer then
begin
{ randomize if computer opens, so its not always the same game }
if K = 1 then
begin
BestI := Random(3);
BestJ := Random(3);
end
else
Win := TestMove(Computer, 0);
B[BestI, BestJ] := Computer;
WriteLn('My move: ', BestI * 3 + BestJ + 1);
end;
DisplayBoard;
Win := CheckWinner;
if Win <> Unassigned then
begin
if Win = Human then
PlayGame := 'You win.'
else
PlayGame := 'I win.';
end
else
begin
Inc(K); { "for" loop counter actions }
Whom := SwapPlayer(Whom);
end;
until (Win <> Unassigned) or (K > 9);
if Win = Unassigned then
PlayGame := 'A draw.';
end;
begin
Randomize;
Player := Human;
while True do
begin
WriteLn(PlayGame(Player));
WriteLn;
Player := SwapPlayer(Player);
end
end.
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.
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;
}
- 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]:
Alternate with GUI
#!/usr/bin/perl
use strict;
use warnings;
use Tk;
use List::Util qw( shuffle );
my $win = qr/(?| ^(\w)...\1...\1 | ^..(\w).\1.\1 # diagonals
| ^(?:...)*?(\w)\1\1 | (\w)..\1..\1 )/x; # row or column
my (%cache, $message, $game);
my $mw = MainWindow->new( -title => 'TicTacToe' );
$mw->geometry('+1000+300');
$mw->Label(-textvariable => \$message, -font => 'courierbold 16',
)->pack(-fill => 'x');
my $grid = $mw->Frame( -borderwidth => 5, -relief => 'ridge' )->pack;
$mw->Button(-text => $_->[0], -command => $_->[1],
)->pack(-side => 'left', -fill => 'x', -expand => 1) for
['Restart X first' => sub { restart(1) }],
['Restart O first' => sub { restart(0) }],
[ 'Exit' => sub { $mw->destroy }];
my @cells = map { my $me = $_;
$grid->Button( -command => sub { person($me) },
-width => 1, -height => 1, -font => 'courierbold 40',
)->grid(-row => int $_ / 3, -column => $_ % 3)
} 0 .. 8;
restart(1);
MainLoop;
sub show { $cells[$_]->configure(-text => substr $game, $_, 1) for 0 .. 8 }
sub person
{
$message =~ /O's turn/ or return;
pos($game) = shift();
if( $game =~ s/\G /O/ )
{
$message = $game =~ $win ? "O Wins" :
$game !~ / / ? "Draw" : do {
$game = move( $game, 'X' )->[1];
$game =~ $win ? 'X Wins' :
$game !~ / / ? 'Draw' : "O's turn to move"
};
show;
}
}
sub restart
{
%cache = ();
$game = shift() ? move( ' ' x 9, 'X' )->[1] : ' ' x 9;
show;
$message = "O's turn to move";
}
sub move
{
(local $_, my $who, my @moves) = @_;
/$win/ and return [ 2 * ($1 eq 'X'), $_ ];
/ / or return [ 1, $_ ];
$cache{$_ . $who} //= do
{
while( / /g )
{
my $move = "$`$who$'";
push @moves, [ move($move, $who ^ 'X' ^ 'O')->[0], $move ];
}
(sort {$a->[0] <=> $b->[0]} shuffle @moves)[ -($who eq 'X') ]
};
}
Phix
AI copied from C. User goes first, as does loser. After a draw the start player alternates.
You can run this online here.
-- -- demo\rosetta\Tic_tac_toe.exw -- with javascript_semantics include pGUI.e constant title = "Tic Tac Toe" sequence board = repeat(' ',9) -- {' '/'X'/'O'} bool human = false -- (flipped in new_game) bool game_over = false constant play_dumb = false Ihandle dlg -- saved in redraw_cb() for check_position(): integer cw,ch, -- board centre d, -- tile spacing h -- tile size/radius function redraw_cb(Ihandle ih, integer /*posx*/, /*posy*/) {cw,ch} = IupGetIntInt(ih, "DRAWSIZE") d = floor(min(cw,ch)/8) h = floor(d*2/3) cw = floor(cw/2) ch = floor(ch/2) IupGLMakeCurrent(ih) cdCanvas cddbuffer = IupGetAttributePtr(ih,"DBUFFER") cdCanvasActivate(cddbuffer) cdCanvasClear(cddbuffer) cdCanvasSetForeground(cddbuffer,CD_BLUE) cdCanvasSetLineWidth(cddbuffer,10) integer d3 = 3*d cdCanvasLine(cddbuffer,cw-d,ch-d3,cw-d,ch+d3) cdCanvasLine(cddbuffer,cw+d,ch-d3,cw+d,ch+d3) cdCanvasLine(cddbuffer,cw-d3,ch-d,cw+d3,ch-d) cdCanvasLine(cddbuffer,cw-d3,ch+d,cw+d3,ch+d) integer pdx = 1 for y=+1 to -1 by -1 do integer my = ch+y*2*d for x=-1 to +1 do integer mx = cw+x*2*d integer mark = board[pdx] if mark='X' then cdCanvasLine(cddbuffer,mx-h,my-h,mx+h,my+h) cdCanvasLine(cddbuffer,mx-h,my+h,mx+h,my-h) elsif mark='O' then cdCanvasCircle(cddbuffer,mx,my,2*h) end if pdx += 1 end for end for cdCanvasFlush(cddbuffer) return IUP_DEFAULT end function function map_cb(Ihandle canvas) IupGLMakeCurrent(canvas) cdCanvas cddbuffer if platform()=JS then cddbuffer = cdCreateCanvas(CD_IUP, canvas) else atom res = IupGetDouble(NULL, "SCREENDPI")/25.4 cddbuffer = cdCreateCanvas(CD_GL, "10x10 %g", {res}) end if IupSetAttributePtr(canvas,"DBUFFER",cddbuffer) cdCanvasSetBackground(cddbuffer, CD_PARCHMENT) return IUP_DEFAULT end function function canvas_resize_cb(Ihandle canvas) cdCanvas cddbuffer = IupGetAttributePtr(canvas,"DBUFFER") integer {canvas_width, canvas_height} = IupGetIntInt(canvas, "DRAWSIZE") atom res = IupGetDouble(NULL, "SCREENDPI")/25.4 cdCanvasSetAttribute(cddbuffer, "SIZE", "%dx%d %g", {canvas_width, canvas_height, res}) return IUP_DEFAULT end function 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], mark = board[i] if mark!=' ' and mark=board[j] and mark=board[k] then return mark end if end for return 0 end function integer best_i function test_move(integer mark, depth) integer score = check_winner(), best = -1, changed = 0 if score!=0 then return iff(score=mark?1:-1) end if for i=1 to 9 do if board[i]=' ' then changed = mark board[i] = mark score = -test_move('O'+'X'-mark, 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 procedure check_game_over() integer win = check_winner() if win or not find(' ',board) then string winner = iff(win='O'?"You win!", iff(win='X'?"Computer wins" :"Draw")) IupSetStrAttribute(dlg,"TITLE","%s - %s",{title,winner}) game_over = true end if end procedure procedure play_move(integer move) if move then assert(board[move]=' ') board[move] = 'O' check_game_over() if not game_over then human = false if play_dumb then sequence s = find_all(' ',board) best_i = s[rand(length(s))] else {} = test_move('X', 0) assert(board[best_i]=' ') end if board[best_i] = 'X' check_game_over() human = not game_over end if end if end procedure procedure new_game() board = repeat(' ',9) human = not human if not human then board[rand(9)] = 'X' human = true end if end procedure function check_position(integer px, py) -- -- check if x,y is on a legal move. -- uses ch,cw,d,h as saved by redraw_cb(). -- integer pdx = 1 for y=-1 to +1 do integer my = ch+y*2*d for x=-1 to +1 do integer mx = cw+x*2*d if px>=mx-h and px<=mx+h and py>=my-h and py<=my+h then integer mark = board[pdx] return iff(mark==' '?pdx:0) end if pdx += 1 end for end for return 0 end function function button_cb(Ihandle /*canvas*/, integer button, pressed, x, y, atom /*pStatus*/) if button=IUP_BUTTON1 and not pressed then -- (left button released) if game_over then game_over = false new_game() else play_move(check_position(x,y)) end if IupRedraw(dlg) end if return IUP_CONTINUE end function function exit_cb(Ihandle /*ih*/) return IUP_CLOSE end function constant help_text = """ Tic Tac Toe, also known as Noughts and Crosses. The aim is to get three Os (or Xs) in a row. Human(O) plays first, as does loser. After a draw first player alternates. Computer(X) plays a random move first, to make it more interesting. Setting the constant play_dumb to true disables the internal AI. Once a game is over click anywhere on the board to start a new game. """ function help_cb(Ihandln /*ih*/) IupMessage(title,help_text) return IUP_DEFAULT end function -- Other possible keys: -- Q - quit (end program) [==X?] -- C - concede (start new game) function key_cb(Ihandle /*dlg*/, atom c) if c=K_ESC then return IUP_CLOSE end if if c=K_F1 then return help_cb(NULL) end if return IUP_CONTINUE end function procedure main() IupOpen() Ihandle canvas = IupGLCanvas("RASTERSIZE=800x800") dlg = IupDialog(canvas,`TITLE="%s",MINSIZE=245x180`,{title}) IupSetCallbacks(canvas,{"MAP_CB",Icallback("map_cb"), "ACTION",Icallback("redraw_cb"), "RESIZE_CB", Icallback("canvas_resize_cb"), "BUTTON_CB", Icallback("button_cb")}) IupSetCallback(dlg, "KEY_CB", Icallback("key_cb")) IupSetAttributeHandle(NULL,"PARENTDIALOG",dlg) new_game() IupShow(dlg) IupSetAttribute(canvas,"RASTERSIZE",NULL) if platform()!=JS then IupMainLoop() IupClose() end if end procedure main()
PHP
A simple interactive version for the browser. NOTE: While PHP can considered a super-set of HTML/JS, usage has been kept to a minimum to focus on the more specific PHP parts.
<?php
const BOARD_NUM = 9;
const ROW_NUM = 3;
$EMPTY_BOARD_STR = str_repeat('.', BOARD_NUM);
function isGameOver($board, $pin) {
$pat =
'/X{3}|' . //Horz
'X..X..X..|' . //Vert Left
'.X..X..X.|' . //Vert Middle
'..X..X..X|' . //Vert Right
'..X.X.X..|' . //Diag TL->BR
'X...X...X|' . //Diag TR->BL
'[^\.]{9}/i'; //Cat's game
if ($pin == 'O') $pat = str_replace('X', 'O', $pat);
return preg_match($pat, $board);
}
//Start
$boardStr = isset($_GET['b'])? $_GET['b'] : $EMPTY_BOARD_STR;
$turn = substr_count($boardStr, '.')%2==0? 'O' : 'X';
$oppTurn = $turn == 'X'? 'O' : 'X';
$gameOver = isGameOver($boardStr, $oppTurn);
//Display board
echo '<style>';
echo 'td {width: 200px; height: 200px; text-align: center; }';
echo '.pin {font-size:72pt; text-decoration:none; color: black}';
echo '.pin.X {color:red}';
echo '.pin.O {color:blue}';
echo '</style>';
echo '<table border="1">';
$p = 0;
for ($r = 0; $r < ROW_NUM; $r++) {
echo '<tr>';
for ($c = 0; $c < ROW_NUM; $c++) {
$pin = $boardStr[$p];
echo '<td>';
if ($gameOver || $pin != '.') echo '<span class="pin ', $pin, '">', $pin, '</span>'; //Occupied
else { //Available
$boardDelta = $boardStr;
$boardDelta[$p] = $turn;
echo '<a class="pin ', $pin, '" href="?b=', $boardDelta, '">';
echo $boardStr[$p];
echo '</a>';
}
echo '</td>';
$p++;
}
echo '</tr>';
echo '<input type="hidden" name="b" value="', $boardStr, '"/>';
}
echo '</table>';
echo '<a href="?b=', $EMPTY_BOARD_STR, '">Reset</a>';
if ($gameOver) echo '<h1>Game Over!</h1>';
PicoLisp
This solution doesn't bother about the game logic, but simply uses the alpha-beta-pruning 'game' function in the "simul" library.
(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!") ) )
- 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
PostScript
%!PS
%
% Play Tic-Tac-Toe against your printer
% 2024-04 Nicolas Seriot https://github.com/nst/PSTicTacToe
%
% On GhostScript:
% gs -DNOSAFER -dBATCH -dNOPAUSE -sDEVICE=pdfwrite -sOutputFile="%d.pdf" ttt.ps
%
% On a real PostScript printer:
% cat ttt.ps - | nc 192.168.2.10 9100
<</PageSize[595 842]>>setpagedevice/Courier findfont 48 scalefont setfont/b
(.........)def/f{/n 0 def b{46 eq{/n n 1 add def}if}forall n}def/w{/c exch def
[(O)(X)]{/p exch def[[0 1 2][3 4 5][6 7 8][0 3 6][1 4 7][2 5 8][0 4 8][2 4 6]]{
/t exch def/o true def t{/pos exch def/o c pos 1 getinterval p eq o and def}
forall o{exit}if}forall o{exit}if}forall o}def/g{/s exch def/m null def f 0 eq{
/m(TIE)def}if b w{/m(XXXXXXX WINS)def m 0 s putinterval}if()= 0 3 6{b exch 3
getinterval =}for()= m null ne{m =}if 4 setlinewidth 200 700 moveto 200 400
lineto 300 700 moveto 300 400 lineto 100 600 moveto 400 600 lineto 100 500
moveto 400 500 lineto stroke 0 1 b length 1 sub{/i exch def b i 1 getinterval
(.)ne{gsave 0 0 moveto 100 i 3 mod 100 mul add 35 add 700 i 3 idiv 100 mul sub
65 sub moveto b i 1 getinterval show grestore}if}for m null ne{100 300 moveto m
show}if showpage m null ne{quit}if}def{/d false def 0 1 8{/i exch def/e b dup
length string cvs def e i 1 getinterval(.)eq{[(X)(O)]{/p exch def e i p
putinterval e w{b i(X)putinterval/d true def exit}if}forall}if d{exit}if}for d
not{/x rand f mod def/c 0 def 0 1 b length 1 sub{/i exch def b i 1 getinterval
(.)eq{c x eq{b i(X)putinterval exit}if/c c 1 add def}if}for}if(PRINTER)g b{
(human turn (1-9) >)print flush(%lineedit)(r)file( )readline pop dup length
0 gt{0 1 getinterval}{pop( )}ifelse/o exch def(123456789)o search{pop pop pop b
o cvi 1 sub 1 getinterval(.)eq{o cvi 1 sub exit}if}{pop}ifelse(bad input) ==}
loop(O)putinterval(HUMAN )g}loop
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.
:- 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).
Module min-max.pl defines minimax algorithm.
:- 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).
Python
The computer enforces the rules but plays a random game.
'''
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')
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.
'''
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')
- 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
R
This program simulates a game of Tic-Tac-Toe inside of an interactive window. It includes three player modes, which are a two-player game, a human versus random AI, or human versus maximized AI. This implementation belongs to "X", and can also be found here.
rm(list=ls())
library(RColorBrewer)
# Create tic.tac.toe function.
tic.tac.toe <- function(name="Name", mode=0, type=0){
place.na <<- matrix(1:9, 3, 3)
value <<- matrix(-3, 3, 3)
k <<- 1 ; r <<- 0
# Make game board.
image(1:3, 1:3, matrix(sample(9), 3, 3), asp=c(1, 1),
xaxt="n", yaxt="n", xlab="", ylab="", frame=F, col=brewer.pal(9, "Set3"))
segments(c(0.5,0.5,1.5,2.5), c(2.5,1.5,0.5,0.5),
c(3.5,3.5,1.5,2.5), c(2.5,1.5,3.5,3.5), lwd=8, col=gray(0.3))
segments(c(0.5,0.5,0.5,3.5), c(0.52,3.47,0.5,0.5),
c(3.5,3.5,0.5,3.5), c(0.52,3.47,3.5,3.5), lwd=8, col=gray(0.3))
# Allow player to choose between a human v. human, human v. random AI, or human vs. smart AI.
if(mode==0) title(list(paste(name, "'s Tic-Tac-Toe !"), cex=2),
"2P : Human v.s. Human", font.sub=2, cex.sub=2)
if(mode==1) title(list(paste(name, "'s Tic-Tac-Toe !"), cex=2),
"1P : Human v.s. AI (Easy)", font.sub=2, cex.sub=2)
if(mode==2) title(list(paste(name, "'s Tic-Tac-Toe !"), cex=2),
"1P : Human v.s. AI (Hard)", font.sub=2, cex.sub=2)
# Dole out symbols.
if(type==0){symbol <- "O" ; symbol.op <- "X"}
if(type==1){symbol <- "X" ; symbol.op <- "O"}
out <- list(name=name, mode=mode, type=type, symbol=symbol, symbol.op=symbol.op)
}
# Checks if the game has ended.
isGameOver <- function(){
for(i in 1:3){
total.1 <- 0 ; total.2 <- 0
for(j in 1:3){
total.1 <- total.1 + value[i, j]
total.2 <- total.2 + value[j, i]
}
if(total.1==0 | total.2==0 | total.1==3 | total.2==3){
break
}
}
total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
if(total.1==0 | total.2==0 | total.3==0 | total.4==0 | total.1==3 | total.2==3 | total.3==3 | total.4==3){
place.na[!is.na(place.na)] <<- NA
if(total.1==0 | total.2==0 | total.3==0 | total.4==0){
title(sub=list("You Won ?! That's a first!", col="red", font=2, cex=2.5), line=2)
}else{
title(sub=list("You Don't Get Tired of Losing ?!", col="darkblue", font=2, cex=2.5), line=2)
}
}
if(all(is.na(place.na))){
if(total.1==0 | total.2==0 | total.3==0 | total.4==0 | total.1==3 | total.2==3 | total.3==3 | total.4==3){
if(total.1==0 | total.2==0 | total.3==0 | total.4==0){
title(sub=list("You Won ! Pigs Must Be Flying!", col="orange", font=2, cex=2.5), line=2)
}else{
title(sub=list("You Lost ... Once Again !", col="darkblue", font=2, cex=2.5), line=2)
}
}else{
title(sub=list("A measly tie! Try Again", col="blue", font=2, cex=2.5), line=2)
}
}
}
# AI attack function
attack <- function(){
### Identify rows and columns
for(i in 1:3){
total.1 <- 0 ; total.2 <- 0
for(j in 1:3){
total.1 <- total.1 + value[i, j]
total.2 <- total.2 + value[j, i]
}
if(total.1==-1 | total.2==-1){
break
}
}
total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
if(total.1==-1){
text(i, which(value[i,]!=1), symbol.op, cex=6, font=2)
place.na[i, which(value[i,]!=1)] <<- NA
value[i, which(value[i,]!=1)] <<- 1
}else if(total.2==-1){
text(which(value[,i]!=1), i, symbol.op, cex=6, font=2)
place.na[which(value[,i]!=1), i] <<- NA
value[which(value[,i]!=1), i] <<- 1
}else if(total.3==-1){
r.1 <- which(c(value[1, 1], value[2, 2], value[3, 3])!=1)
text(r.1, r.1, symbol.op, cex=6, font=2)
place.na[r.1, r.1] <<- NA
value[r.1, r.1] <<- 1
}else if(total.4==-1){
r.2 <- which(c(value[1, 3], value[2, 2], value[3, 1])!=1)
text(r.2, -r.2+4, symbol.op, cex=6, font=2)
place.na[r.2, -r.2+4] <<- NA
value[r.2, -r.2+4] <<- 1
}
}
# AI defense function
defend <- function(){
for(i in 1:3){
total.1 <- 0 ; total.2 <- 0
for(j in 1:3){
total.1 <- total.1 + value[i, j]
total.2 <- total.2 + value[j, i]
}
if(total.1==-3 | total.2==-3){
break
}
}
total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
if(total.1==-3){
text(i, which(value[i,]!=0), symbol.op, cex=6, font=2)
place.na[i, which(value[i,]!=0)] <<- NA
value[i, which(value[i,]!=0)] <<- 1
}else if(total.2==-3){
text(which(value[,i]!=0), i, symbol.op, cex=6, font=2)
place.na[which(value[,i]!=0), i] <<- NA
value[which(value[,i]!=0), i] <<- 1
}else if(total.3==-3){
r.1 <- which(c(value[1, 1], value[2, 2], value[3, 3])!=0)
text(r.1, r.1, symbol.op, cex=6, font=2)
place.na[r.1, r.1] <<- NA
value[r.1, r.1] <<- 1
}else if(total.4==-3){
r.2 <- which(c(value[1, 3], value[2, 2], value[3, 1])!=0)
text(r.2, -r.2+4, symbol.op, cex=6, font=2)
place.na[r.2, -r.2+4] <<- NA
value[r.2, -r.2+4] <<- 1
}else{
rn <- sample(place.na[!is.na(place.na)], 1)
text(rn-3*rn%/%3.5, rn%/%3.5+1, symbol.op, cex=6, font=2)
place.na[rn-3*rn%/%3.5, rn%/%3.5+1] <<- NA
value[rn-3*rn%/%3.5, rn%/%3.5+1] <<- 1
}
}
# Allow aim in program.
aim <- function(x, y, tic.tac.toe=ttt){
mode <- tic.tac.toe$mode
symbol <<- tic.tac.toe$symbol
symbol.op <<- tic.tac.toe$symbol.op
x <<- x ; y <<- y
# Mode 0, Two Players
if(mode==0){
turn <- rep(c(0, 1), length.out=9)
if(is.na(place.na[x, y])){
cat("This square is taken !")
}else{
if(turn[k]==0){
text(x, y, symbol, cex=6, font=2)
place.na[x, y] <<- NA
value[x, y] <<- 0
}
if(turn[k]==1){
text(x, y, symbol.op, cex=6, font=2)
place.na[x, y] <<- NA
value[x, y] <<- 1
}
k <<- k + 1
}
}
# Mode 1, Random AI
if(mode==1){
if(is.na(place.na[x, y])){
cat("This square had been chosen !")
}else{
text(x, y, symbol, cex=6, font=2)
place.na[x, y] <<- NA
value[x, y] <<- 0
isGameOver()
for(i in 1:3){
total.1 <- 0 ; total.2 <- 0
for(j in 1:3){
total.1 <- total.1 + value[i, j]
total.2 <- total.2 + value[j, i]
}
if(total.1==-1 | total.2==-1){
break
}
}
total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
if(all(is.na(place.na))){
isGameOver()
}else if(total.1==-1 | total.2==-1 | total.3==-1 | total.4==-1){
attack()
}else{
defend()
}
}
}
# Mode 2, Hard AI
if(mode==2){
if(is.na(place.na[x, y])){
cat("This square is taken!")
}else{
# AI First Turn
if(sum(is.na(place.na))==0){
text(x, y, symbol, cex=6, font=2)
place.na[x, y] <<- NA
value[x, y] <<- 0
if(is.na(place.na[2, 2])==F){
text(2, 2, symbol.op, cex=6, font=2)
place.na[2, 2] <<- NA
value[2, 2] <<- 1
}else{
corner.1 <- sample(c(1, 3), 1) ; corner.2 <- sample(c(1, 3), 1)
text(corner.1, corner.2, symbol.op, cex=6, font=2)
place.na[corner.1, corner.2] <<- NA
value[corner.1, corner.2] <<- 1
}
# AI Second Turn
}else if(sum(is.na(place.na))==2){
text(x, y, symbol, cex=6, font=2)
place.na[x, y] <<- NA
value[x, y] <<- 0
for(i in 1:3){
total.1 <- 0 ; total.2 <- 0
for(j in 1:3){
total.1 <- total.1 + value[i, j]
total.2 <- total.2 + value[j, i]
}
if(total.1==-3 | total.2==-3){
break
}
}
total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
if(total.1==-3 | total.2==-3 | total.3==-3 | total.4==-3){
defend()
}else{
total.1 <- value[2, 1] + value[2, 2] + value[2, 3]
total.2 <- value[1, 2] + value[2, 2] + value[3, 2]
total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
if(total.1==1 | total.2==1 | total.3==1 | total.4==1){
if((value[2, 2]==1 & total.3==1) | (value[2, 2]==1 & total.4==1)){
vector.side <- c(place.na[2, 1], place.na[1, 2], place.na[3, 2], place.na[2, 3])
rn <- sample(vector.side[!is.na(vector.side)], 1)
text(rn-3*rn%/%3.5, rn%/%3.5+1, symbol.op, cex=6, font=2)
place.na[rn-3*rn%/%3.5, rn%/%3.5+1] <<- NA
value[rn-3*rn%/%3.5, rn%/%3.5+1] <<- 1
}else{
matrix.cor <- place.na[c(1, 3), c(1, 3)]
rn <- sample(matrix.cor[!is.na(matrix.cor)], 1)
text(rn-3*rn%/%3.5, rn%/%3.5+1, symbol.op, cex=6, font=2)
place.na[rn-3*rn%/%3.5, rn%/%3.5+1] <<- NA
value[rn-3*rn%/%3.5, rn%/%3.5+1] <<- 1
}
}else{
if((x==1 & y==2) | (x==3 & y==2)){
rn <- sample(c(1, 3), 1)
text(x, rn, symbol.op, cex=6, font=2)
place.na[x, rn] <<- NA
value[x, rn] <<- 1
}else if((x==2 & y==3) | (x==2 & y==1)){
rn <- sample(c(1, 3), 1)
text(rn, y, symbol.op, cex=6, font=2)
place.na[rn, y] <<- NA
value[rn, y] <<- 1
}else if((x==1 & y==1) | (x==1 & y==3) | (x==3 & y==1) | (x==3 & y==3)){
text(-x+4, -y+4, symbol.op, cex=6, font=2)
place.na[-x+4, -y+4] <<- NA
value[-x+4, -y+4] <<- 1
}
}
}
# AI Other Turn
}else{
text(x, y, symbol, cex=6, font=2)
place.na[x, y] <<- NA
value[x, y] <<- 0
isGameOver()
for(i in 1:3){
total.1 <- 0 ; total.2 <- 0
for(j in 1:3){
total.1 <- total.1 + value[i, j]
total.2 <- total.2 + value[j, i]
}
if(total.1==-1 | total.2==-1){
break
}
}
total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
if(all(is.na(place.na))){
isGameOver()
}else if(total.1==-1 | total.2==-1 | total.3==-1 | total.4==-1){
attack()
}else{
defend()
}
}
}
}
isGameOver()
}
# Allow users to click on program.
click <- function(tic.tac.toe=ttt){
name <- tic.tac.toe$name
mode <- tic.tac.toe$mode
type <- tic.tac.toe$type
while(length(place.na)==9){
mouse.at <- locator(n = 1, type = "n")
#cat(mouse.at$x,"\t", mouse.at$y, "\n")
x.at <- round(mouse.at$x)
y.at <- round(mouse.at$y)
#cat(x.at,"\t", y.at, "\n")
if(all(is.na(place.na))){
ttt <<- tic.tac.toe(name, mode, type)
}else if(x.at > 3.5 | x.at < 0.5 | y.at > 3.5 | y.at < 0.5){
r <<- r + 1
title(sub=list("Click outside:Quit / inside:Restart", col="deeppink", font=2, cex=2), line=2)
if(r==2){
dev.off()
break
}
}else{
if(r==1){
ttt <<- tic.tac.toe(name, mode, type)
}else{
aim(x.at, y.at)
}
}
}
}
# Play the game
start <- function(name="Name", mode=0, type=0){
x11()
ttt <<- tic.tac.toe(name, mode, type)
click()
}
#start("name", "mode" = 0 - 2, type = 0,1)
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 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))))))]))))
The game.rkt module:
#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))
The tick-tack.rkt module:
#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]))
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
(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]))
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.
Raku
(formerly Perl 6)
The computer plays a random game.
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: { $_ + 1 }\n";
}
}
sub print-board() {
print "\e[2J";
say @board.map({ "$^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 flat (&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!";
}
REXX
This REXX program uses an analytical solution instead of hard─fast choices that can be assumed for a 3×3 game board.
Options used within the REXX program:
- a separate numbered grid is used instead of coördinates for easier marker specification
- the game board is separated from the numbered grid, this makes it much easier to see the playing field
- straight lines (wins) are handled dynamically instead of hard─coding them
- allows the human player to:
- specify any N×N size tic─tac─toe board (a square grid)
- specify who plays first (default is the human)
- specify what markers (symbols) to be used for both players (can use hexadecimal pairs)
- quit (exit) the game at any time
- win (if the human goes first and makes a certain move)
A fair amount of code was dedicated to error detection and the displaying of error messages, and
also the presentation of the tic─tac─toe game boards (grids).
/*REXX program plays (with a human) the tic─tac─toe game on an NxN grid. */
$= copies('─', 9) /*eyecatcher for error messages, prompt*/
oops = $ '***error*** ' /*literal for when an error happens. */
single = '│─┼'; 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) /*if N < 0. then computer goes first. */
NN = N*N /*calculate the square of N. */
middle = NN % 2 + N % 2 /* " " middle " the grid. */
if N<2 then do; say oops 'tic─tac─toe grid is too small: ' N; exit 13; end
pad= left('', sw % NN) /*display padding: 6x6 in 80 columns.*/
if hm=='' then hm= "X"; /*define the marker for a human. */
if cm=='' then cm= "O" /* " " " " the computer. */
hm= aChar(hm, 'human') /*determine if the marker is legitimate*/
cm= aChar(cm, 'computer') /* " " " " " " */
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") ) /*The 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*/
/*tic─tac─toe game───►*/ do forever /*'til the cows come home (or QUIT). */
/*tic─tac─toe game───►*/ call CBLF /*process carbon─based lifeform's move.*/
/*tic─tac─toe game───►*/ call Hal /*determine Hal's (the computer) move.*/
/*tic─tac─toe game───►*/ end /*forever*/ /*showGrid subroutine does wins & draws*/
/*──────────────────────────────────────────────────────────────────────────────────────*/
aChar: parse arg x,whoseX; L=length(x) /*process markers.*/
if L==1 then return testB( x ) /*1 char, as is. */
if L==2 & datatype(x, 'X') then return testB( x2c(x) ) /*2 chars, hex. */
if L==3 & datatype(x, 'W') & , /*3 chars, decimal*/
x>=0 & x<256 then return testB( d2c(x) ) /*···and in range.*/
say oops 'illegal character or character code for' whoseX "marker: " x
exit 13 /*stick a fork in it, we're all done. */
/*──────────────────────────────────────────────────────────────────────────────────────*/
CBLF: prompt='Please enter a cell number to place your next marker ['hm"] (or Quit):"
do forever; say $ prompt
parse pull x 1 ux 1 ox; upper ux /*get versions of answer; uppercase ux*/
if datatype(ox, 'W') then ox=ox / 1 /*normalize cell number: +0007 ───► 7 */
/*(division by unity normalizes a num.)*/
select /*perform some validations of X (cell#)*/
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 number isn't numeric: " x
when \datatype(x, 'W') then say oops "cell number isn't an integer: " x
when x=0 then say oops "cell number can't be zero: " x
when x<0 then say oops "cell number can't be negative: " x
when x>NN then say oops "cell number can't exceed " NN
when @.ox\=='' then say oops "cell number is already occupied: " x
otherwise leave /*forever*/
end /*select*/
end /*forever*/
/* [↓] OX is a normalized version of X*/
@.ox= hm /*place a marker for the human (CLBF). */
call showGrid /*and display the tic─tac─toe grid. */
return
/*──────────────────────────────────────────────────────────────────────────────────────*/
Hal: select /*Hal tries various moves. */
when win(cm, N-1) then call Hmove , ec /*is this the winning move?*/
when win(hm, N-1) then call Hmove , ec /* " " a blocking " */
when @.middle== '' then call Hmove middle /*pick the center cell. */
when @.N.N == '' then call Hmove , N N /*bottom right corner cell.*/
when @.N.1 == '' then call Hmove , N 1 /* " left " " */
when @.1.N == '' then call Hmove , 1 N /* top right " " */
when @.1.1 == '' then call Hmove , 1 1 /* " left " " */
otherwise call Hmove , ac /*pick a blank cell in grid*/
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 number " Hplace
call showGrid
return
/*──────────────────────────────────────────────────────────────────────────────────────*/
showGrid: _= 0; cW= 5; cH= 3; open= 0 /*cell width, cell height.*/
do r=1 for N /*construct array of cells.*/
do c=1 for N; _= _ + 1; @.r.c= @._; open= open | @._==''
end /*c*/
end /*r*/ /* [↑] OPEN≡a cell is open*/
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 /*c# is cell number*/
end
_= _ || jam || center(mk, cW)
__= __ || jam || center(c#, cW)
end /*k*/
say pad substr(_, 2) pad translate( substr(__, 2), single, dbl)
end /*t*/ /* [↑] show a line*/
if j==N then leave
_=
do b=1 for N; _= _ || junc || copies(bar, cW)
end /*b*/ /* [↑] a grid part*/
say pad substr(_, 2) pad translate( substr(_, 2), single, dbl)
end /*j*/
say
if win(hm) then call tell 'You ('hm") won"copies('!',random(1, 5) )
if win(cm) then call tell 'The computer ('cm") won."
if \open then call tell 'This tic─tac─toe game is a draw (a cat scratch).'
return
/*──────────────────────────────────────────────────────────────────────────────────────*/
tell: do 4; say; end; say center(' 'arg(1)" ", sw, '─'); do 5; say; end; exit
/*──────────────────────────────────────────────────────────────────────────────────────*/
testB: parse arg bx; if bx\==' ' then return bx /*test if the marker isn't a blank.*/
say oops 'character code for' whoseX "marker can't be a blank."
exit 13 /*stick a fork in it, we're all done. */
/*──────────────────────────────────────────────────────────────────────────────────────*/
win: parse arg wm,w; if w=='' then w= N /* [↓] see if there is a win. */
ac= /* [↓] EC ≡ means Empty Cell. */
do r=1 for N; _= 0; ec= /*see if any rows are a winner*/
do c=1 for N; _= _ + (@.r.c==wm) /*count the # of markers in col*/
if @.r.c=='' then ec= r c /*Cell empty? Then remember it*/
end /*c*/ /* [↓] AC≡means available cell*/
if ec\=='' then ac=ec /*Found an empty? Then use it.*/
if _==N | (_>=w & ec\=='') then return 1==1 /*a winner has been determined.*/
end /*r*/ /*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) /*count the # of markers in row*/
if @.r.c=='' then ec= r c /*Cell empty? Then remember it*/
end /*r*/
if ec\=='' then ac= ec /*Found an empty? Then remember*/
if _==N | (_>=w & ec\=='') then return 1==1 /*a winner has been determined.*/
end /*c*/
_= 0; ec= /*EC≡location of an empty cell.*/
do d=1 for N; _= _ + (@.d.d==wm) /*A winning descending diag. ? */
if @.d.d=='' then ec= d d /*Empty cell? Then note cell #*/
end /*d*/
if _==N | (_>=w & ec\=='') then return 1==1 /*a winner has been determined.*/
_= 0; r= 1
do c=N for N by -1; _=_ + (@.r.c==wm) /*A winning ascending diagonal?*/
if @.r.c=='' then ec= r c /*Empty cell? Then note cell #*/
r= r + 1 /*bump the counter for the rows*/
end /*c*/
if _==N | (_>=w & ec\=='') then return 1==1 /*a winner has been determined.*/
return 0==1 /*no winner " " " */
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); this is used to determine the amount of padding for a centered display of the two grids.
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 ◄■■■■■■■■■■ human player's move. ║ ║ │ │ ║ 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 ◄■■■■■■■■■■ human player's move. ║ ║ │ │ 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 ◄■■■■■■■■■■ human player's move. ║ ║ │ │ 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 ◄■■■■■■■■■■ human player's move. ║ ║ ║ ║ │ │ │ │ ║ ║ ║ ║ █ 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 ◄■■■■■■■■■■ human player's response. ────────────────────────────────── 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.
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
(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
- 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
Rust
use GameState::{ComputerWin, Draw, PlayerWin, Playing};
use rand::prelude::*;
#[derive(PartialEq, Debug)]
enum GameState {
PlayerWin,
ComputerWin,
Draw,
Playing,
}
type Board = [[char; 3]; 3];
fn main() {
let mut rng = StdRng::from_entropy();
let mut board: Board = [['1', '2', '3'], ['4', '5', '6'], ['7', '8', '9']];
draw_board(board);
loop {
player_turn(&mut board);
if check_win(board) != Playing {
break;
}
computer_turn(&mut rng, &mut board);
if check_win(board) != Playing {
break;
}
draw_board(board);
}
draw_board(board);
let announcement = match check_win(board) {
PlayerWin => "The Player has won!",
ComputerWin => "The Computer has won!",
Draw => "Draw!",
Playing => unreachable!(),
};
println!("{}", announcement);
}
fn is_empty(cell: &char) -> bool {
*cell != 'X' && *cell != 'O'
}
fn check_win(board: Board) -> GameState {
// check for win
for (i, row) in board.iter().enumerate() {
if row[0] == row[1] && row[0] == row[2] {
return which_win(row[0]);
} else if board[0][i] == board[1][i] && board[0][i] == board[2][i] {
return which_win(board[0][i]);
}
}
if board[0][0] == board[1][1] && board[0][0] == board[2][2] {
return which_win(board[0][0]);
} else if board[0][2] == board[1][1] && board[0][2] == board[2][0] {
return which_win(board[0][2]);
}
// check if it's not a draw
let is_draw = board.iter().flatten().any(is_empty);
if is_draw {
Playing
} else {
Draw
}
}
fn which_win(s: char) -> GameState {
match s {
'X' => PlayerWin,
'O' => ComputerWin,
_ => unreachable!(),
}
}
fn player_turn(board: &mut Board) {
use std::io;
println!("Player, enter your field of choice!: ");
let mut ln = String::new();
io::stdin()
.read_line(&mut ln)
.expect("Failed to read stdin");
let choice = ln.trim().parse::<usize>().expect("Failed to parse input");
let row = (choice - 1) / 3;
let col = (choice - 1) % 3;
if board[row][col] == 'X' || board[row][col] == 'O' {
println!("Someone already took this field!");
player_turn(board);
} else {
board[row][col] = 'X';
}
}
fn computer_turn<R: Rng>(rng: &mut R, board: &mut Board) {
let possible_choices: Vec<_> = board
.iter()
.flatten()
.enumerate()
.filter(|&(_, c)| is_empty(c))
.map(|(i, _)| i)
.collect();
let choice = possible_choices.choose(rng).unwrap();
println!("Computer chose: {}", choice);
let row = choice / 3;
let col = choice % 3;
board[row][col] = 'O';
}
fn draw_board(board: Board) {
for row in &board {
println!("{} {} {}", row[0], row[1], row[2]);
}
}
- Output:
1 2 3 4 5 6 7 8 9 Player, enter your field of choice!: 1 Computer chose: 6 X 2 3 4 5 6 O 8 9 Player, enter your field of choice!: 5 Computer chose: 7 X 2 3 4 X 6 O O 9 Player, enter your field of choice!: 9 X 2 3 4 X 6 O O X The Player has won!
Scala
Functional implementation.
Computer vs. human. Human starts. Computer plays 'O' and human plays 'X'. Computer moves are legal, but random.
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 App {
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)
}
}
- 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.
Scilab
Can be a game of human v. human, human v. machine, or machine v. machine. Machine moves have a hierarchy: firstly, it looks for a winning move; secondly, it looks for a way to block the opponent's victory; lastly, it makes a random move.
function [] = startGame()
//Board size and marks
N = 3;
marks = ["X" "O"];
//Creating empty board
board = string(zeros(N,N));
for i = 1:(N*N)
board(i) = "";
end
//Initialising players
clc();
players= [%F %F];
players = playerSetup(marks);
//Console header
header = [strsplit(marks(1)+" is ----")';...
strsplit(marks(2)+" is ----")'];
for i = 1:2
if players(i) then
header(i,6:10) = strsplit("P"+string(i)+". ");
else
header(i,6:10) = strsplit("COMP.");
end
end
//Game loop
sleep(1000);
win_flag = %F;
count = 0;
while count<N*N
//Clear console, and print header and board
clc();
printf("%s\n %s\n",strcat(header(1,:)),strcat(header(2,:)));
dispBoard(board);
//Find which player should move
player_n = modulo(count,2) + 1;
if players(player_n) == %T then
//Human plays
pos = [];
valid_move = %F;
disp(marks(player_n)+"''s turn.");
while valid_move ~= %T
[pos,valid_move] = readHumanMove(board);
if ~valid_move then
disp("You should input a valid cell number.");
end
end
if valid_move then
board = updateBoard(board,pos,marks(player_n));
else
error("Invalid move.");
end
else
//Computer plays
disp("Computer is playing.");
board = ComputerMove(board,marks(player_n),marks);
sleep(800);
end
//Count number of movements
count = count + 1;
//Check if the game has finished
[win_flag,winning_mark] = detectWin(board)
if win_flag then
break
end
end
//Clear screen at the end of game
clc();
disp("Game finished:");
dispBoard(board);
//Print results
if win_flag then
disp(winning_mark+" won!");
else
disp("It''s a tie.");
end
//Play again?
play_again = "";
while play_again ~= "Y" & play_again ~= "N"
play_again = input("Would you like to play again? (Y/N)","s");
play_again = strsplit(play_again);
play_again = convstr(play_again(1),"u");
if play_again ~= "Y" & play_again ~= "N" then
disp("Invalid answer.");
end
end
if play_again == "Y" then
startGame();
else
disp("Quit game.");
end
endfunction
function players = playerSetup(marks)
//Determines who plays which mark
players = [%F %F]; //True for human, Flase for computer
printf("\n%s always starts.\n",marks(1));
for i = 1:2
user_input = "";
while user_input ~= "Y" & user_input ~= "N"
user_input = input("Would you like to play as "+marks(i)+"? (Y/N)","s");
user_input = strsplit(user_input);
user_input = convstr(user_input(1),"u");
if user_input ~= "Y" & user_input ~= "N" then
disp("Invalid answer.");
end
end
//Print choice
if user_input == "Y" then
players(i) = %T;
printf("%s shall be player %d (P%d).\n\n",marks(i),i,i);
else
printf("%s shall be the computer (COMP).\n\n",marks(i));
end
end
endfunction
function [] = dispBoard(board)
//Print ASCII board on console
//Get board marks
marks = [" " " "];
mark_inds = find(board ~= "");
if mark_inds ~= [] then
marks(1) = board(mark_inds(1));
mark_inds = find( (board ~= "") & (board ~= marks(1)) );
if mark_inds ~= [] then
marks(2) = board(mark_inds(1));
end
end
//Transpose to display for humans
//[compatibility with readHumanMove()]
disp_board = board';
rows = 3*size(board,'r');
cols = 4*size(board,'c');
ascii_board = string(zeros(rows, cols));
mark_1=[...
strsplit(" |")';...
strsplit(" "+marks(1)+" |")';...
strsplit("___|")'];
mark_2=[...
strsplit(" |")';...
strsplit(" "+marks(2)+" |")';...
strsplit("___|")'];
Blank_mark=[...
strsplit(" |")';...
strsplit(" |")';...
strsplit("___|")'];
for r = ([1:size(board,'r')] - 1 )
for c = ([1:size(board,'c')] - 1)
if disp_board(r+1,c+1) == marks(1) then
ascii_board((r*3 + 1):((r+1)*3),...
(c*4 + 1):((c+1)*4)) = mark_1;
elseif disp_board(r+1,c+1) == marks(2) then
ascii_board((r*3 + 1):((r+1)*3),...
(c*4 + 1):((c+1)*4)) = mark_2;
else
ascii_board((r*3 + 1):((r+1)*3),...
(c*4 + 1):((c+1)*4)) = Blank_mark;
end
end
end
for i = 1:cols
if modulo(i,4)>0 then
ascii_board(rows,i) = " ";
end
end
for i = 1:rows
ascii_board(i,cols) = " ";
end
printf("\n");
for i = 1:size(ascii_board,'r')
printf("%s\n",strcat(ascii_board(i,:)))
end
endfunction
function moves_board = availableMoves(board)
//Find empty cells on the board
moves_board = board;
for i = 1:(size(board,'r')*size(board,'c'))
if board(i) == "" then
moves_board(i) = string(i);
else
moves_board(i) = "_";
end
end
endfunction
function varargout = readHumanMove(board)
//Read human input
printf("\nAvailable cells:");
moves_board = availableMoves(board);
disp(moves_board');
x = input("\nEnter a move (0 to quit game): ");
valid = %F;
pos = 0;
total = size(moves_board,'r') * size(moves_board,'c');
//Check if it is a valid move
if x == 0 then
disp("Quit game.")
abort
elseif (x>=1 & x<=total) then
if (moves_board(x) == string(x)) then
valid = %T;
pos = x;
end
end
varargout = list(pos,valid);
endfunction
function varargout = updateBoard(board,pos,player)
//Add move to the board
if board(pos) ~= "" then
error('Error: Invalid move.');
end
board(pos) = player
varargout = list(board);
endfunction
function varargout = detectWin(board)
//Detect if there is a winner or not
win_flag = %F;
winner = "";
//Get board marks
marks = ["" ""];
mark_inds = find(board ~= "");
marks(1) = board(mark_inds(1))
mark_inds = find( (board ~= "") & (board ~= marks(1)) );
marks(2) = board(mark_inds(1));
//If there is a minimum number of moves, check if there is a winner
n_moves = find(~(board == ""));
n_moves = length(n_moves)
if n_moves >= size(board,'r') then
board_X = (board == marks(1));
board_O = (board == marks(2));
for i = 1:size(board,'r')
//Check rows
if find(~board_X(i,:)) == [] then
win_flag = %T;
winner = marks(1);
break
end
if find(~board_O(i,:)) == [] then
win_flag = %T;
winner = marks(2);
break
end
//Check columns
if find(~board_X(:,i)) == [] then
win_flag = %T;
winner = marks(1);
break
end
if find(~board_O(:,i)) == [] then
win_flag = %T;
winner = marks(2);
break
end
end
//Check diagonal
if ~win_flag then
if find(~diag(board_X)) == [] then
win_flag = %T;
winner = marks(1);
elseif find(~diag(board_O)) == [] then
win_flag = %T;
winner = marks(2);
end
end
//Check anti-diagonal
if ~win_flag then
board_X = board_X(:,$:-1:1);
board_O = board_O(:,$:-1:1);
if find(~diag(board_X)) == [] then
win_flag = %T;
winner = marks(1);
elseif find(~diag(board_O)) == [] then
win_flag = %T;
winner = marks(2);
end
end
end
varargout = list(win_flag,winner)
endfunction
function threat_pos = findThreat(board,player)
//Returns a list of moves that can finish the game
//Available moves
move_inds = find(~( availableMoves(board) == "_" ));
//If there is a minimum number of moves, check if there is a threat
threat_pos = [];
if (size(board,'r')*size(board,'c')) - length(move_inds) >...
(size(board,'r') - 1) then
for i = 1:length(move_inds)
temp_board = updateBoard(board,move_inds(i),player);
[win_flag,winner] = detectWin(temp_board);
if win_flag & winner == player then
threat_pos = [threat_pos move_inds(i)];
end
end
end
endfunction
function varargout = ComputerMove(board,mark,all_marks)
//Atomatically add a move to the board with no human input
//Find winning moves moves
move_inds = findThreat(board,mark);
//If there are no winning moves, find opponent's winning moves
//to block opponent's victory
if move_inds == [] then
if mark == all_marks(1) then
opponent = all_marks(2);
elseif mark == all_marks(2) then
opponent = all_marks(1);
end
move_inds = findThreat(board,opponent);
end
//If there are no winning moves or threats, find all possible moves
if move_inds == [] then
move_inds = find(~( availableMoves(board) == "_" ));
end
//Choose a random move among the selected possible moves
pos = grand(1,"prm",move_inds);
pos = pos(1);
//Update board by adding a new mark
board(pos) = mark;
varargout = list(board);
endfunction
startGame()
SQL
Basic playable TicTacToe in SQLite using only the sqlite3 CLI. The CLI wasn't really designed for this, making the interactivity a little bit clunky. However, some of the higher-level constructs in SQL allow for some intriguingly elegant game logic.
--Setup
drop table if exists board;
create table board (p char, r integer, c integer);
insert into board values('.', 0, 0),('.', 0, 1),('.', 0, 2),('.', 1, 0),('.', 1, 1),('.', 1, 2),('.', 2, 0),('.', 2, 1),('.', 2, 2);
-- Use a trigger for move events
drop trigger if exists after_moved;
create trigger after_moved after update on board for each row when new.p <> '.' and new.p <> 'O'
begin
-- Verify move is valid
select
case
when (select v from msg) like '%Wins!' then raise(ABORT, 'The game is already over.')
when (select old.p from board where rowid = rid) <> '.' then raise(ABORT, 'That position has already been taken. Please choose an available position.')
when new.p <> 'X' then raise(ABORT, 'Please place an ''X''')
end
from (
select rowid rid from board
where p = new.p
except
select p from board where p = old.p
);
-- Check for game over
update msg set v = (
select
case
when max(num) >= 3 then 'X Wins!'
when (select count(*) from board where p = '.') = 0 then 'Cat Wins!'
else 'Move made'
end
from ( -- Is Game Over
select count(*) num from board where p = 'X' group by r union -- Horz
select count(*) num from board where p = 'X' group by c union -- Vert
select count(*) num from board where p = 'X' and r = c union -- Diag TL->BR
select count(*) num from board where p = 'X' and (2-r) = c -- Diag TR->BL
)
);
--Have computer player make a random move
update board set p = 'O'
where rowid = (select rid from (select max(rnd),rid from (select rowid rid, random() rnd from board where p = '.')))
and (select v from msg) not like '%Wins!';
--NOTE: SQLite doesn't allow update order by in triggers, otherwise we could just use this beautiful line:
-- update board set p = 'O' where p = '.' order by random() limit 1;
--Check to see if the computer player won
update msg set v = (
select
case
when max(num) >= 3 then 'O Wins!'
else v
end
from ( -- Is Game Over
select count(*) num from board where p = 'O' group by r union -- Horz
select count(*) num from board where p = 'O' group by c union -- Vert
select count(*) num from board where p = 'O' and r = c union -- Diag TL->BR
select count(*) num from board where p = 'O' and (2-r) = c -- Diag TR->BL
)
);
end;
-- UI to display the logical board as a grid
drop view if exists ui;
create view ui as
select case when p = '.' then col0.rowid else p end c0, c1, c2
from board as col0
join (select case when p = '.' then board.rowid else p end c1, r from board where c = 1) as col1 on col0.r = col1.r
join (select case when p = '.' then board.rowid else p end c2, r from board where c = 2) as col2 on col0.r = col2.r
where c = 0;
drop table if exists msg;
create table msg (v text);
insert into msg values('');
-- Readme
select * from ui;
.print "Use this to play:"
.print "->update board set p = 'X' where rowid = ?; select * from ui; select * from msg;"'
- Output:
(Assuming the above code is in a file called ttt.sql) sqlite>.read ttt.sql 1|2|3 4|5|6 7|8|9 Use this to play: update board set p = 'X' where rowid = ?; select * from ui; select * from msg; sqlite> update board set p = 'X' where rowid = 1; select * from ui; select * from msg; X|2|3 4|5|O 7|8|9 Move made sqlite> update board set p = 'X' where rowid = 2; select * from ui; select * from msg; X|X|3 4|5|O 7|O|9 Move made sqlite> update board set p = 'X' where rowid = 3; select * from ui; select * from msg; X|X|X 4|5|O 7|O|9 X Wins!
Swift
Some Basic AI for obvious losing and winning conditions
import Darwin
enum Token : CustomStringConvertible {
case cross, circle
func matches(tokens: [Token?]) -> Bool {
for token in tokens {
guard let t = token, t == self else {
return false
}
}
return true
}
func emptyCell(in tokens: [Token?]) -> Int? {
if tokens[0] == nil
&& tokens[1] == self
&& tokens[2] == self {
return 0
} else
if tokens[0] == self
&& tokens[1] == nil
&& tokens[2] == self {
return 1
} else
if tokens[0] == self
&& tokens[1] == self
&& tokens[2] == nil {
return 2
}
return nil
}
var description: String {
switch self {
case .cross: return "x"
case .circle: return "o"
}
}
}
struct Board {
var cells: [Token?] = [nil, nil, nil, nil, nil, nil, nil, nil, nil]
func cells(atCol col: Int) -> [Token?] {
return [cells[col], cells[col + 3], cells[col + 6]]
}
func cells(atRow row: Int) -> [Token?] {
return [cells[row * 3], cells[row * 3 + 1], cells[row * 3 + 2]]
}
func cellsTopLeft() -> [Token?] {
return [cells[0], cells[4], cells[8]]
}
func cellsBottomLeft() -> [Token?] {
return [cells[6], cells[4], cells[2]]
}
func winner() -> Token? {
let r0 = cells(atRow: 0)
let r1 = cells(atRow: 1)
let r2 = cells(atRow: 2)
let c0 = cells(atCol: 0)
let c1 = cells(atCol: 1)
let c2 = cells(atCol: 2)
let tl = cellsTopLeft()
let bl = cellsBottomLeft()
if Token.cross.matches(tokens: r0)
|| Token.cross.matches(tokens: r1)
|| Token.cross.matches(tokens: r2)
|| Token.cross.matches(tokens: c0)
|| Token.cross.matches(tokens: c1)
|| Token.cross.matches(tokens: c2)
|| Token.cross.matches(tokens: tl)
|| Token.cross.matches(tokens: bl) {
return .cross
} else
if Token.circle.matches(tokens: r0)
|| Token.circle.matches(tokens: r1)
|| Token.circle.matches(tokens: r2)
|| Token.circle.matches(tokens: c0)
|| Token.circle.matches(tokens: c1)
|| Token.circle.matches(tokens: c2)
|| Token.circle.matches(tokens: tl)
|| Token.circle.matches(tokens: bl) {
return .circle
}
return nil
}
func atCapacity() -> Bool {
return cells.filter { $0 == nil }.count == 0
}
mutating func play(token: Token, at location: Int) {
cells[location] = token
}
func findBestLocation(for player: Token) -> Int? {
let r0 = cells(atRow: 0)
let r1 = cells(atRow: 1)
let r2 = cells(atRow: 2)
let c0 = cells(atCol: 0)
let c1 = cells(atCol: 1)
let c2 = cells(atCol: 2)
let tl = cellsTopLeft()
let bl = cellsBottomLeft()
if let cell = player.emptyCell(in: r0) {
return cell
} else if let cell = player.emptyCell(in: r1) {
return cell + 3
} else if let cell = player.emptyCell(in: r2) {
return cell + 6
} else if let cell = player.emptyCell(in: c0) {
return cell * 3
} else if let cell = player.emptyCell(in: c1) {
return cell * 3 + 1
} else if let cell = player.emptyCell(in: c2) {
return cell * 3 + 2
} else if let cell = player.emptyCell(in: tl) {
return cell == 0 ? 0 : (cell == 1 ? 4 : 8)
} else if let cell = player.emptyCell(in: bl) {
return cell == 0 ? 6 : (cell == 1 ? 4 : 2)
}
return nil
}
func findMove() -> Int {
let empties = cells.enumerated().filter { $0.1 == nil }
let r = Int(arc4random()) % empties.count
return empties[r].0
}
}
extension Board : CustomStringConvertible {
var description: String {
var result = "\n---------------\n"
for (idx, cell) in cells.enumerated() {
if let cell = cell {
result += "| \(cell) |"
} else {
result += "| \(idx) |"
}
if (idx + 1) % 3 == 0 {
result += "\n---------------\n"
}
}
return result
}
}
while true {
var board = Board()
print("Who do you want to play as ('o' or 'x'): ", separator: "", terminator: "")
let answer = readLine()?.characters.first ?? "x"
var player: Token = answer == "x" ? .cross : .circle
var pc: Token = player == .cross ? .circle : .cross
print(board)
while true {
print("Choose cell to play on: ", separator: "", terminator: "")
var pos = Int(readLine() ?? "0") ?? 0
while !board.atCapacity() && board.cells[pos] != nil {
print("Invalid move. Choose cell to play on: ", separator: "", terminator: "")
pos = Int(readLine() ?? "0") ?? 0
}
if board.atCapacity() {
print("Draw")
break
}
board.play(token: player, at: pos)
print(board)
if let winner = board.winner() {
print("winner is \(winner)")
break
} else if board.atCapacity() {
print("Draw")
break
}
if let win = board.findBestLocation(for: pc) {
board.play(token: pc, at: win)
} else if let def = board.findBestLocation(for: player) {
board.play(token: pc, at: def)
} else {
board.play(token: pc, at: board.findMove())
}
print(board)
if let winner = board.winner() {
print("winner is \(winner)")
break
}
}
}
- Output:
Who do you want to play as ('o' or 'x'): x --------------- | 0 || 1 || 2 | --------------- | 3 || 4 || 5 | --------------- | 6 || 7 || 8 | --------------- Choose cell to play on: 4 --------------- | 0 || 1 || 2 | --------------- | 3 || x || 5 | --------------- | 6 || 7 || 8 | --------------- --------------- | o || 1 || 2 | --------------- | 3 || x || 5 | --------------- | 6 || 7 || 8 | --------------- Choose cell to play on: 6 --------------- | o || 1 || 2 | --------------- | 3 || x || 5 | --------------- | x || 7 || 8 | --------------- --------------- | o || 1 || o | --------------- | 3 || x || 5 | --------------- | x || 7 || 8 | --------------- Choose cell to play on: 1 --------------- | o || x || o | --------------- | 3 || x || 5 | --------------- | x || 7 || 8 | --------------- --------------- | o || x || o | --------------- | 3 || x || 5 | --------------- | x || o || 8 | --------------- Choose cell to play on: 5 --------------- | o || x || o | --------------- | 3 || x || x | --------------- | x || o || 8 | --------------- --------------- | o || x || o | --------------- | o || x || x | --------------- | x || o || 8 | --------------- Choose cell to play on: 8 --------------- | o || x || o | --------------- | o || x || x | --------------- | x || o || x | --------------- Draw Who do you want to play as ('o' or 'x'):
Tailspin
processor Tic-Tac-Toe
@: [position´1..position´9];
source isWonOrDone
[$@Tic-Tac-Toe(1..3) -> #, $@Tic-Tac-Toe(4..6) -> #, $@Tic-Tac-Toe(7..9) -> #,
$@Tic-Tac-Toe(1..9:3) -> #, $@Tic-Tac-Toe(2..9:3) -> #, $@Tic-Tac-Toe(3..9:3) -> #,
$@Tic-Tac-Toe([1,5,9]) -> #, $@Tic-Tac-Toe([3,5,7]) -> #
] -> \(
when <=[]?($@Tic-Tac-Toe <~[<position>]>)> do 'draw' !
when <~=[]> do $(1) !
\) !
when <[<mark>+ VOID]?($ <[<=$(first)>+ VOID]>)> do '$(first); wins!'!
end isWonOrDone
source validMoves
$@Tic-Tac-Toe -> \[i](<position> $ !\) !
end validMoves
templates move
when <?($@Tic-Tac-Toe($.position::raw) <position>)> do @Tic-Tac-Toe($.position::raw): $.mark;
$ !
otherwise
'Incorrect move$#10;' -> !OUT::write
end move
source showString
'$:1..9:3 -> '$#10;$@Tic-Tac-Toe($..$+2)...;';$#10;' !
end showString
end Tic-Tac-Toe
composer toInt
<INT>
end toInt
source play
def board: $Tic-Tac-Toe;
@: mark´'X';
templates getMove
[] -> #
when <=[]> do
$board::showString -> !OUT::write
'$@play; to move $board::validMoves;:$#10;' -> !OUT::write
[{mark: $@play, position: $IN::readline -> toInt} -> board::move] -> #
otherwise
$(1) !
end getMove
$getMove -> #
when <{}> do
'$.mark; played $.position;$#10;' -> !OUT::write
@: $@ -> \(<=mark´'X'> mark´'O'! <=mark´'O'> mark´'X' !\);
[$board::isWonOrDone] -> \(
when <=[]> do $getMove!
otherwise '$(1);$#10;' -> !OUT::write
\) -> #
end play
$play -> !VOID
- Output:
123 456 789 X to move [1, 2, 3, 4, 5, 6, 7, 8, 9]: 5 X played 5 123 4X6 789 O to move [1, 2, 3, 4, 6, 7, 8, 9]: 4 O played 4 123 OX6 789 X to move [1, 2, 3, 6, 7, 8, 9]: 1 X played 1 X23 OX6 789 O to move [2, 3, 6, 7, 8, 9]: 9 O played 9 X23 OX6 78O X to move [2, 3, 6, 7, 8]: 2 X played 2 XX3 OX6 78O O to move [3, 6, 7, 8]: 8 O played 8 XX3 OX6 7OO X to move [3, 6, 7]: 3 X played 3 X wins!
Tcl
package require Tcl 8.6
# This code splits the players from the core game engine
oo::class create TicTacToe {
variable board player letter who
constructor {player1class player2class} {
set board {1 2 3 4 5 6 7 8 9}
set player(0) [$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]
$ttt game
Sample game:
Tic-tac-toe game player. Input the index of where you wish to place your mark at your turn. 1 | 2 | 3 ---+---+--- 4 | 5 | 6 ---+---+--- 7 | 8 | 9 >>> Put your X in any of these positions: 123456789 >>> 1 You went at 1 X | 2 | 3 ---+---+--- 4 | 5 | 6 ---+---+--- 7 | 8 | 9 I go at 5 X | 2 | 3 ---+---+--- 4 | O | 6 ---+---+--- 7 | 8 | 9 >>> Put your X in any of these positions: 2346789 >>> 7 You went at 7 X | 2 | 3 ---+---+--- 4 | O | 6 ---+---+--- X | 8 | 9 I go at 9 X | 2 | 3 ---+---+--- 4 | O | 6 ---+---+--- X | 8 | O >>> Put your X in any of these positions: 23468 >>> 4 You went at 4 X | 2 | 3 ---+---+--- X | O | 6 ---+---+--- X | 8 | O X wins across [1, 4, 7]
UNIX Shell
The computer plays randomly.
#!/usr/bin/env bash
# play tic-tac-toe
main() {
local play_again=1
while (( play_again )); do
local board=(1 2 3 4 5 6 7 8 9) tokens=(X O)
show_board "${board[@]}"
# player colors: computer is red, human is green
local computer=31 human=32
if (( RANDOM % 2 )); then
players=(computer human)
colors=($computer $human)
printf 'I go first!\n'
else
players=(human computer)
colors=($human $computer)
printf 'You go first!\n'
fi
local token winner
local -i turn=0
while ! winner=$(winner "${board[@]}"); do
token=${tokens[turn%2]}
case "${players[turn%2]}" in
human) board=($(human_turn "$token" "${board[@]}"));;
computer) board=($(computer_turn "$token" "${board[@]}"));;
*) printf 'Unknown player "%s"\n' "${players[turn%2]}"; exit 1;;
esac
show_board "${board[@]}" | sed -e "s/${tokens[0]}/"$'\e['"${colors[0]}"$'m&\e[0m/g' \
-e "s/${tokens[1]}/"$'\e['"${colors[1]}"$'m&\e[0m/g'
(( turn=turn+1 ))
done
case "$winner${players[0]}" in
Ohuman|Xcomputer) printf 'I win!\n';;
Xhuman|Ocomputer) printf 'You win!\n';;
cat*) printf 'The cat wins!\n';;
esac
yorn 'Play again'
play_again=$(( ! $? ))
done
}
show_board() {
printf '\n'
printf '%s %s %s\n' "$@"
printf '\n'
}
winner() {
local board=("$@") i j k
local lines=("0 1 2" "0 3 6" "0 4 8" "1 4 7"
"2 4 6" "2 5 8" "3 4 5" "6 7 8")
local line i j k
for line in "${lines[@]}"; do
read i j k <<<"$line"
local token=${board[i]}
if [[ "${board[j]}" == $token && "${board[k]}" == $token ]]; then
printf '%s\n' "$token"
return 0
fi
done
case "${board[*]}" in
*[1-9]*) return 1;;
*) printf 'cat\n'; return 0;;
esac
}
human_turn() {
local token=$1
shift
local board=("$@")
local n=0
while (( n < 1 || n > 9 )) || [[ "${board[n-1]}" != $n ]]; do
printf 'Enter space number: ' "$n" "${board[n-1]}" >/dev/tty
read n </dev/tty >/dev/tty 2>&1
done
board[n-1]=$token
printf '%s\n' "${board[@]}"
}
computer_turn() {
local token=$1
shift
local board=("$@")
local i=0 blanks=() choice
for (( i=0; i<9; ++i )); do
if [[ "${board[i]}" == [1-9] ]]; then
blanks+=("$i")
fi
done
choice=${blanks[RANDOM % ${#blanks[@]}]}
board[choice]=$token
printf '%s\n' "${board[@]}"
}
yorn() {
local yorn=
while [[ $yorn != [Yy]* && $yorn != [Nn]* ]]; do
printf '%s? ' "$*"
read yorn
done
[[ $yorn == [Yy]* ]]
}
main "$@"
- Output:
1 2 3 4 5 6 7 8 9 I go first! I go in space 5. 1 2 3 4 X 6 7 8 9 Enter space number: 1 O 2 3 4 X 6 7 8 9 I go in space 8. O 2 3 4 X 6 7 X 9 Enter space number: 2 O O 3 4 X 6 7 X 9 I go in space 7. O O 3 4 X 6 X X 9 Enter space number: 3 O O O 4 X 6 X X 9 You win! Play again? n
V (Vlang)
import rand
import os
__global (
b = [3][3]int{}
best_i = 0
best_j = 0
)
fn main() {
mut user := false
mut yn :=''
for {
user = !user
print(game(user))
for (yn != "y" ) && (yn != "n") {
yn = os.input('Play again y/n: ').str().to_lower()
}
if yn != "y" {exit(0)} else {yn =''}
println('')
}
}
fn game(user bool) string {
mut u := user
mut move, mut my_move, mut i, mut j, mut win := 0, 0, 0, 0, 0
for k in 0..3 {
for l in 0..3 {
if b[k][l] != 0 {b[k][l] = 0}
}
}
print("Board postions are numbered so:\n1 2 3\n4 5 6\n7 8 9\n")
print("You have O, I have X.\n\n")
for k in 1..9 {
if u {
for move !in [1,2,3,4,5,6,7,8,9] {
move = os.input('your move: ').int()
}
move--
i = move / 3
j = move % 3
if b[i][j] != 0 {continue}
b[i][j] = 1
move = 0
}
if !u {
if k == 1 {
best_i = (rand.int_in_range(1, 9) or {exit(1)}) % 3
best_j = (rand.int_in_range(1, 9) or {exit(1)}) % 3
}
else {test_move(-1, 0)}
b[best_i][best_j] = -1
my_move = best_i * 3 + best_j + 1
println("My move: $my_move")
}
show_board()
win = check_winner()
println("win res: $win")
if win != 0 {
if win == 1 {return "You win" + ".\n\n"}
else {return "I win" + ".\n\n"}
}
u = !u
}
return "A draw.\n\n"
}
fn check_winner() int {
for i in 0..3 {
if b[i][0] != 0 && b[i][1] == b[i][0] && b[i][2] == b[i][0] {return b[i][0]}
if b[0][i] != 0 && b[1][i] == b[0][i] && b[2][i] == b[0][i] {return b[0][i]}
}
if b[1][1] == 0 {return 0}
if b[1][1] == b[0][0] && b[2][2] == b[0][0] {return b[0][0]}
if b[1][1] == b[2][0] && b[0][2] == b[1][1] {return b[1][1]}
return 0
}
fn show_board() {
mut t := "X O"
for i in 0..3 {
for j in 0..3 {
print("${t[b[i][j] + 1].ascii_str()} ")
}
println('')
}
println("-----")
}
fn test_move(value int, depth int) int {
mut best := -1
mut changed := 0
mut score := check_winner()
if score != 0 {
if score == value {return 1} else {return -1}
}
for i in 0..3 {
for j in 0..3 {
if b[i][j] != 0 {continue}
b[i][j] = value
changed = value
score = -test_move(-value, depth + 1)
b[i][j] = 0
if score <= best {continue}
if depth == 0 {
best_i = i
best_j = j
}
best = score
}
}
if changed != 0 {return best}
return 0
}
Wren
import "random" for Random
import "./ioutil" for Input
var r = Random.new()
var b = List.filled(3, null)
for (i in 0..2) b[i] = List.filled(3, 0) // board -> 0: blank; -1: computer; 1: human
var bestI = 0
var bestJ = 0
var checkWinner = Fn.new {
for (i in 0..2) {
if (b[i][0] != 0 && b[i][1] == b[i][0] && b[i][2] == b[i][0]) return b[i][0]
if (b[0][i] != 0 && b[1][i] == b[0][i] && b[2][i] == b[0][i]) return b[0][i]
}
if (b[1][1] == 0) 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
}
var showBoard = Fn.new {
var t = "X O"
for (i in 0..2) {
for (j in 0..2) System.write("%(t[b[i][j] + 1]) ")
System.print()
}
System.print("-----")
}
var testMove // recursive
testMove = Fn.new { |value, depth|
var best = -1
var changed = 0
var score = checkWinner.call()
if (score != 0) return (score == value) ? 1 : -1
for (i in 0..2) {
for (j in 0..2) {
if (b[i][j] == 0) {
b[i][j] = value
changed = value
score = -testMove.call(-value, depth + 1)
b[i][j] = 0
if (score > best) {
if (depth == 0) {
bestI = i
bestJ = j
}
best = score
}
}
}
}
return (changed != 0) ? best : 0
}
var game = Fn.new { |u|
for (i in 0..2) {
for (j in 0..2) b[i][j] = 0
}
System.print("Board postions are numbered so:\n1 2 3\n4 5 6\n7 8 9")
System.print("You have O, I have X.\n")
for (k in 0..8) {
while (u) {
var move = Input.integer("Your move: ", 1, 9) - 1
var i = (move/3).floor
var j = move % 3
if (b[i][j] == 0) {
b[i][j] = 1
break
}
}
if (!u) {
if (k == 0) { // randomize if computer opens, less boring
bestI = r.int(1e6) % 3
bestJ = r.int(1e6) % 3
} else {
testMove.call(-1, 0)
}
b[bestI][bestJ] = -1
var myMove = bestI * 3 + bestJ + 1
System.print("My move: %(myMove)")
}
showBoard.call()
var win = checkWinner.call()
if (win != 0) return ((win == 1) ? "You win" : "I win") + ".\n\n"
u = !u
}
return "A draw.\n\n"
}
var user = false
while (true) {
user = !user
System.write(game.call(user))
var yn = Input.option("Play again y/n: ", "yYnN")
if (yn == "n" || yn == "N") return
System.print()
}
- Output:
Sample game:
Board postions are numbered so: 1 2 3 4 5 6 7 8 9 You have O, I have X. Your move: 1 O ----- My move: 5 O X ----- Your move: 3 O O X ----- My move: 2 O X O X ----- Your move: 8 O X O X O ----- My move: 4 O X O X X O ----- Your move: 6 O X O X X O O ----- My move: 9 O X O X X O O X ----- Your move: 7 O X O X X O O O X ----- A draw. Play again y/n: n
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
];
]
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