diff options
| author | Scott Gasch <[email protected]> | 2016-06-01 19:41:17 -0700 |
|---|---|---|
| committer | Scott Gasch <[email protected]> | 2016-06-01 19:41:17 -0700 |
| commit | 6d38eb746e86589e3b8fa10ba37d206af5eb7ebf (patch) | |
| tree | 0d84c8901ff5df4dff2386e55b454c9001d1582d | |
Initial checking of tic tac toe minimax tutorial code.
| -rw-r--r-- | ver0/ttt.c | 329 | ||||
| -rw-r--r-- | ver0/ttt.h | 48 | ||||
| -rw-r--r-- | ver1/ttt.c | 434 | ||||
| -rw-r--r-- | ver1/ttt.h | 74 | ||||
| -rw-r--r-- | ver2/ttt.c | 535 | ||||
| -rw-r--r-- | ver2/ttt.h | 74 | ||||
| -rw-r--r-- | ver3/ttt.c | 775 | ||||
| -rw-r--r-- | ver3/ttt.h | 79 | ||||
| -rw-r--r-- | ver4/ttt.c | 846 | ||||
| -rw-r--r-- | ver4/ttt.h | 93 | ||||
| -rw-r--r-- | ver5/ttt.c | 766 | ||||
| -rw-r--r-- | ver5/ttt.exe | bin | 0 -> 31744 bytes | |||
| -rw-r--r-- | ver5/ttt.h | 96 | ||||
| -rw-r--r-- | ver5/ttt.pdb | bin | 0 -> 232448 bytes |
14 files changed, 4149 insertions, 0 deletions
diff --git a/ver0/ttt.c b/ver0/ttt.c new file mode 100644 index 0000000..779cbe5 --- /dev/null +++ b/ver0/ttt.c @@ -0,0 +1,329 @@ +#include <stdlib.h>
+#include <stdio.h>
+#include <memory.h>
+#include <time.h>
+#include "ttt.h"
+
+SQUARE g_sComputerPlays = O_MARK; // what side comp plays
+
+//+----------------------------------------------------------------------------
+//
+// Function: SquareContentsToChar
+//
+// Synopsis: Helper function for DrawBoard
+//
+// Arguments: IN SQUARE s - a square to return a char to represent
+//
+// Returns: char - character representing square
+//
+//+----------------------------------------------------------------------------
+char SquareContentsToChar(IN SQUARE s)
+{
+ static char c;
+ switch(s)
+ {
+ case X_MARK:
+ c = 'X';
+ break;
+ case O_MARK:
+ c = 'O';
+ break;
+ default:
+ c = '_';
+ break;
+ }
+ return(c);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: DrawBoard
+//
+// Synopsis: Draw the board
+//
+// Arguments: IN POSITION *p - pointer to a position whose board to draw
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void DrawBoard(IN POSITION *p)
+{
+ COORD x, y;
+
+ for (y = 0; y < BOARD_SIZE; y++)
+ {
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ printf("%c ", SquareContentsToChar(p->sBoard[y][x]));
+ }
+ printf("\n");
+ }
+ printf("\n%c to move.\n", SquareContentsToChar(p->sWhoseTurn));
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: ClearBoard
+//
+// Synopsis: Clear the board
+//
+// Arguments: IN OUT POSITION *p - pointer to position whose board to clear
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void ClearBoard(IN OUT POSITION *p)
+{
+ memset(p->sBoard, 0, sizeof(p->sBoard));
+ p->sWhoseTurn = X_MARK;
+ p->uNumEmpty = (BOARD_SIZE * BOARD_SIZE);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: IsLegalMove
+//
+// Synopsis: Determine if a given move is legal on a given board
+//
+// Arguments: IN POSITION *p - the board to play the move on
+// IN MOVE *m - the move in question
+//
+// Returns: BOOL - TRUE if it's legal, FALSE otherwise
+//
+//+----------------------------------------------------------------------------
+BOOL IsLegalMove(IN POSITION *p, IN MOVE *m)
+{
+ if ((m->cVpos < BOARD_SIZE) && (m->cHpos < BOARD_SIZE))
+ {
+ if (IS_SQUARE_EMPTY(p->sBoard[m->cVpos][m->cHpos]))
+ {
+ return(TRUE);
+ }
+ }
+ return(FALSE);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: GetHumanMove
+//
+// Synopsis: Ask the human for a move
+//
+// Arguments: IN POSITION *p - the current board
+// OUT MOVE *m - the move the human made; this struct is populated
+// as a side-effect of this function.
+//
+// Returns: void* (populates the move struct)
+//
+//+----------------------------------------------------------------------------
+void GetHumanMove(IN POSITION *p, OUT MOVE *m)
+{
+ unsigned int x;
+
+ do
+ {
+ printf("Enter your move number: ");
+ scanf("%u", &x);
+
+ m->cHpos = (x % BOARD_SIZE);
+ m->cVpos = (x / BOARD_SIZE);
+ m->sMark = g_sComputerPlays * -1;
+ }
+ while(FALSE == IsLegalMove(p, m));
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: SearchForComputerMove
+//
+// Synopsis: Use our sophisticated search algorithm to find a computer
+// move
+//
+// Arguments: IN POSITION *p - the current board
+// OUT MOVE *m - the move the computer chooses; this move struct
+// is populated as a side-effect of this function.
+//
+// Returns: void* (populates move struct)
+//
+//+----------------------------------------------------------------------------
+void SearchForComputerMove(IN POSITION *p, OUT MOVE *m)
+{
+ unsigned int x;
+
+ do
+ {
+ x = rand() % (BOARD_SIZE * BOARD_SIZE);
+ m->cHpos = (x % BOARD_SIZE);
+ m->cVpos = (x / BOARD_SIZE);
+ m->sMark = g_sComputerPlays;
+ }
+ while(FALSE == IsLegalMove(p, m));
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: MakeMove
+//
+// Synopsis: Make a move on a board
+//
+// Arguments: IN OUT POSITION *p - the board
+// IN MOVE *m - the move
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void MakeMove(IN OUT POSITION *p, IN MOVE *m)
+{
+ if (TRUE == IsLegalMove(p, m))
+ {
+ p->sBoard[m->cVpos][m->cHpos] = m->sMark;
+ p->uNumEmpty--;
+ p->sWhoseTurn *= -1;
+ }
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: GameOver
+//
+// Synopsis: Is the game over?
+//
+// Arguments: IN POSITION *p - the board
+// OUT SQUARE *psWhoWon - who won the game (if it's over)
+//
+// Returns: TRUE if the game is over. Also sets psWhoWon telling
+// which side one if the game is over.
+//
+// FALSE if the game is not over.
+//
+//+----------------------------------------------------------------------------
+BOOL GameOver(IN POSITION *p, OUT SQUARE *psWhoWon)
+{
+ int iSum;
+ COORD x, y;
+
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ iSum = 0;
+
+ for (y = 0; y < BOARD_SIZE; y++)
+ {
+ iSum += p->sBoard[x][y];
+ }
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+ }
+
+ for (y = 0; y < BOARD_SIZE; y++)
+ {
+ iSum = 0;
+
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ iSum += p->sBoard[x][y];
+ }
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+ }
+
+ iSum = 0;
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ iSum += p->sBoard[x][x];
+ }
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+
+ iSum = 0;
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ iSum += p->sBoard[x][(BOARD_SIZE - 1 - x)];
+ }
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+
+ *psWhoWon = EMPTY;
+ if (p->uNumEmpty == 0)
+ {
+ return(TRUE);
+ }
+ else
+ {
+ return(FALSE);
+ }
+
+ winner:
+ *psWhoWon = (iSum / BOARD_SIZE);
+ return(TRUE);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: main
+//
+// Synopsis: The program entry point and main game loop.
+//
+// Arguments: void
+//
+// Returns: int
+//
+//+----------------------------------------------------------------------------
+int main(void)
+{
+ POSITION p;
+ MOVE mv;
+ SQUARE sResult;
+
+ //
+ // Randomize: the random numbers returned by rand() will be based on
+ // the system clock when the program starts up.
+ //
+ srand(time(0));
+
+ //
+ // Setup the board and draw it once.
+ //
+ ClearBoard(&p);
+ DrawBoard(&p);
+
+ //
+ // Main game loop
+ //
+ do
+ {
+ //
+ // See whose turn it is -- the human's or the computers -- and
+ // get a move from whoever's turn it is.
+ //
+ if (p.sWhoseTurn == g_sComputerPlays)
+ {
+ SearchForComputerMove(&p, &mv);
+ }
+ else
+ {
+ GetHumanMove(&p, &mv);
+ }
+
+ //
+ // Make the move on the board and draw the board again.
+ //
+ MakeMove(&p, &mv);
+ DrawBoard(&p);
+ }
+ while(FALSE == GameOver(&p, &sResult));
+
+ //
+ // If we get here the game is over... see what happened.
+ //
+ switch(sResult)
+ {
+ case X_MARK:
+ printf("\nX's win.\n");
+ break;
+ case O_MARK:
+ printf("\nO's win.\n");
+ break;
+ default:
+ printf("Tie (what a surprise)\n");
+ break;
+ }
+
+ exit(0);
+}
+
diff --git a/ver0/ttt.h b/ver0/ttt.h new file mode 100644 index 0000000..c20a3d1 --- /dev/null +++ b/ver0/ttt.h @@ -0,0 +1,48 @@ +#ifndef _TTT_H_ +#define _TTT_H_ + +#define TRUE (1) +#define FALSE (0) + +#define IN +#define OUT + +typedef unsigned int BOOL; + +// +// Constants for each state a board square can be in and a programmer +// defined type for these states. +// +#define X_MARK (-1) +#define EMPTY (0) +#define O_MARK (+1) +#define TIE (+2) + +typedef signed char SQUARE; +#define IS_SQUARE_EMPTY(x) (x == EMPTY) + +// +// A (simple) representation of a tic tac toe position +// +#define BOARD_SIZE (3) + +typedef struct _POSITION +{ + SQUARE sWhoseTurn; + SQUARE sBoard[BOARD_SIZE][BOARD_SIZE]; + unsigned int uNumEmpty; +} POSITION; + +// +// A representation of a move in a tic tac toe game +// +typedef unsigned int COORD; + +typedef struct _MOVE +{ + COORD cHpos; + COORD cVpos; + SQUARE sMark; +} MOVE; + +#endif /* _TTT_H_ */ diff --git a/ver1/ttt.c b/ver1/ttt.c new file mode 100644 index 0000000..80efd08 --- /dev/null +++ b/ver1/ttt.c @@ -0,0 +1,434 @@ +#include <stdlib.h>
+#include <stdio.h>
+#include <memory.h>
+#include <time.h>
+#include "ttt.h"
+
+SQUARE g_sComputerPlays = O_MARK; // what side comp plays
+unsigned int g_uPly = 0;
+MOVE g_mvBest = { 0 };
+
+//+----------------------------------------------------------------------------
+//
+// Function: SquareContentsToChar
+//
+// Synopsis: Helper function for DrawBoard
+//
+// Arguments: IN SQUARE s - a square to return a char to represent
+//
+// Returns: char - character representing square
+//
+//+----------------------------------------------------------------------------
+char SquareContentsToChar(IN SQUARE s)
+{
+ static char c;
+ switch(s)
+ {
+ case X_MARK:
+ c = 'X';
+ break;
+ case O_MARK:
+ c = 'O';
+ break;
+ case EMPTY:
+ c = '_';
+ break;
+ default:
+ ASSERT(FALSE);
+ c = '?';
+ break;
+ }
+ return(c);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: DrawBoard
+//
+// Synopsis: Draw the board
+//
+// Arguments: IN POSITION *p - pointer to a position whose board to draw
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void DrawBoard(IN POSITION *p)
+{
+ COORD x, y;
+
+ for (y = 0; y < BOARD_SIZE; y++)
+ {
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ printf("%c ", SquareContentsToChar(p->sBoard[y][x]));
+ }
+ printf("\n");
+ }
+ ASSERT(X_OR_O(p->sWhoseTurn));
+ printf("\n%c to move.\n", SquareContentsToChar(p->sWhoseTurn));
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: ClearBoard
+//
+// Synopsis: Clear the board
+//
+// Arguments: IN OUT POSITION *p - pointer to position whose board to clear
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void ClearBoard(IN OUT POSITION *p)
+{
+ memset(p->sBoard, 0, sizeof(p->sBoard));
+ p->sWhoseTurn = X_MARK; // x's go first
+ p->uNumEmpty = (BOARD_SIZE * BOARD_SIZE);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: IsLegalMove
+//
+// Synopsis: Determine if a given move is legal on a given board
+//
+// Arguments: IN POSITION *p - the board to play the move on
+// IN MOVE *m - the move in question
+//
+// Returns: BOOL - TRUE if it's legal, FALSE otherwise
+//
+//+----------------------------------------------------------------------------
+BOOL IsLegalMove(IN POSITION *p, IN MOVE *m)
+{
+ if ((m->cVpos < BOARD_SIZE) && (m->cHpos < BOARD_SIZE))
+ {
+ if (IS_SQUARE_EMPTY(p->sBoard[m->cVpos][m->cHpos]))
+ {
+ return(TRUE);
+ }
+ }
+ return(FALSE);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: GetHumanMove
+//
+// Synopsis: Ask the human for a move
+//
+// Arguments: IN POSITION *p - the current board
+// OUT MOVE *m - the move the human made; this struct is populated
+// as a side-effect of this function.
+//
+// Returns: void* (populates the move struct)
+//
+//+----------------------------------------------------------------------------
+void GetHumanMove(IN POSITION *p, OUT MOVE *m)
+{
+ unsigned int x;
+
+ do
+ {
+ printf("Enter your move number: ");
+ scanf("%u", &x);
+
+ m->cHpos = NUM_TO_HPOS(x);
+ m->cVpos = NUM_TO_VPOS(x);
+ m->sMark = OPPOSITE_MARK(g_sComputerPlays);
+ }
+ while(FALSE == IsLegalMove(p, m));
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: GameOver
+//
+// Synopsis: Is the game over?
+//
+// Arguments: IN POSITION *p - the board
+// OUT SQUARE *psWhoWon - who won the game (if it's over)
+//
+// Returns: TRUE if the game is over. Also sets psWhoWon telling
+// which side one if the game is over. This also serves
+// as a very simple evaluation routine for the search.
+//
+// FALSE if the game is not over.
+//
+//+----------------------------------------------------------------------------
+BOOL GameOver(IN POSITION *p, OUT SQUARE *psWhoWon)
+{
+ int iSum;
+ COORD x, y;
+
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ iSum = 0;
+
+ for (y = 0; y < BOARD_SIZE; y++)
+ {
+ iSum += p->sBoard[x][y];
+ }
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+ }
+
+ for (y = 0; y < BOARD_SIZE; y++)
+ {
+ iSum = 0;
+
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ iSum += p->sBoard[x][y];
+ }
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+ }
+
+ iSum = 0;
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ iSum += p->sBoard[x][x];
+ }
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+
+ iSum = 0;
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ iSum += p->sBoard[x][(BOARD_SIZE - 1 - x)];
+ }
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+
+ *psWhoWon = EMPTY;
+ if (p->uNumEmpty == 0)
+ {
+ return(TRUE);
+ }
+ else
+ {
+ return(FALSE);
+ }
+
+ winner:
+ *psWhoWon = (iSum / BOARD_SIZE);
+ ASSERT(X_OR_O(*psWhoWon));
+ return(TRUE);
+}
+
+
+//+----------------------------------------------------------------------------
+//
+// Function: MakeMove
+//
+// Synopsis: Make a move on a board
+//
+// Arguments: IN OUT POSITION *p - the board
+// IN MOVE *m - the move
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void MakeMove(IN OUT POSITION *p, IN MOVE *m)
+{
+ if (TRUE == IsLegalMove(p, m))
+ {
+ ASSERT(p->sBoard[m->cVpos][m->cHpos] == EMPTY);
+ p->sBoard[m->cVpos][m->cHpos] = m->sMark;
+ p->uNumEmpty--;
+ ASSERT(p->uNumEmpty < (BOARD_SIZE * BOARD_SIZE));
+ p->sWhoseTurn = OPPOSITE_MARK(p->sWhoseTurn);
+ g_uPly++;
+ ASSERT(g_uPly > 0);
+ }
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: UnmakeMove
+//
+// Synopsis: The opposite of MakeMove
+//
+// Arguments: IN OUT POSITION *p - the board
+// IN MOVE *m - the move to undo
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void UnmakeMove(IN OUT POSITION *p, IN MOVE *m)
+{
+ if (p->sBoard[m->cVpos][m->cHpos] == m->sMark)
+ {
+ p->sBoard[m->cVpos][m->cHpos] = EMPTY;
+ p->uNumEmpty++;
+ ASSERT(p->uNumEmpty > 0);
+ ASSERT(p->uNumEmpty <= (BOARD_SIZE * BOARD_SIZE));
+ p->sWhoseTurn = OPPOSITE_MARK(p->sWhoseTurn);
+ ASSERT(g_uPly > 0);
+ g_uPly--;
+ }
+}
+
+
+int
+SimpleSearch(IN POSITION *p)
+{
+ SQUARE sWhoWon;
+ SQUARE s;
+ MOVE mv;
+ int iScore;
+ int iBestScore = -INFINITY;
+
+ //
+ // Evaluate this position
+ //
+ if (TRUE == GameOver(p, &sWhoWon))
+ {
+ if (sWhoWon == p->sWhoseTurn)
+ {
+ return(+INFINITY);
+ }
+ else if (sWhoWon == (p->sWhoseTurn * -1))
+ {
+ return(-INFINITY);
+ }
+ return(DRAWSCORE);
+ }
+
+ //
+ // No one won, game is still going. Evaluate every
+ // possible move from here.
+ //
+ ASSERT(p->uNumEmpty > 0);
+ for (s = 0; s < (BOARD_SIZE * BOARD_SIZE); s++)
+ {
+ mv.cHpos = NUM_TO_HPOS(s);
+ mv.cVpos = NUM_TO_VPOS(s);
+ mv.sMark = p->sWhoseTurn;
+
+ if (IsLegalMove(p, &mv))
+ {
+ MakeMove(p, &mv);
+
+ iScore = -1 * SimpleSearch(p);
+ if (iScore > iBestScore)
+ {
+ iBestScore = iScore;
+ if (g_uPly == 1)
+ {
+ g_mvBest = mv;
+ }
+ }
+
+ UnmakeMove(p, &mv);
+ }
+ }
+ return(iBestScore);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: SearchForComputerMove
+//
+// Synopsis: Use our sophisticated search algorithm to find a computer
+// move
+//
+// Arguments: IN POSITION *p - the current board
+// OUT MOVE *m - the move the computer chooses; this move struct
+// is populated as a side-effect of this function.
+//
+// Returns: void* (populates move struct)
+//
+//+----------------------------------------------------------------------------
+void SearchForComputerMove(IN POSITION *p, OUT MOVE *m)
+{
+ unsigned int x;
+
+#if defined(PLAY_RANDOMLY)
+ do
+ {
+ x = rand() % (BOARD_SIZE * BOARD_SIZE);
+ m->cHpos = NUM_TO_HPOS(x);
+ m->cVpos = NUM_TO_VPOS(x);
+ m->sMark = g_sComputerPlays;
+ }
+ while(FALSE == IsLegalMove(p, m));
+#elif defined(SIMPLE_SEARCH)
+ g_uPly = 0;
+ SimpleSearch(p);
+ *m = g_mvBest;
+#else
+ #error "No Search Strategy Defined"
+#endif
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: main
+//
+// Synopsis: The program entry point and main game loop.
+//
+// Arguments: void
+//
+// Returns: int
+//
+//+----------------------------------------------------------------------------
+int main(void)
+{
+ POSITION p;
+ MOVE mv;
+ SQUARE sResult;
+
+ //
+ // Randomize: the random numbers returned by rand() will be based on
+ // the system clock when the program starts up.
+ //
+ srand(time(0));
+
+ //
+ // Setup the board and draw it once.
+ //
+ ClearBoard(&p);
+ DrawBoard(&p);
+
+ //
+ // Main game loop
+ //
+ do
+ {
+ //
+ // See whose turn it is -- the human's or the computers -- and
+ // get a move from whoever's turn it is.
+ //
+ if (p.sWhoseTurn == g_sComputerPlays)
+ {
+ SearchForComputerMove(&p, &mv);
+ }
+ else
+ {
+ GetHumanMove(&p, &mv);
+ }
+
+ //
+ // Make the move on the board and draw the board again.
+ //
+ MakeMove(&p, &mv);
+ DrawBoard(&p);
+ }
+ while(FALSE == GameOver(&p, &sResult));
+
+ //
+ // If we get here the game is over... see what happened.
+ //
+ switch(sResult)
+ {
+ case X_MARK:
+ printf("\nX's win.\n");
+ break;
+ case O_MARK:
+ printf("\nO's win.\n");
+ break;
+ default:
+ printf("Tie (what a surprise)\n");
+ break;
+ }
+
+ exit(0);
+}
+
diff --git a/ver1/ttt.h b/ver1/ttt.h new file mode 100644 index 0000000..04bbebf --- /dev/null +++ b/ver1/ttt.h @@ -0,0 +1,74 @@ +#ifndef TTT_H_ +#define TTT_H_ + +#define SIMPLE_SEARCH + +#define TRUE (1) +#define FALSE (0) + +#define IN +#define OUT + +typedef unsigned int BOOL; + +// +// Constants for each state a board square can be in and a programmer +// defined type for these states. +// +#define X_MARK (-1) +#define EMPTY (0) +#define O_MARK (+1) +#define TIE (+2) +#define OPPOSITE_MARK(m) ((m) * -1) +#define X_OR_O(m) (((m) == X_MARK) || \ + ((m) == O_MARK)) + +typedef signed char SQUARE; +#define IS_SQUARE_EMPTY(x) (x == EMPTY) + +// +// A (simple) representation of a tic tac toe position +// +#define BOARD_SIZE (3) + +typedef struct _POSITION +{ + SQUARE sWhoseTurn; + SQUARE sBoard[BOARD_SIZE][BOARD_SIZE]; + unsigned int uNumEmpty; +} POSITION; + +#define NUM_TO_HPOS(x) ((x) % BOARD_SIZE) +#define NUM_TO_VPOS(x) ((x) / BOARD_SIZE) + +// +// A representation of a move in a tic tac toe game +// +typedef unsigned int COORD; + +typedef struct _MOVE +{ + COORD cHpos; + COORD cVpos; + SQUARE sMark; +} MOVE; + +// +// Score values +// +#define INFINITY (+100) +#define DRAWSCORE (0) + +// +// An assert mechanism +// +#ifdef DEBUG +#define ASSERT(x) if (x) \ + { ; } \ + else \ + { (void) _assert(__FILE__, __LINE__); } +#else +#define ASSERT(x) ; +#endif /* DEBUG */ + +#endif /* TTT_H_ */ diff --git a/ver2/ttt.c b/ver2/ttt.c new file mode 100644 index 0000000..d39bc7e --- /dev/null +++ b/ver2/ttt.c @@ -0,0 +1,535 @@ +/*++
+
+Module Name:
+
+ ttt.c
+
+Abstract:
+
+ tic tac toe program to illustrate simple minimax searching
+
+Author:
+
+ Scott Gasch (SGasch) 18 Mar 2004
+
+Revision History:
+
+ ver0 : random play
+ ver1 : simple search
+ ver2 : alpha beta search
+
+--*/
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <memory.h>
+#include <time.h>
+#include "ttt.h"
+
+SQUARE g_sComputerPlays = O_MARK; // what side comp plays
+unsigned int g_uPly = 0;
+MOVE g_mvBest = { 0 };
+unsigned int g_uNodes = 0;
+
+//+----------------------------------------------------------------------------
+//
+// Function: SquareContentsToChar
+//
+// Synopsis: Helper function for DrawBoard
+//
+// Arguments: IN SQUARE s - a square to return a char to represent
+//
+// Returns: char - character representing square
+//
+//+----------------------------------------------------------------------------
+char SquareContentsToChar(IN SQUARE s)
+{
+ static char c;
+ switch(s)
+ {
+ case X_MARK:
+ c = 'X';
+ break;
+ case O_MARK:
+ c = 'O';
+ break;
+ case EMPTY:
+ c = '_';
+ break;
+ default:
+ ASSERT(FALSE);
+ c = '?';
+ break;
+ }
+ return(c);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: DrawBoard
+//
+// Synopsis: Draw the board
+//
+// Arguments: IN POSITION *p - pointer to a position whose board to draw
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void DrawBoard(IN POSITION *p)
+{
+ COORD x, y;
+
+ for (y = 0; y < BOARD_SIZE; y++)
+ {
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ printf("%c ", SquareContentsToChar(p->sBoard[y][x]));
+ }
+ printf("\n");
+ }
+ ASSERT(X_OR_O(p->sWhoseTurn));
+ printf("\n%c to move.\n", SquareContentsToChar(p->sWhoseTurn));
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: ClearBoard
+//
+// Synopsis: Clear the board
+//
+// Arguments: IN OUT POSITION *p - pointer to position whose board to clear
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void ClearBoard(IN OUT POSITION *p)
+{
+ memset(p->sBoard, 0, sizeof(p->sBoard));
+ p->sWhoseTurn = X_MARK; // x's go first
+ p->uNumEmpty = (BOARD_SIZE * BOARD_SIZE);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: IsLegalMove
+//
+// Synopsis: Determine if a given move is legal on a given board
+//
+// Arguments: IN POSITION *p - the board to play the move on
+// IN MOVE *m - the move in question
+//
+// Returns: BOOL - TRUE if it's legal, FALSE otherwise
+//
+//+----------------------------------------------------------------------------
+BOOL IsLegalMove(IN POSITION *p, IN MOVE *m)
+{
+ if ((m->cVpos < BOARD_SIZE) && (m->cHpos < BOARD_SIZE))
+ {
+ if (IS_SQUARE_EMPTY(p->sBoard[m->cVpos][m->cHpos]))
+ {
+ return(TRUE);
+ }
+ }
+ return(FALSE);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: GetHumanMove
+//
+// Synopsis: Ask the human for a move
+//
+// Arguments: IN POSITION *p - the current board
+// OUT MOVE *m - the move the human made; this struct is populated
+// as a side-effect of this function.
+//
+// Returns: void* (populates the move struct)
+//
+//+----------------------------------------------------------------------------
+void GetHumanMove(IN POSITION *p, OUT MOVE *m)
+{
+ unsigned int x;
+
+ do
+ {
+ printf("Enter your move number: ");
+ scanf("%u", &x);
+
+ m->cHpos = NUM_TO_HPOS(x);
+ m->cVpos = NUM_TO_VPOS(x);
+ m->sMark = OPPOSITE_MARK(g_sComputerPlays);
+ }
+ while(FALSE == IsLegalMove(p, m));
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: GameOver
+//
+// Synopsis: Is the game over?
+//
+// Arguments: IN POSITION *p - the board
+// OUT SQUARE *psWhoWon - who won the game (if it's over)
+//
+// Returns: TRUE if the game is over. Also sets psWhoWon telling
+// which side one if the game is over. This also serves
+// as a very simple evaluation routine for the search.
+//
+// FALSE if the game is not over.
+//
+//+----------------------------------------------------------------------------
+BOOL GameOver(IN POSITION *p, OUT SQUARE *psWhoWon)
+{
+ int iSum;
+ COORD x, y;
+
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ iSum = 0;
+
+ for (y = 0; y < BOARD_SIZE; y++)
+ {
+ iSum += p->sBoard[x][y];
+ }
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+ }
+
+ for (y = 0; y < BOARD_SIZE; y++)
+ {
+ iSum = 0;
+
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ iSum += p->sBoard[x][y];
+ }
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+ }
+
+ iSum = 0;
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ iSum += p->sBoard[x][x];
+ }
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+
+ iSum = 0;
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ iSum += p->sBoard[x][(BOARD_SIZE - 1 - x)];
+ }
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+
+ *psWhoWon = EMPTY;
+ if (p->uNumEmpty == 0)
+ {
+ return(TRUE);
+ }
+ else
+ {
+ return(FALSE);
+ }
+
+ winner:
+ *psWhoWon = (iSum / BOARD_SIZE);
+ ASSERT(X_OR_O(*psWhoWon));
+ return(TRUE);
+}
+
+
+//+----------------------------------------------------------------------------
+//
+// Function: MakeMove
+//
+// Synopsis: Make a move on a board
+//
+// Arguments: IN OUT POSITION *p - the board
+// IN MOVE *m - the move
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void MakeMove(IN OUT POSITION *p, IN MOVE *m)
+{
+ if (TRUE == IsLegalMove(p, m))
+ {
+ ASSERT(p->sBoard[m->cVpos][m->cHpos] == EMPTY);
+ p->sBoard[m->cVpos][m->cHpos] = m->sMark;
+ p->uNumEmpty--;
+ ASSERT(p->uNumEmpty < (BOARD_SIZE * BOARD_SIZE));
+ p->sWhoseTurn = OPPOSITE_MARK(p->sWhoseTurn);
+ g_uPly++;
+ ASSERT(g_uPly > 0);
+ }
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: UnmakeMove
+//
+// Synopsis: The opposite of MakeMove
+//
+// Arguments: IN OUT POSITION *p - the board
+// IN MOVE *m - the move to undo
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void UnmakeMove(IN OUT POSITION *p, IN MOVE *m)
+{
+ if (p->sBoard[m->cVpos][m->cHpos] == m->sMark)
+ {
+ p->sBoard[m->cVpos][m->cHpos] = EMPTY;
+ p->uNumEmpty++;
+ ASSERT(p->uNumEmpty > 0);
+ ASSERT(p->uNumEmpty <= (BOARD_SIZE * BOARD_SIZE));
+ p->sWhoseTurn = OPPOSITE_MARK(p->sWhoseTurn);
+ ASSERT(g_uPly > 0);
+ g_uPly--;
+ }
+}
+
+
+int
+AlphaBeta(IN POSITION *p, IN int iAlpha, IN int iBeta)
+{
+ SQUARE sWhoWon;
+ SQUARE s;
+ MOVE mv;
+ int iScore;
+ int iBestScore = -INFINITY;
+
+ g_uNodes++;
+
+ //
+ // Evaluate this position
+ //
+ if (TRUE == GameOver(p, &sWhoWon))
+ {
+ if (sWhoWon == p->sWhoseTurn)
+ {
+ return(+INFINITY - g_uPly);
+ }
+ else if (sWhoWon == (p->sWhoseTurn * -1))
+ {
+ return(-INFINITY + g_uPly);
+ }
+ return(DRAWSCORE);
+ }
+
+ //
+ // No one won, game is still going. Evaluate every
+ // possible move from here.
+ //
+ ASSERT(p->uNumEmpty > 0);
+ for (s = 0; s < (BOARD_SIZE * BOARD_SIZE); s++)
+ {
+ mv.cHpos = NUM_TO_HPOS(s);
+ mv.cVpos = NUM_TO_VPOS(s);
+ mv.sMark = p->sWhoseTurn;
+
+ if (IsLegalMove(p, &mv))
+ {
+ MakeMove(p, &mv);
+
+ iScore = -1 * AlphaBeta(p, -iBeta, -iAlpha);
+
+ UnmakeMove(p, &mv);
+
+ if (iScore >= iBeta)
+ {
+ return(iScore);
+ }
+
+ if (iScore > iBestScore)
+ {
+ iBestScore = iScore;
+
+ if (iScore > iAlpha)
+ {
+ iAlpha = iScore;
+ if (g_uPly == 0)
+ {
+ g_mvBest = mv;
+ }
+ }
+ }
+ }
+ }
+ return(iBestScore);
+}
+
+
+int
+SimpleSearch(IN POSITION *p)
+{
+ SQUARE sWhoWon;
+ SQUARE s;
+ MOVE mv;
+ int iScore;
+ int iBestScore = -INFINITY;
+
+ g_uNodes++;
+
+ //
+ // Evaluate this position
+ //
+ if (TRUE == GameOver(p, &sWhoWon))
+ {
+ if (sWhoWon == p->sWhoseTurn)
+ {
+ return(+INFINITY - g_uPly);
+ }
+ else if (sWhoWon == (p->sWhoseTurn * -1))
+ {
+ return(-INFINITY + g_uPly);
+ }
+ return(DRAWSCORE);
+ }
+
+ //
+ // No one won, game is still going. Evaluate every
+ // possible move from here.
+ //
+ ASSERT(p->uNumEmpty > 0);
+ for (s = 0; s < (BOARD_SIZE * BOARD_SIZE); s++)
+ {
+ mv.cHpos = NUM_TO_HPOS(s);
+ mv.cVpos = NUM_TO_VPOS(s);
+ mv.sMark = p->sWhoseTurn;
+
+ if (IsLegalMove(p, &mv))
+ {
+ MakeMove(p, &mv);
+
+ iScore = -1 * SimpleSearch(p);
+ if (iScore > iBestScore)
+ {
+ iBestScore = iScore;
+ if (g_uPly == 1)
+ {
+ g_mvBest = mv;
+ }
+ }
+
+ UnmakeMove(p, &mv);
+ }
+ }
+ return(iBestScore);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: SearchForComputerMove
+//
+// Synopsis: Use our sophisticated search algorithm to find a computer
+// move
+//
+// Arguments: IN POSITION *p - the current board
+// OUT MOVE *m - the move the computer chooses; this move struct
+// is populated as a side-effect of this function.
+//
+// Returns: void* (populates move struct)
+//
+//+----------------------------------------------------------------------------
+void SearchForComputerMove(IN POSITION *p, OUT MOVE *m)
+{
+ unsigned int x;
+
+#if defined(PLAY_RANDOMLY)
+ do
+ {
+ x = rand() % (BOARD_SIZE * BOARD_SIZE);
+ m->cHpos = NUM_TO_HPOS(x);
+ m->cVpos = NUM_TO_VPOS(x);
+ m->sMark = g_sComputerPlays;
+ }
+ while(FALSE == IsLegalMove(p, m));
+#elif defined(SIMPLE_SEARCH)
+ g_uPly = g_uNodes = 0;
+ SimpleSearch(p);
+ *m = g_mvBest;
+ printf("Searched %u node(s).\n", g_uNodes);
+#elif defined(ALPHA_BETA_SEARCH)
+ g_uPly = g_uNodes = 0;
+ AlphaBeta(p, -INFINITY-1, +INFINITY+1);
+ *m = g_mvBest;
+ printf("Searched %u node(s).\n", g_uNodes);
+#else
+ #error "No Search Strategy Defined"
+#endif
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: main
+//
+// Synopsis: The program entry point and main game loop.
+//
+// Arguments: void
+//
+// Returns: int
+//
+//+----------------------------------------------------------------------------
+int main(void)
+{
+ POSITION p;
+ MOVE mv;
+ SQUARE sResult;
+
+ //
+ // Randomize: the random numbers returned by rand() will be based on
+ // the system clock when the program starts up.
+ //
+ srand(time(0));
+
+ //
+ // Setup the board and draw it once.
+ //
+ ClearBoard(&p);
+ DrawBoard(&p);
+
+ //
+ // Main game loop
+ //
+ do
+ {
+ //
+ // See whose turn it is -- the human's or the computers -- and
+ // get a move from whoever's turn it is.
+ //
+ if (p.sWhoseTurn == g_sComputerPlays)
+ {
+ SearchForComputerMove(&p, &mv);
+ }
+ else
+ {
+ GetHumanMove(&p, &mv);
+ }
+
+ //
+ // Make the move on the board and draw the board again.
+ //
+ MakeMove(&p, &mv);
+ DrawBoard(&p);
+ }
+ while(FALSE == GameOver(&p, &sResult));
+
+ //
+ // If we get here the game is over... see what happened.
+ //
+ switch(sResult)
+ {
+ case X_MARK:
+ printf("\nX's win.\n");
+ break;
+ case O_MARK:
+ printf("\nO's win.\n");
+ break;
+ default:
+ printf("Tie (what a surprise)\n");
+ break;
+ }
+
+ exit(0);
+}
+
diff --git a/ver2/ttt.h b/ver2/ttt.h new file mode 100644 index 0000000..2cee8f3 --- /dev/null +++ b/ver2/ttt.h @@ -0,0 +1,74 @@ +#ifndef TTT_H_ +#define TTT_H_ + +#define ALPHA_BETA_SEARCH 1 + +#define TRUE (1) +#define FALSE (0) + +#define IN +#define OUT + +typedef unsigned int BOOL; + +// +// Constants for each state a board square can be in and a programmer +// defined type for these states. +// +#define X_MARK (-1) +#define EMPTY (0) +#define O_MARK (+1) +#define TIE (+2) +#define OPPOSITE_MARK(m) ((m) * -1) +#define X_OR_O(m) (((m) == X_MARK) || \ + ((m) == O_MARK)) + +typedef signed char SQUARE; +#define IS_SQUARE_EMPTY(x) (x == EMPTY) + +// +// A (simple) representation of a tic tac toe position +// +#define BOARD_SIZE (3) + +typedef struct _POSITION +{ + SQUARE sWhoseTurn; + SQUARE sBoard[BOARD_SIZE][BOARD_SIZE]; + unsigned int uNumEmpty; +} POSITION; + +#define NUM_TO_HPOS(x) ((x) % BOARD_SIZE) +#define NUM_TO_VPOS(x) ((x) / BOARD_SIZE) + +// +// A representation of a move in a tic tac toe game +// +typedef unsigned int COORD; + +typedef struct _MOVE +{ + COORD cHpos; + COORD cVpos; + SQUARE sMark; +} MOVE; + +// +// Score values +// +#define INFINITY (+100) +#define DRAWSCORE (0) + +// +// An assert mechanism +// +#ifdef DEBUG +#define ASSERT(x) if (x) \ + { ; } \ + else \ + { (void) _assert(__FILE__, __LINE__); } +#else +#define ASSERT(x) ; +#endif /* DEBUG */ + +#endif /* TTT_H_ */ diff --git a/ver3/ttt.c b/ver3/ttt.c new file mode 100644 index 0000000..426fc73 --- /dev/null +++ b/ver3/ttt.c @@ -0,0 +1,775 @@ +/*++
+
+Module Name:
+
+ ttt.c
+
+Abstract:
+
+ tic tac toe program to illustrate simple minimax searching
+
+Author:
+
+ Scott Gasch (SGasch) 18 Mar 2004
+
+Revision History:
+
+ ver0 : random play
+ ver1 : simple search
+ ver2 : alpha beta search
+ ver3 : added eval and depth on ab search, more efficient gaveover
+
+--*/
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <memory.h>
+#include <time.h>
+#include "ttt.h"
+
+SQUARE g_sComputerPlays = O_MARK; // what side comp plays
+unsigned int g_uPly = 0;
+MOVE g_mvBest = { 0 };
+unsigned int g_uNodes = 0;
+
+//+----------------------------------------------------------------------------
+//
+// Function: SquareContentsToChar
+//
+// Synopsis: Helper function for DrawBoard
+//
+// Arguments: IN SQUARE s - a square to return a char to represent
+//
+// Returns: char - character representing square
+//
+//+----------------------------------------------------------------------------
+char SquareContentsToChar(IN SQUARE s)
+{
+ static char c;
+ switch(s)
+ {
+ case X_MARK:
+ c = 'X';
+ break;
+ case O_MARK:
+ c = 'O';
+ break;
+ case EMPTY:
+ c = '_';
+ break;
+ default:
+ ASSERT(FALSE);
+ c = '?';
+ break;
+ }
+ return(c);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: DrawBoard
+//
+// Synopsis: Draw the board
+//
+// Arguments: IN POSITION *p - pointer to a position whose board to draw
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void DrawBoard(IN POSITION *p)
+{
+ COORD x, y;
+
+ for (y = 0; y < BOARD_SIZE; y++)
+ {
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ printf("%c ", SquareContentsToChar(p->sBoard[y][x]));
+ }
+#ifdef DEBUG
+ printf(" = %d\n", p->iHSums[y]);
+#else
+ printf("\n");
+#endif
+ }
+
+#ifdef DEBUG
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ printf("| ");
+ }
+ printf("\n");
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ printf("%d ", p->iVSums[x]);
+ }
+ printf("\n");
+#endif
+
+ ASSERT(X_OR_O(p->sWhoseTurn));
+ printf("\n%c to move.\n", SquareContentsToChar(p->sWhoseTurn));
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: ClearBoard
+//
+// Synopsis: Clear the board
+//
+// Arguments: IN OUT POSITION *p - pointer to position whose board to clear
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void ClearBoard(IN OUT POSITION *p)
+{
+ memset(p->sBoard, 0, sizeof(p->sBoard));
+ memset(p->iHSums, 0, sizeof(p->iHSums));
+ memset(p->iVSums, 0, sizeof(p->iVSums));
+ p->iDSums[0] = p->iDSums[1] = 0;
+ p->sWhoseTurn = X_MARK; // x's go first
+ p->uNumEmpty = (BOARD_SIZE * BOARD_SIZE);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: IsLegalMove
+//
+// Synopsis: Determine if a given move is legal on a given board
+//
+// Arguments: IN POSITION *p - the board to play the move on
+// IN MOVE *m - the move in question
+//
+// Returns: BOOL - TRUE if it's legal, FALSE otherwise
+//
+//+----------------------------------------------------------------------------
+BOOL IsLegalMove(IN POSITION *p, IN MOVE *m)
+{
+ if ((m->cVpos < BOARD_SIZE) && (m->cHpos < BOARD_SIZE))
+ {
+ if (IS_SQUARE_EMPTY(p->sBoard[m->cVpos][m->cHpos]))
+ {
+ return(TRUE);
+ }
+ }
+ return(FALSE);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: GetHumanMove
+//
+// Synopsis: Ask the human for a move
+//
+// Arguments: IN POSITION *p - the current board
+// OUT MOVE *m - the move the human made; this struct is populated
+// as a side-effect of this function.
+//
+// Returns: void* (populates the move struct)
+//
+//+----------------------------------------------------------------------------
+void GetHumanMove(IN POSITION *p, OUT MOVE *m)
+{
+ unsigned int x;
+
+ do
+ {
+ printf("Enter your move number: ");
+ scanf("%u", &x);
+
+ m->cHpos = NUM_TO_HPOS(x);
+ m->cVpos = NUM_TO_VPOS(x);
+ m->sMark = OPPOSITE_MARK(g_sComputerPlays);
+ }
+ while(FALSE == IsLegalMove(p, m));
+}
+
+
+//+----------------------------------------------------------------------------
+//
+// Function: GameOver
+//
+// Synopsis: Is the game over?
+//
+// Arguments: IN POSITION *p - the board
+// OUT SQUARE *psWhoWon - who won the game (if it's over)
+//
+// Returns: TRUE if the game is over. Also sets psWhoWon telling
+// which side one if the game is over. This also serves
+// as a very simple evaluation routine for the search.
+//
+// FALSE if the game is not over.
+//
+//+----------------------------------------------------------------------------
+BOOL GameOver(IN POSITION *p, OUT SQUARE *psWhoWon)
+{
+ int iSum;
+ COORD x;
+
+ for (x = 0; x < BOARD_SIZE; x++)
+ {
+ iSum = p->iHSums[x];
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+
+ iSum = p->iVSums[x];
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+ }
+
+ iSum = p->iDSums[0];
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+
+ iSum = p->iDSums[1];
+ if (abs(iSum) == BOARD_SIZE) goto winner;
+
+ //
+ // No one won yet, either game ongoing or draw.
+ //
+ *psWhoWon = EMPTY;
+ if (p->uNumEmpty == 0)
+ {
+ return(TRUE);
+ }
+ else
+ {
+ return(FALSE);
+ }
+
+ winner:
+ //
+ // Some side won
+ //
+ *psWhoWon = (iSum / BOARD_SIZE);
+ ASSERT(X_OR_O(*psWhoWon));
+ return(TRUE);
+}
+
+
+//+----------------------------------------------------------------------------
+//
+// Function: CountAdjacents
+//
+// Synopsis: Return the number of marks in adjacent squares to square x
+// that are of the same type (x or o) as the mark in square x.
+//
+// FIXME: does not consider diagonals
+//
+// Arguments: IN POSITION *p - the board
+// IN SQUARE x - the square to test
+//
+// Returns: A count
+//
+//+----------------------------------------------------------------------------
+unsigned int CountAdjacents(IN POSITION *p, IN SQUARE x)
+{
+ COORD v = NUM_TO_VPOS(x);
+ COORD h = NUM_TO_HPOS(x);
+ SQUARE sSide = p->sBoard[h][v];
+ unsigned int uCount = 0;
+
+ //
+ // If nothing at square x, nothing to count
+ //
+ if (sSide == EMPTY) goto end;
+
+ //
+ // Look above, below, left and right
+ //
+ if ((v > 0) && (p->sBoard[h][v-1] == sSide))
+ {
+ uCount++;
+ }
+
+ if ((v < (BOARD_SIZE - 1)) && (p->sBoard[h][v+1] == sSide))
+ {
+ uCount++;
+ }
+
+ if ((h > 0) && (p->sBoard[h-1][v] == sSide))
+ {
+ uCount++;
+ }
+
+ if ((h < (BOARD_SIZE - 1)) && (p->sBoard[h+1][v] == sSide))
+ {
+ uCount++;
+ }
+
+ end:
+ ASSERT(0 <= uCount);
+ ASSERT(uCount <= 4);
+ return(uCount);
+}
+
+
+//+----------------------------------------------------------------------------
+//
+// Function: Eval
+//
+// Synopsis: Evaluate a position
+//
+// Arguments: IN POSITION *p - the board
+//
+// Returns: A score
+//
+//+----------------------------------------------------------------------------
+int Eval(IN POSITION *p)
+{
+ SQUARE sWinner;
+ COORD x;
+ SQUARE sMark;
+ int iScore = 0;
+
+ //
+ // See if the game is already over.
+ //
+ if (TRUE == GameOver(p, &sWinner))
+ {
+ if (sWinner == p->sWhoseTurn)
+ {
+ iScore = +INFINITY - g_uPly;
+ goto end;
+ }
+ else if (sWinner == OPPOSITE_MARK(p->sWhoseTurn))
+ {
+ iScore = -INFINITY + g_uPly;
+ goto end;
+ }
+ iScore = DRAWSCORE;
+ goto end;
+ }
+
+ //
+ // No one won but instead of returning score=0 see if we can
+ // find some "good characteristics" or "bad characteristics"
+ // of the position and give bonuses / penalties.
+ //
+ for (x = BOARD_SIZE + 1;
+ x < ((BOARD_SIZE * BOARD_SIZE) - BOARD_SIZE - 1);
+ x++)
+ {
+ sMark = p->sBoard[NUM_TO_HPOS(x)][NUM_TO_VPOS(x)];
+ if (sMark == p->sWhoseTurn)
+ {
+ iScore += CountAdjacents(p, x);
+ }
+ else if (sMark == OPPOSITE_MARK(p->sWhoseTurn))
+ {
+ iScore -= CountAdjacents(p, x);
+ }
+ }
+
+ end:
+ ASSERT(-INFINITY <= iScore);
+ ASSERT(iScore <= +INFINITY);
+ return(iScore);
+}
+
+
+
+//+----------------------------------------------------------------------------
+//
+// Function: MakeMove
+//
+// Synopsis: Make a move on a board
+//
+// Arguments: IN OUT POSITION *p - the board
+// IN MOVE *m - the move
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void MakeMove(IN OUT POSITION *p, IN MOVE *m)
+{
+ if (TRUE == IsLegalMove(p, m))
+ {
+ //
+ // Make the new make on the board
+ //
+ ASSERT(p->sBoard[m->cVpos][m->cHpos] == EMPTY);
+ p->sBoard[m->cVpos][m->cHpos] = m->sMark;
+
+ //
+ // One less empty square
+ //
+ p->uNumEmpty--;
+ ASSERT(p->uNumEmpty < (BOARD_SIZE * BOARD_SIZE));
+
+ //
+ // Update sums as appropriate
+ //
+ p->iHSums[m->cHpos] += m->sMark;
+ ASSERT(VALID_SUM(p->iHSums[m->cHpos]));
+ p->iVSums[m->cVpos] += m->sMark;
+ ASSERT(VALID_SUM(p->iVSums[m->cVpos]));
+ if (m->cHpos == m->cVpos)
+ {
+ p->iDSums[0] += m->sMark;
+ ASSERT(VALID_SUM(p->iDSums[0]));
+ }
+ else if (m->cHpos == (BOARD_SIZE - m->cVpos))
+ {
+ p->iDSums[1] += m->sMark;
+ ASSERT(VALID_SUM(p->iDSums[1]));
+ }
+
+ //
+ // Other guy's turn
+ //
+ p->sWhoseTurn = OPPOSITE_MARK(p->sWhoseTurn);
+ ASSERT(X_OR_O(p->sWhoseTurn));
+
+ //
+ // One ply deeper
+ //
+ g_uPly++;
+ ASSERT(g_uPly > 0);
+ }
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: UnmakeMove
+//
+// Synopsis: The opposite of MakeMove
+//
+// Arguments: IN OUT POSITION *p - the board
+// IN MOVE *m - the move to undo
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void UnmakeMove(IN OUT POSITION *p, IN MOVE *m)
+{
+ if (p->sBoard[m->cVpos][m->cHpos] == m->sMark)
+ {
+ p->sBoard[m->cVpos][m->cHpos] = EMPTY;
+
+ //
+ // One more empty square
+ //
+ p->uNumEmpty++;
+ ASSERT(p->uNumEmpty > 0);
+ ASSERT(p->uNumEmpty <= (BOARD_SIZE * BOARD_SIZE));
+
+ //
+ // Update sums as appropriate
+ //
+ p->iHSums[m->cHpos] -= m->sMark;
+ ASSERT(VALID_SUM(p->iHSums[m->cHpos]));
+ p->iVSums[m->cVpos] -= m->sMark;
+ ASSERT(VALID_SUM(p->iVSums[m->cVpos]));
+ if (m->cHpos == m->cVpos)
+ {
+ p->iDSums[0] -= m->sMark;
+ ASSERT(VALID_SUM(p->iDSums[0]));
+ }
+ else if (m->cHpos == (BOARD_SIZE - m->cVpos))
+ {
+ p->iDSums[1] -= m->sMark;
+ ASSERT(VALID_SUM(p->iDSums[1]));
+ }
+
+ //
+ // Other guy's turn
+ //
+ p->sWhoseTurn = OPPOSITE_MARK(p->sWhoseTurn);
+ ASSERT(X_OR_O(p->sWhoseTurn));
+
+ //
+ // One ply deeper
+ //
+ ASSERT(g_uPly > 0);
+ g_uPly--;
+ }
+}
+
+
+//+----------------------------------------------------------------------------
+//
+// Function: AlphaBeta
+//
+// Synopsis: An AlphaBeta Search
+//
+// Arguments: IN OUT POSITION *p - the board
+// IN int iAlpha - the lower bound of the score window
+// IN int iBeta - the upper bound of the score window
+// IN int uDepth - search depth horizon
+//
+// Returns: int
+//
+//+----------------------------------------------------------------------------
+int
+AlphaBeta(IN POSITION *p, IN int iAlpha, IN int iBeta, IN unsigned int uDepth)
+{
+ SQUARE sWhoWon;
+ SQUARE s;
+ MOVE mv;
+ int iScore;
+ int iBestScore = -INFINITY;
+
+ g_uNodes++;
+
+ //
+ // Evaluate this position
+ //
+ if (TRUE == GameOver(p, &sWhoWon))
+ {
+ if (sWhoWon == p->sWhoseTurn)
+ {
+ return(+INFINITY - g_uPly);
+ }
+ else if (sWhoWon == (p->sWhoseTurn * -1))
+ {
+ return(-INFINITY + g_uPly);
+ }
+ return(DRAWSCORE);
+ }
+ else
+ {
+ if (uDepth == 0)
+ {
+ return(Eval(p));
+ }
+ }
+
+ //
+ // No one won, game is still going. Evaluate every
+ // possible move from here.
+ //
+ ASSERT(p->uNumEmpty > 0);
+ for (s = 0; s < (BOARD_SIZE * BOARD_SIZE); s++)
+ {
+ mv.cHpos = NUM_TO_HPOS(s);
+ mv.cVpos = NUM_TO_VPOS(s);
+ mv.sMark = p->sWhoseTurn;
+
+ if (IsLegalMove(p, &mv))
+ {
+ MakeMove(p, &mv);
+
+ iScore = -1 * AlphaBeta(p, -iBeta, -iAlpha, uDepth - 1);
+ ASSERT(-INFINITY <= iScore);
+ ASSERT(iScore <= +INFINITY);
+
+ UnmakeMove(p, &mv);
+
+ if (iScore >= iBeta)
+ {
+ return(iScore);
+ }
+
+ if (iScore > iBestScore)
+ {
+ iBestScore = iScore;
+
+ if (iScore > iAlpha)
+ {
+ iAlpha = iScore;
+
+ //
+ // If this is the ply 0 move, remember it.
+ //
+ if (g_uPly == 0)
+ {
+ g_mvBest = mv;
+ }
+ }
+ }
+ }
+ }
+ return(iBestScore);
+}
+
+
+//+----------------------------------------------------------------------------
+//
+// Function: SimpleSearch
+//
+// Synopsis: A Simple Search
+//
+// Arguments: IN OUT POSITION *p - the board
+//
+// Returns: int
+//
+//+----------------------------------------------------------------------------
+int
+SimpleSearch(IN POSITION *p)
+{
+ SQUARE sWhoWon;
+ SQUARE s;
+ MOVE mv;
+ int iScore;
+ int iBestScore = -INFINITY;
+
+ g_uNodes++;
+
+ //
+ // Evaluate this position
+ //
+ if (TRUE == GameOver(p, &sWhoWon))
+ {
+ if (sWhoWon == p->sWhoseTurn)
+ {
+ return(+INFINITY - g_uPly);
+ }
+ else if (sWhoWon == (p->sWhoseTurn * -1))
+ {
+ return(-INFINITY + g_uPly);
+ }
+ return(DRAWSCORE);
+ }
+
+ //
+ // No one won, game is still going. Evaluate every
+ // possible move from here.
+ //
+ ASSERT(p->uNumEmpty > 0);
+ for (s = 0; s < (BOARD_SIZE * BOARD_SIZE); s++)
+ {
+ mv.cHpos = NUM_TO_HPOS(s);
+ mv.cVpos = NUM_TO_VPOS(s);
+ mv.sMark = p->sWhoseTurn;
+
+ if (IsLegalMove(p, &mv))
+ {
+ MakeMove(p, &mv);
+
+ iScore = -1 * SimpleSearch(p);
+ if (iScore > iBestScore)
+ {
+ iBestScore = iScore;
+ if (g_uPly == 1)
+ {
+ g_mvBest = mv;
+ }
+ }
+ UnmakeMove(p, &mv);
+ }
+ }
+ return(iBestScore);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: SearchForComputerMove
+//
+// Synopsis: Use our sophisticated search algorithm to find a computer
+// move
+//
+// Arguments: IN POSITION *p - the current board
+// OUT MOVE *m - the move the computer chooses; this move struct
+// is populated as a side-effect of this function.
+//
+// Returns: void* (populates move struct)
+//
+//+----------------------------------------------------------------------------
+void SearchForComputerMove(IN POSITION *p, OUT MOVE *m)
+{
+ unsigned int x;
+
+#if defined(PLAY_RANDOMLY)
+
+ do
+ {
+ x = rand() % (BOARD_SIZE * BOARD_SIZE);
+ m->cHpos = NUM_TO_HPOS(x);
+ m->cVpos = NUM_TO_VPOS(x);
+ m->sMark = g_sComputerPlays;
+ }
+ while(FALSE == IsLegalMove(p, m));
+
+#elif defined(SIMPLE_SEARCH)
+
+ g_uPly = g_uNodes = 0;
+ SimpleSearch(p);
+ *m = g_mvBest;
+ printf("Searched %u node(s).\n", g_uNodes);
+
+#elif defined(ALPHA_BETA_SEARCH)
+
+ g_uPly = g_uNodes = 0;
+ AlphaBeta(p, -INFINITY-1, +INFINITY+1, BOARD_SIZE);
+ *m = g_mvBest;
+ printf("Searched %u node(s).\n", g_uNodes);
+
+#else
+
+ #error "No Search Strategy Defined"
+
+#endif
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: main
+//
+// Synopsis: The program entry point and main game loop.
+//
+// Arguments: void
+//
+// Returns: int
+//
+//+----------------------------------------------------------------------------
+int main(void)
+{
+ POSITION p;
+ MOVE mv;
+ SQUARE sResult;
+
+ //
+ // Randomize: the random numbers returned by rand() will be based on
+ // the system clock when the program starts up.
+ //
+ srand(time(0));
+
+ //
+ // Setup the board and draw it once.
+ //
+ ClearBoard(&p);
+ DrawBoard(&p);
+
+ //
+ // Main game loop
+ //
+ do
+ {
+ //
+ // See whose turn it is -- the human's or the computers -- and
+ // get a move from whoever's turn it is.
+ //
+ if (p.sWhoseTurn == g_sComputerPlays)
+ {
+ SearchForComputerMove(&p, &mv);
+ }
+ else
+ {
+ GetHumanMove(&p, &mv);
+ }
+
+ //
+ // Make the move on the board and draw the board again.
+ //
+ MakeMove(&p, &mv);
+ DrawBoard(&p);
+ }
+ while(FALSE == GameOver(&p, &sResult));
+
+ //
+ // If we get here the game is over... see what happened.
+ //
+ switch(sResult)
+ {
+ case X_MARK:
+ printf("\nX's win.\n");
+ break;
+ case O_MARK:
+ printf("\nO's win.\n");
+ break;
+ default:
+ printf("Tie (what a surprise)\n");
+ break;
+ }
+
+ exit(0);
+}
+
diff --git a/ver3/ttt.h b/ver3/ttt.h new file mode 100644 index 0000000..115e5b9 --- /dev/null +++ b/ver3/ttt.h @@ -0,0 +1,79 @@ +#ifndef TTT_H_ +#define TTT_H_ + +#define ALPHA_BETA_SEARCH 1 + +#define TRUE (1) +#define FALSE (0) + +#define IN +#define OUT + +typedef unsigned int BOOL; + +// +// Constants for each state a board square can be in and a programmer +// defined type for these states. +// +#define X_MARK (-1) +#define EMPTY (0) +#define O_MARK (+1) +#define TIE (+2) +#define OPPOSITE_MARK(m) ((m) * -1) +#define X_OR_O(m) (((m) == X_MARK) || \ + ((m) == O_MARK)) + +typedef signed char SQUARE; +#define IS_SQUARE_EMPTY(x) (x == EMPTY) + +// +// A (simple) representation of a tic tac toe position +// +#define BOARD_SIZE (5) + +typedef struct _POSITION +{ + SQUARE sWhoseTurn; + SQUARE sBoard[BOARD_SIZE][BOARD_SIZE]; + int iVSums[BOARD_SIZE]; + int iHSums[BOARD_SIZE]; + int iDSums[2]; + unsigned int uNumEmpty; +} POSITION; + +#define NUM_TO_HPOS(x) ((x) % BOARD_SIZE) +#define NUM_TO_VPOS(x) ((x) / BOARD_SIZE) +#define VALID_SUM(x) (((x) <= BOARD_SIZE) && \ + ((x) >= -BOARD_SIZE)) + +// +// A representation of a move in a tic tac toe game +// +typedef unsigned int COORD; + +typedef struct _MOVE +{ + COORD cHpos; + COORD cVpos; + SQUARE sMark; +} MOVE; + +// +// Score values +// +#define INFINITY (+100) +#define DRAWSCORE (0) + +// +// An assert mechanism +// +#ifdef DEBUG +#define ASSERT(x) if (x) \ + { ; } \ + else \ + { (void) _assert(__FILE__, __LINE__); } +#else +#define ASSERT(x) ; +#endif /* DEBUG */ + +#endif /* TTT_H_ */ diff --git a/ver4/ttt.c b/ver4/ttt.c new file mode 100644 index 0000000..4dd54a6 --- /dev/null +++ b/ver4/ttt.c @@ -0,0 +1,846 @@ +/*++ + +Module Name: + + ttt.c + +Abstract: + + tic tac toe program to illustrate simple minimax searching + +Author: + + Scott Gasch (SGasch) 18 Mar 2004 + +Revision History: + + ver0 : random play + ver1 : simple search + ver2 : alpha beta search + ver3 : added eval and depth on ab search, more efficient gaveover + ver4 : variable sized board + +--*/ + +#include <stdlib.h> +#include <stdio.h> +#include <memory.h> +#include <time.h> +#include "ttt.h" + +SQUARE g_sComputerPlays = O_MARK; // what side comp plays +unsigned int g_uPly = 0; +MOVE g_mvBest = { 0 }; +unsigned int g_uNodes = 0; +COORD g_uBoardSize = 3; + +//+---------------------------------------------------------------------------- +// +// Function: SquareContentsToChar +// +// Synopsis: Helper function for DrawBoard +// +// Arguments: IN SQUARE s - a square to return a char to represent +// +// Returns: char - character representing square +// +//+---------------------------------------------------------------------------- +char SquareContentsToChar(IN SQUARE s) +{ + static char c; + switch(s) + { + case X_MARK: + c = 'X'; + break; + case O_MARK: + c = 'O'; + break; + case EMPTY: + c = '_'; + break; + default: + ASSERT(FALSE); + c = '?'; + break; + } + return(c); +} + +//+---------------------------------------------------------------------------- +// +// Function: DrawBoard +// +// Synopsis: Draw the board +// +// Arguments: IN POSITION *p - pointer to a position whose board to draw +// +// Returns: void +// +//+---------------------------------------------------------------------------- +void DrawBoard(IN POSITION *p) +{ + COORD x, y; + + for (y = 0; y < g_uBoardSize; y++) + { + for (x = 0; x < g_uBoardSize; x++) + { + printf("%c ", SquareContentsToChar(p->sBoard[y][x])); + } +#ifdef DEBUG + printf(" = %d\n", p->iVSums[y]); +#else + printf("\n"); +#endif + } + +#ifdef DEBUG + for (x = 0; x < g_uBoardSize; x++) + { + printf("| "); + } + printf("\n"); + for (x = 0; x < g_uBoardSize; x++) + { + printf("%d ", p->iHSums[x]); + } + printf("\t%d %d\n", p->iDSums[0], p->iDSums[1]); + printf("\n"); +#endif + + ASSERT(X_OR_O(p->sWhoseTurn)); + printf("\n%c to move.\n", SquareContentsToChar(p->sWhoseTurn)); +} + +//+---------------------------------------------------------------------------- +// +// Function: ClearBoard +// +// Synopsis: Clear the board +// +// Arguments: IN OUT POSITION *p - pointer to position whose board to clear +// +// Returns: void +// +//+---------------------------------------------------------------------------- +void ClearBoard(IN OUT POSITION *p) +{ + COORD h; + + for (h = 0; h < g_uBoardSize; h++) + { + memset(p->sBoard[h], 0, sizeof(int) * g_uBoardSize); + } + memset(p->iHSums, 0, sizeof(int) * g_uBoardSize); + memset(p->iVSums, 0, sizeof(int) * g_uBoardSize); + p->iDSums[0] = p->iDSums[1] = 0; + p->sWhoseTurn = X_MARK; // x's go first + p->uNumEmpty = (g_uBoardSize * g_uBoardSize); +} + +//+---------------------------------------------------------------------------- +// +// Function: IsLegalMove +// +// Synopsis: Determine if a given move is legal on a given board +// +// Arguments: IN POSITION *p - the board to play the move on +// IN MOVE *m - the move in question +// +// Returns: BOOL - TRUE if it's legal, FALSE otherwise +// +//+---------------------------------------------------------------------------- +BOOL IsLegalMove(IN POSITION *p, IN MOVE *m) +{ + if ((m->cVpos < g_uBoardSize) && (m->cHpos < g_uBoardSize)) + { + if (IS_SQUARE_EMPTY(p->sBoard[m->cVpos][m->cHpos])) + { + return(TRUE); + } + } + return(FALSE); +} + +//+---------------------------------------------------------------------------- +// +// Function: GetHumanMove +// +// Synopsis: Ask the human for a move +// +// Arguments: IN POSITION *p - the current board +// OUT MOVE *m - the move the human made; this struct is populated +// as a side-effect of this function. +// +// Returns: void* (populates the move struct) +// +//+---------------------------------------------------------------------------- +void GetHumanMove(IN POSITION *p, OUT MOVE *m) +{ + unsigned int x; + + do + { + printf("Enter your move number: "); + scanf("%u", &x); + + m->cHpos = NUM_TO_HPOS(x); + m->cVpos = NUM_TO_VPOS(x); + m->sMark = OPPOSITE_MARK(g_sComputerPlays); + } + while(FALSE == IsLegalMove(p, m)); +} + + +//+---------------------------------------------------------------------------- +// +// Function: GameOver +// +// Synopsis: Is the game over? +// +// Arguments: IN POSITION *p - the board +// OUT SQUARE *psWhoWon - who won the game (if it's over) +// +// Returns: TRUE if the game is over. Also sets psWhoWon telling +// which side one if the game is over. This also serves +// as a very simple evaluation routine for the search. +// +// FALSE if the game is not over. +// +//+---------------------------------------------------------------------------- +BOOL GameOver(IN POSITION *p, OUT SQUARE *psWhoWon) +{ + int iSum; + COORD x; + unsigned int uFull = (g_uBoardSize * g_uBoardSize) - p->uNumEmpty; + + // + // The game can't be over if less than g_uBoardSize * 2 - 1 marks on it + // + if (uFull < (g_uBoardSize * 2 - 1)) + { + *psWhoWon = EMPTY; + return(FALSE); + } + + for (x = 0; x < g_uBoardSize; x++) + { + iSum = p->iHSums[x]; + if (abs(iSum) == g_uBoardSize) goto winner; + + iSum = p->iVSums[x]; + if (abs(iSum) == g_uBoardSize) goto winner; + } + + iSum = p->iDSums[0]; + if (abs(iSum) == g_uBoardSize) goto winner; + + iSum = p->iDSums[1]; + if (abs(iSum) == g_uBoardSize) goto winner; + + // + // No one won yet, either game ongoing or draw. + // + *psWhoWon = EMPTY; + if (p->uNumEmpty == 0) + { + return(TRUE); + } + else + { + return(FALSE); + } + + winner: + // + // Some side won + // + *psWhoWon = (iSum / (int)g_uBoardSize); + ASSERT(X_OR_O(*psWhoWon)); + return(TRUE); +} + + +//+---------------------------------------------------------------------------- +// +// Function: CountAdjacents +// +// Synopsis: Return the number of marks in adjacent squares to square x +// that are of the same type (x or o) as the mark in square x. +// +// FIXME: does not consider diagonals +// +// Arguments: IN POSITION *p - the board +// IN SQUARE x - the square to test +// +// Returns: A count +// +//+---------------------------------------------------------------------------- +unsigned int CountAdjacents(IN POSITION *p, IN COORD x) +{ + COORD v = NUM_TO_VPOS(x); + COORD h = NUM_TO_HPOS(x); + SQUARE sSide = p->sBoard[h][v]; + unsigned int uCount = 0; + + // + // If nothing at square x, nothing to count + // + if (sSide == EMPTY) goto end; + + // + // Look above, below, left and right + // + if ((v > 0) && (p->sBoard[h][v-1] == sSide)) + { + uCount++; + } + + if ((v < (g_uBoardSize - 1)) && (p->sBoard[h][v+1] == sSide)) + { + uCount++; + } + + if ((h > 0) && (p->sBoard[h-1][v] == sSide)) + { + uCount++; + } + + if ((h < (g_uBoardSize - 1)) && (p->sBoard[h+1][v] == sSide)) + { + uCount++; + } + + end: + ASSERT(0 <= uCount); + ASSERT(uCount <= 4); + return(uCount); +} + + +//+---------------------------------------------------------------------------- +// +// Function: Eval +// +// Synopsis: Evaluate a position +// +// Arguments: IN POSITION *p - the board +// +// Returns: A score +// +//+---------------------------------------------------------------------------- +int Eval(IN POSITION *p) +{ + SQUARE sWinner; + COORD x; + SQUARE sMark; + int iScore = 0; + + // + // See if the game is already over. + // + if (TRUE == GameOver(p, &sWinner)) + { + if (sWinner == p->sWhoseTurn) + { + iScore = +INFINITY - g_uPly; + goto end; + } + else if (sWinner == OPPOSITE_MARK(p->sWhoseTurn)) + { + iScore = -INFINITY + g_uPly; + goto end; + } + iScore = DRAWSCORE; + goto end; + } + + // + // No one won but instead of returning score=0 see if we can + // find some "good characteristics" or "bad characteristics" + // of the position and give bonuses / penalties. + // + for (x = g_uBoardSize + 1; + x < ((g_uBoardSize * g_uBoardSize) - g_uBoardSize - 1); + x++) + { + sMark = p->sBoard[NUM_TO_HPOS(x)][NUM_TO_VPOS(x)]; + if (sMark == p->sWhoseTurn) + { + iScore += CountAdjacents(p, x); + } + else if (sMark == OPPOSITE_MARK(p->sWhoseTurn)) + { + iScore -= CountAdjacents(p, x); + } + } + + end: + ASSERT(-INFINITY <= iScore); + ASSERT(iScore <= +INFINITY); + return(iScore); +} + + + +//+---------------------------------------------------------------------------- +// +// Function: MakeMove +// +// Synopsis: Make a move on a board +// +// Arguments: IN OUT POSITION *p - the board +// IN MOVE *m - the move +// +// Returns: void +// +//+---------------------------------------------------------------------------- +void MakeMove(IN OUT POSITION *p, IN MOVE *m) +{ + if (TRUE == IsLegalMove(p, m)) + { + // + // Make the new make on the board + // + ASSERT(p->sBoard[m->cVpos][m->cHpos] == EMPTY); + p->sBoard[m->cVpos][m->cHpos] = m->sMark; + + // + // One less empty square + // + p->uNumEmpty--; + ASSERT(p->uNumEmpty < (g_uBoardSize * g_uBoardSize)); + + // + // Update sums as appropriate + // + p->iHSums[m->cHpos] += m->sMark; + ASSERT(VALID_SUM(p->iHSums[m->cHpos])); + p->iVSums[m->cVpos] += m->sMark; + ASSERT(VALID_SUM(p->iVSums[m->cVpos])); + if (m->cHpos == m->cVpos) + { + p->iDSums[0] += m->sMark; + ASSERT(VALID_SUM(p->iDSums[0])); + } + if (m->cVpos == ((g_uBoardSize - m->cHpos) - 1)) + { + p->iDSums[1] += m->sMark; + ASSERT(VALID_SUM(p->iDSums[1])); + } + + // + // Other guy's turn + // + p->sWhoseTurn = OPPOSITE_MARK(p->sWhoseTurn); + ASSERT(X_OR_O(p->sWhoseTurn)); + + // + // One ply deeper + // + g_uPly++; + ASSERT(g_uPly > 0); + } +} + +//+---------------------------------------------------------------------------- +// +// Function: UnmakeMove +// +// Synopsis: The opposite of MakeMove +// +// Arguments: IN OUT POSITION *p - the board +// IN MOVE *m - the move to undo +// +// Returns: void +// +//+---------------------------------------------------------------------------- +void UnmakeMove(IN OUT POSITION *p, IN MOVE *m) +{ + if (p->sBoard[m->cVpos][m->cHpos] == m->sMark) + { + p->sBoard[m->cVpos][m->cHpos] = EMPTY; + + // + // One more empty square + // + p->uNumEmpty++; + ASSERT(p->uNumEmpty > 0); + ASSERT(p->uNumEmpty <= (g_uBoardSize * g_uBoardSize)); + + // + // Update sums as appropriate + // + p->iHSums[m->cHpos] -= m->sMark; + ASSERT(VALID_SUM(p->iHSums[m->cHpos])); + p->iVSums[m->cVpos] -= m->sMark; + ASSERT(VALID_SUM(p->iVSums[m->cVpos])); + if (m->cHpos == m->cVpos) + { + p->iDSums[0] -= m->sMark; + ASSERT(VALID_SUM(p->iDSums[0])); + } + if (m->cVpos == ((g_uBoardSize - m->cHpos) - 1)) + { + p->iDSums[1] -= m->sMark; + ASSERT(VALID_SUM(p->iDSums[1])); + } + + // + // Other guy's turn + // + p->sWhoseTurn = OPPOSITE_MARK(p->sWhoseTurn); + ASSERT(X_OR_O(p->sWhoseTurn)); + + // + // One ply deeper + // + ASSERT(g_uPly > 0); + g_uPly--; + } +} + + +//+---------------------------------------------------------------------------- +// +// Function: AlphaBeta +// +// Synopsis: An AlphaBeta Search +// +// Arguments: IN OUT POSITION *p - the board +// IN int iAlpha - the lower bound of the score window +// IN int iBeta - the upper bound of the score window +// IN int uDepth - search depth horizon +// +// Returns: int +// +//+---------------------------------------------------------------------------- +int +AlphaBeta(IN POSITION *p, IN int iAlpha, IN int iBeta, IN unsigned int uDepth) +{ + SQUARE sWhoWon; + COORD s; + MOVE mv; + int iScore; + int iBestScore = -INFINITY - 2; + + g_uNodes++; + + // + // Evaluate this position + // + if (TRUE == GameOver(p, &sWhoWon)) + { + if (sWhoWon == p->sWhoseTurn) + { + return(+INFINITY - g_uPly); + } + else if (sWhoWon == (p->sWhoseTurn * -1)) + { + return(-INFINITY + g_uPly); + } + return(DRAWSCORE); + } + else if (uDepth == 0) + { + return(0);//Eval(p)); + } + + // + // No one won, game is still going. Evaluate every + // possible move from here. + // + ASSERT(p->uNumEmpty > 0); + for (s = 0; s < (g_uBoardSize * g_uBoardSize); s++) + { + mv.cHpos = NUM_TO_HPOS(s); + mv.cVpos = NUM_TO_VPOS(s); + mv.sMark = p->sWhoseTurn; + + if (IsLegalMove(p, &mv)) + { + MakeMove(p, &mv); + + iScore = -1 * AlphaBeta(p, -iBeta, -iAlpha, uDepth - 1); + ASSERT(-INFINITY <= iScore); + ASSERT(iScore <= +INFINITY); + + UnmakeMove(p, &mv); + + // + // Fail high + // + if (iScore >= iBeta) + { + return(iScore); + } + + if (iScore > iBestScore) + { + iBestScore = iScore; + + if (iScore > iAlpha) + { + // + // PV node + // + iAlpha = iScore; + + // + // If this is the ply 0 move, remember it. + // + if (g_uPly == 0) + { + g_mvBest = mv; + } + } + } + } + } + return(iBestScore); +} + + +//+---------------------------------------------------------------------------- +// +// Function: SimpleSearch +// +// Synopsis: A Simple Search +// +// Arguments: IN OUT POSITION *p - the board +// +// Returns: int +// +//+---------------------------------------------------------------------------- +int +SimpleSearch(IN POSITION *p) +{ + SQUARE sWhoWon; + COORD s; + MOVE mv; + int iScore; + int iBestScore = -INFINITY; + + g_uNodes++; + + // + // Evaluate this position + // + if (TRUE == GameOver(p, &sWhoWon)) + { + if (sWhoWon == p->sWhoseTurn) + { + return(+INFINITY - g_uPly); + } + else if (sWhoWon == (p->sWhoseTurn * -1)) + { + return(-INFINITY + g_uPly); + } + return(DRAWSCORE); + } + + // + // No one won, game is still going. Evaluate every + // possible move from here. + // + ASSERT(p->uNumEmpty > 0); + for (s = 0; s < (g_uBoardSize * g_uBoardSize); s++) + { + mv.cHpos = NUM_TO_HPOS(s); + mv.cVpos = NUM_TO_VPOS(s); + mv.sMark = p->sWhoseTurn; + + if (IsLegalMove(p, &mv)) + { + MakeMove(p, &mv); + + iScore = -1 * SimpleSearch(p); + if (iScore > iBestScore) + { + iBestScore = iScore; + if (g_uPly == 1) + { + g_mvBest = mv; + } + } + UnmakeMove(p, &mv); + } + } + return(iBestScore); +} + +//+---------------------------------------------------------------------------- +// +// Function: SearchForComputerMove +// +// Synopsis: Use our sophisticated search algorithm to find a computer +// move +// +// Arguments: IN POSITION *p - the current board +// OUT MOVE *m - the move the computer chooses; this move struct +// is populated as a side-effect of this function. +// +// Returns: void* (populates move struct) +// +//+---------------------------------------------------------------------------- +void SearchForComputerMove(IN POSITION *p, OUT MOVE *m) +{ +#if defined(PLAY_RANDOMLY) + unsigned int x; + + do + { + x = rand() % (g_uBoardSize * g_uBoardSize); + m->cHpos = NUM_TO_HPOS(x); + m->cVpos = NUM_TO_VPOS(x); + m->sMark = g_sComputerPlays; + } + while(FALSE == IsLegalMove(p, m)); + +#elif defined(SIMPLE_SEARCH) + + g_uPly = g_uNodes = 0; + SimpleSearch(p); + *m = g_mvBest; + printf("Searched %u node(s).\n", g_uNodes); + +#elif defined(ALPHA_BETA_SEARCH) + + g_uPly = g_uNodes = 0; + AlphaBeta(p, -INFINITY-1, +INFINITY+1, g_uBoardSize * 2); + *m = g_mvBest; + printf("Searched %u node(s).\n", g_uNodes); + +#else + + #error "No Search Strategy Defined" + +#endif +} + +//+---------------------------------------------------------------------------- +// +// Function: main +// +// Synopsis: The program entry point and main game loop. +// +// Arguments: void +// +// Returns: int +// +//+---------------------------------------------------------------------------- +int +main(void) +{ + POSITION p; + MOVE mv; + SQUARE sResult; + unsigned int u; + + // + // Randomize: the random numbers returned by rand() will be based on + // the system clock when the program starts up. + // + srand(time(0)); + + // + // Make the board + // + do + { + printf("How big do you want the board (2..20)? "); + scanf("%u", &g_uBoardSize); + } + while((g_uBoardSize < 2) || (g_uBoardSize > 20)); + + // + // Allocate space for 2d int array ptr + // + p.sBoard = (int **)malloc(g_uBoardSize * sizeof(int *)); + if (NULL == p.sBoard) + { + fprintf(stderr, "Out of memory\n"); + exit(1); + } + + // + // Allocate each row of the array + // + for (u = 0; u < g_uBoardSize; u++) + { + p.sBoard[u] = (int *) + malloc(g_uBoardSize * sizeof(int)); + if (NULL == p.sBoard[u]) + { + fprintf(stderr, "Out of memory!\n"); + exit(1); + } + } + + // + // Allocate space for sums + // + p.iHSums = (int *)malloc(g_uBoardSize * sizeof(int)); + p.iVSums = (int *)malloc(g_uBoardSize * sizeof(int)); + if ((NULL == p.iHSums) || + (NULL == p.iVSums)) + { + fprintf(stderr, "Out of memory!\n"); + exit(1); + } + + // + // Setup the board and draw it once. + // + ClearBoard(&p); + DrawBoard(&p); + + // + // Main game loop + // + do + { + // + // See whose turn it is -- the human's or the computers -- and + // get a move from whoever's turn it is. + // + if (p.sWhoseTurn == g_sComputerPlays) + { + SearchForComputerMove(&p, &mv); + } + else + { + GetHumanMove(&p, &mv); + } + + // + // Make the move on the board and draw the board again. + // + MakeMove(&p, &mv); + DrawBoard(&p); + } + while(FALSE == GameOver(&p, &sResult)); + + // + // If we get here the game is over... see what happened. + // + switch(sResult) + { + case X_MARK: + printf("\nX's win.\n"); + break; + case O_MARK: + printf("\nO's win.\n"); + break; + default: + printf("Tie (what a surprise)\n"); + break; + } + + // + // TODO: cleanup heap + // + + exit(0); +} diff --git a/ver4/ttt.h b/ver4/ttt.h new file mode 100644 index 0000000..6ddee35 --- /dev/null +++ b/ver4/ttt.h @@ -0,0 +1,93 @@ +#ifndef TTT_H_ +#define TTT_H_ + +#define ALPHA_BETA_SEARCH 1 + +#define TRUE (1) +#define FALSE (0) + +#define IN +#define OUT + +typedef unsigned int BOOL; + +// +// Constants for each state a board square can be in and a programmer +// defined type for these states. +// +#define X_MARK (-1) +#define EMPTY (0) +#define O_MARK (+1) +#define TIE (+2) +#define OPPOSITE_MARK(m) ((m) * -1) +#define X_OR_O(m) (((m) == X_MARK) || \ + ((m) == O_MARK)) + +typedef signed char SQUARE; +#define IS_SQUARE_EMPTY(x) (x == EMPTY) + +// +// A (simple) representation of a tic tac toe position +// +typedef struct _POSITION +{ + SQUARE sWhoseTurn; + int **sBoard; + //SQUARE sBoard[BOARD_SIZE][BOARD_SIZE]; + int *iVSums; + //int iVSums[BOARD_SIZE]; + int *iHSums; + //int iHSums[BOARD_SIZE]; + int iDSums[2]; + unsigned int uNumEmpty; +} POSITION; + +#define NUM_TO_HPOS(x) ((x) % g_uBoardSize) +#define NUM_TO_VPOS(x) ((x) / g_uBoardSize) +#define VALID_SUM(x) (abs(x) <= g_uBoardSize) + +// +// A representation of a move in a tic tac toe game +// +typedef unsigned int COORD; + +typedef struct _MOVE +{ + COORD cHpos; + COORD cVpos; + SQUARE sMark; +} MOVE; + +// +// Score values +// +#define INFINITY (+100) +#define DRAWSCORE (0) + +// +// An assert mechanism +// +#ifdef DEBUG +#define ASSERT(x) if (x) \ + { ; } \ + else \ + { (void) _assert(__FILE__, __LINE__); } +#else +#define ASSERT(x) ; +#endif /* DEBUG */ + + +void +_assert(char *sz, unsigned int i) +{ + fprintf(stderr, "Assertion failed in %s at line %u.\n", sz, i); +#if defined(WIN32) + __asm int 3; +#elif defined(__unix__) + asm("int3\n"); +#else + #error foo +#endif +} + +#endif /* TTT_H_ */ diff --git a/ver5/ttt.c b/ver5/ttt.c new file mode 100644 index 0000000..58f69e9 --- /dev/null +++ b/ver5/ttt.c @@ -0,0 +1,766 @@ +/*++
+
+Module Name:
+
+ ttt.c
+
+Abstract:
+
+ tic tac toe program to illustrate simple minimax searching
+
+Author:
+
+ Scott Gasch (SGasch) 18 Mar 2004
+
+Revision History:
+
+ ver0 : random play
+ ver1 : simple search
+ ver2 : alpha beta search
+ ver3 : added eval and depth on ab search, more efficient gaveover
+ ver4 : variable sized board
+ ver5 : bugfixes, added singular extension to search
+
+--*/
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <memory.h>
+#include <time.h>
+#include "ttt.h"
+
+SQUARE g_sComputerPlays = O_MARK; // what side comp plays
+unsigned int g_uPly = 0;
+MOVE g_mvBest = { 0 };
+unsigned int g_uNodes = 0;
+unsigned int g_uExtensions = 0;
+COORD g_uBoardSize = 3;
+
+//+----------------------------------------------------------------------------
+//
+// Function: SquareContentsToChar
+//
+// Synopsis: Helper function for DrawBoard
+//
+// Arguments: IN SQUARE s - a square to return a char to represent
+//
+// Returns: char - character representing square
+//
+//+----------------------------------------------------------------------------
+char SquareContentsToChar(IN SQUARE s)
+{
+ static char c;
+ switch(s)
+ {
+ case X_MARK:
+ c = 'X';
+ break;
+ case O_MARK:
+ c = 'O';
+ break;
+ case EMPTY:
+ c = '_';
+ break;
+ default:
+ ASSERT(FALSE);
+ c = '?';
+ break;
+ }
+ return(c);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: DrawBoard
+//
+// Synopsis: Draw the board
+//
+// Arguments: IN POSITION *p - pointer to a position whose board to draw
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void DrawBoard(IN POSITION *p)
+{
+ COORD x, y;
+
+ for (y = 0; y < g_uBoardSize; y++)
+ {
+ for (x = 0; x < g_uBoardSize; x++)
+ {
+ printf("%c ", SquareContentsToChar(p->sBoard[y][x]));
+ }
+#ifdef DEBUG
+ printf(" = %d\n", p->iVSums[y]);
+#else
+ printf("\n");
+#endif
+ }
+
+#ifdef DEBUG
+ for (x = 0; x < g_uBoardSize; x++)
+ {
+ printf("| ");
+ }
+ printf("\n");
+ for (x = 0; x < g_uBoardSize; x++)
+ {
+ printf("%d ", p->iHSums[x]);
+ }
+ printf("\t%d %d\n", p->iDSums[0], p->iDSums[1]);
+ printf("\n");
+#endif
+
+ ASSERT(X_OR_O(p->sWhoseTurn));
+ printf("\n%c to move.\n", SquareContentsToChar(p->sWhoseTurn));
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: ClearBoard
+//
+// Synopsis: Clear the board
+//
+// Arguments: IN OUT POSITION *p - pointer to position whose board to clear
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void ClearBoard(IN OUT POSITION *p)
+{
+ COORD h;
+
+ for (h = 0; h < g_uBoardSize; h++)
+ {
+ memset(p->sBoard[h], 0, sizeof(int) * g_uBoardSize);
+ }
+ memset(p->iHSums, 0, sizeof(int) * g_uBoardSize);
+ memset(p->iVSums, 0, sizeof(int) * g_uBoardSize);
+ p->iDSums[0] = p->iDSums[1] = 0;
+ p->sWhoseTurn = X_MARK; // x's go first
+ p->uNumEmpty = (g_uBoardSize * g_uBoardSize);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: IsLegalMove
+//
+// Synopsis: Determine if a given move is legal on a given board
+//
+// Arguments: IN POSITION *p - the board to play the move on
+// IN MOVE *m - the move in question
+//
+// Returns: BOOL - TRUE if it's legal, FALSE otherwise
+//
+//+----------------------------------------------------------------------------
+BOOL IsLegalMove(IN POSITION *p, IN MOVE *m)
+{
+ if ((m->cVpos < g_uBoardSize) && (m->cHpos < g_uBoardSize))
+ {
+ if (IS_SQUARE_EMPTY(p->sBoard[m->cVpos][m->cHpos]))
+ {
+ return(TRUE);
+ }
+ }
+ return(FALSE);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: GetHumanMove
+//
+// Synopsis: Ask the human for a move
+//
+// Arguments: IN POSITION *p - the current board
+// OUT MOVE *m - the move the human made; this struct is populated
+// as a side-effect of this function.
+//
+// Returns: void* (populates the move struct)
+//
+//+----------------------------------------------------------------------------
+void GetHumanMove(IN POSITION *p, OUT MOVE *m)
+{
+ unsigned int x;
+
+ do
+ {
+ printf("Enter your move number: ");
+ scanf("%u", &x);
+
+ m->cHpos = NUM_TO_HPOS(x);
+ m->cVpos = NUM_TO_VPOS(x);
+ m->sMark = OPPOSITE_MARK(g_sComputerPlays);
+ }
+ while(FALSE == IsLegalMove(p, m));
+}
+
+
+//+----------------------------------------------------------------------------
+//
+// Function: GameOver
+//
+// Synopsis: Is the game over?
+//
+// Arguments: IN POSITION *p - the board
+// OUT SQUARE *psWhoWon - who won the game (if it's over)
+//
+// Returns: TRUE if the game is over. Also sets psWhoWon telling
+// which side one if the game is over. This also serves
+// as a very simple evaluation routine for the search.
+//
+// FALSE if the game is not over.
+//
+//+----------------------------------------------------------------------------
+BOOL GameOver(IN POSITION *p, OUT SQUARE *psWhoWon)
+{
+ int iSum;
+ COORD x;
+ unsigned int uFull = (g_uBoardSize * g_uBoardSize) - p->uNumEmpty;
+
+ //
+ // The game can't be over if less than g_uBoardSize * 2 - 1 marks on it
+ //
+ if (uFull < (g_uBoardSize * 2 - 1))
+ {
+ *psWhoWon = EMPTY;
+ return(FALSE);
+ }
+
+ for (x = 0; x < g_uBoardSize; x++)
+ {
+ iSum = p->iHSums[x];
+ if (abs(iSum) == g_uBoardSize) goto winner;
+
+ iSum = p->iVSums[x];
+ if (abs(iSum) == g_uBoardSize) goto winner;
+ }
+
+ iSum = p->iDSums[0];
+ if (abs(iSum) == g_uBoardSize) goto winner;
+
+ iSum = p->iDSums[1];
+ if (abs(iSum) == g_uBoardSize) goto winner;
+
+ //
+ // No one won yet, either game ongoing or draw.
+ //
+ *psWhoWon = EMPTY;
+ if (p->uNumEmpty == 0)
+ {
+ return(TRUE);
+ }
+ else
+ {
+ return(FALSE);
+ }
+
+ winner:
+ //
+ // Some side won
+ //
+ *psWhoWon = (iSum / (int)g_uBoardSize);
+ ASSERT(X_OR_O(*psWhoWon));
+ return(TRUE);
+}
+
+
+//+----------------------------------------------------------------------------
+//
+// Function: MakeMove
+//
+// Synopsis: Make a move on a board
+//
+// Arguments: IN OUT POSITION *p - the board
+// IN MOVE *m - the move
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void MakeMove(IN OUT POSITION *p, IN MOVE *m)
+{
+ if (TRUE == IsLegalMove(p, m))
+ {
+ //
+ // Make the new make on the board
+ //
+ ASSERT(p->sBoard[m->cVpos][m->cHpos] == EMPTY);
+ p->sBoard[m->cVpos][m->cHpos] = m->sMark;
+
+ //
+ // One less empty square
+ //
+ p->uNumEmpty--;
+ ASSERT(p->uNumEmpty < (g_uBoardSize * g_uBoardSize));
+
+ //
+ // Update sums as appropriate
+ //
+ p->iHSums[m->cHpos] += m->sMark;
+ ASSERT(VALID_SUM(p->iHSums[m->cHpos]));
+ p->iVSums[m->cVpos] += m->sMark;
+ ASSERT(VALID_SUM(p->iVSums[m->cVpos]));
+ if (ON_DIAGONAL_1(m->cHpos, m->cVpos))
+ {
+ p->iDSums[0] += m->sMark;
+ ASSERT(VALID_SUM(p->iDSums[0]));
+ }
+ if (ON_DIAGONAL_2(m->cHpos, m->cVpos))
+ {
+ p->iDSums[1] += m->sMark;
+ ASSERT(VALID_SUM(p->iDSums[1]));
+ }
+
+ //
+ // Other guy's turn
+ //
+ p->sWhoseTurn = OPPOSITE_MARK(p->sWhoseTurn);
+ ASSERT(X_OR_O(p->sWhoseTurn));
+
+ //
+ // One ply deeper
+ //
+ g_uPly++;
+ ASSERT(g_uPly > 0);
+ }
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: UnmakeMove
+//
+// Synopsis: The opposite of MakeMove
+//
+// Arguments: IN OUT POSITION *p - the board
+// IN MOVE *m - the move to undo
+//
+// Returns: void
+//
+//+----------------------------------------------------------------------------
+void UnmakeMove(IN OUT POSITION *p, IN MOVE *m)
+{
+ if (p->sBoard[m->cVpos][m->cHpos] == m->sMark)
+ {
+ p->sBoard[m->cVpos][m->cHpos] = EMPTY;
+
+ //
+ // One more empty square
+ //
+ p->uNumEmpty++;
+ ASSERT(p->uNumEmpty > 0);
+ ASSERT(p->uNumEmpty <= (g_uBoardSize * g_uBoardSize));
+
+ //
+ // Update sums as appropriate
+ //
+ p->iHSums[m->cHpos] -= m->sMark;
+ ASSERT(VALID_SUM(p->iHSums[m->cHpos]));
+ p->iVSums[m->cVpos] -= m->sMark;
+ ASSERT(VALID_SUM(p->iVSums[m->cVpos]));
+ if (ON_DIAGONAL_1(m->cHpos, m->cVpos))
+ {
+ p->iDSums[0] -= m->sMark;
+ ASSERT(VALID_SUM(p->iDSums[0]));
+ }
+ if (ON_DIAGONAL_2(m->cHpos, m->cVpos))
+ {
+ p->iDSums[1] -= m->sMark;
+ ASSERT(VALID_SUM(p->iDSums[1]));
+ }
+
+ //
+ // Other guy's turn
+ //
+ p->sWhoseTurn = OPPOSITE_MARK(p->sWhoseTurn);
+ ASSERT(X_OR_O(p->sWhoseTurn));
+
+ //
+ // One ply deeper
+ //
+ ASSERT(g_uPly > 0);
+ g_uPly--;
+ }
+}
+
+
+//+----------------------------------------------------------------------------
+//
+// Function: IsMoveSingular
+//
+// Synopsis: Determine if a move is singular (i.e. only good move) or not
+//
+// Arguments: IN POSITION *p - the board
+// IN MOVE *m - the move to undo
+//
+// Returns: BOOL : TRUE if *m is singular
+//
+//+----------------------------------------------------------------------------
+BOOL
+IsMoveSingular(IN POSITION *p, IN MOVE *m)
+{
+ if ((abs(p->iVSums[m->cVpos]) >= (g_uBoardSize - 2)) ||
+ (abs(p->iHSums[m->cHpos]) >= (g_uBoardSize - 2)))
+ {
+ return(TRUE);
+ }
+ if ((m->cHpos == m->cVpos) &&
+ (abs(p->iDSums[0]) == (g_uBoardSize - 1)))
+ {
+ return(TRUE);
+ }
+ if ((m->cVpos == ((g_uBoardSize - m->cHpos) - 1)) &&
+ (abs(p->iDSums[1] == (g_uBoardSize - 1))))
+ {
+ return(TRUE);
+ }
+ return(FALSE);
+}
+
+
+BOOL
+IsMoveWorthSearching(POSITION *p, MOVE *m)
+{
+ signed int h;
+ signed int v;
+ unsigned int uSum = 0;
+
+ for (h = m->cHpos - 1;
+ h < (signed int)m->cHpos + 2;
+ h++)
+ {
+ for (v = m->cVpos - 1;
+ v < (signed int)m->cVpos + 2;
+ v++)
+ {
+ if (GOOD_COORD((COORD)v) && GOOD_COORD((COORD)h))
+ {
+ uSum += abs(p->sBoard[v][h]);
+ }
+ }
+ }
+
+ if (uSum == 0)
+ {
+ return(FALSE);
+ }
+ return(TRUE);
+}
+
+
+int
+Eval(POSITION *p)
+{
+ int iSum = p->iDSums[0];
+ COORD x;
+
+ for (x = 0;
+ x < g_uBoardSize;
+ x++)
+ {
+ iSum += p->iHSums[x];
+ iSum += p->iVSums[x];
+ }
+ iSum += p->iDSums[1];
+
+ return(iSum * p->sWhoseTurn);
+}
+
+
+//+----------------------------------------------------------------------------
+//
+// Function: AlphaBeta
+//
+// Synopsis: An AlphaBeta Search
+//
+// Arguments: IN OUT POSITION *p - the board
+// IN int iAlpha - the lower bound of the score window
+// IN int iBeta - the upper bound of the score window
+// IN int uDepth - search depth horizon
+//
+// Returns: int
+//
+//+----------------------------------------------------------------------------
+int
+AlphaBeta(IN POSITION *p, IN int iAlpha, IN int iBeta, IN unsigned int uDepth)
+{
+ SQUARE sWhoWon;
+ COORD s;
+ MOVE mv;
+ int iScore;
+ int iBestScore = -INFINITY - 2;
+ BOOL fMoveIsSingular;
+ unsigned int uNextDepth;
+ unsigned int uMoveNum = 1;
+
+ g_uNodes++;
+
+ //
+ // Evaluate this position
+ //
+ if (TRUE == GameOver(p, &sWhoWon))
+ {
+ if (sWhoWon == p->sWhoseTurn)
+ {
+ return(+INFINITY - g_uPly);
+ }
+ else if (sWhoWon == (p->sWhoseTurn * -1))
+ {
+ return(-INFINITY + g_uPly);
+ }
+ return(DRAWSCORE);
+ }
+ else if (uDepth == 0)
+ {
+ return(Eval(p));
+ }
+
+ //
+ // No one won, game is still going. Evaluate some moves from here.
+ //
+ ASSERT(p->uNumEmpty > 0);
+ for (s = 0; s < (g_uBoardSize * g_uBoardSize); s++)
+ {
+ mv.cHpos = NUM_TO_HPOS(s);
+ mv.cVpos = NUM_TO_VPOS(s);
+ mv.sMark = p->sWhoseTurn;
+
+ if (IsLegalMove(p, &mv))
+ {
+ //
+ // Determine if move is singular
+ //
+ fMoveIsSingular = IsMoveSingular(p, &mv);
+
+ if ((FALSE == fMoveIsSingular) &&
+ (uMoveNum > 1))
+ {
+ //
+ // Determine if we should bother with this subtree...
+ //
+ if (FALSE == IsMoveWorthSearching(p, &mv))
+ {
+ continue;
+ }
+ }
+
+ //
+ // Do it
+ //
+ MakeMove(p, &mv);
+ uMoveNum++;
+
+ uNextDepth = uDepth - 1;
+ if (TRUE == fMoveIsSingular)
+ {
+ uNextDepth = uDepth;
+ g_uExtensions++;
+ }
+ iScore = -1 * AlphaBeta(p, -iBeta, -iAlpha, uNextDepth);
+ ASSERT(-INFINITY <= iScore);
+ ASSERT(iScore <= +INFINITY);
+
+ UnmakeMove(p, &mv);
+
+ //
+ // Fail high
+ //
+ if (iScore >= iBeta)
+ {
+ return(iScore);
+ }
+
+ if (iScore > iBestScore)
+ {
+ iBestScore = iScore;
+
+ if (iScore > iAlpha)
+ {
+ //
+ // PV node
+ //
+ iAlpha = iScore;
+
+ //
+ // If this is the ply 0 move, remember it.
+ //
+ if (g_uPly == 0)
+ {
+ g_mvBest = mv;
+ }
+ }
+ }
+ }
+ }
+ return(iBestScore);
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: SearchForComputerMove
+//
+// Synopsis: Use our sophisticated search algorithm to find a computer
+// move
+//
+// Arguments: IN POSITION *p - the current board
+// OUT MOVE *m - the move the computer chooses; this move struct
+// is populated as a side-effect of this function.
+//
+// Returns: void* (populates move struct)
+//
+//+----------------------------------------------------------------------------
+void SearchForComputerMove(IN POSITION *p, OUT MOVE *m)
+{
+#if defined(PLAY_RANDOMLY)
+ unsigned int x;
+
+ do
+ {
+ x = rand() % (g_uBoardSize * g_uBoardSize);
+ m->cHpos = NUM_TO_HPOS(x);
+ m->cVpos = NUM_TO_VPOS(x);
+ m->sMark = g_sComputerPlays;
+ }
+ while(FALSE == IsLegalMove(p, m));
+
+#elif defined(ALPHA_BETA_SEARCH)
+ double dTime;
+
+ g_uPly = g_uNodes = g_uExtensions = 0;
+
+ AlphaBeta(p, -INFINITY-1, +INFINITY+1, 3);
+ *m = g_mvBest;
+ printf("Searched %u node(s), %u extension(s)\n",
+ g_uNodes,
+ g_uExtensions);
+#else
+
+ #error "No Search Strategy Defined"
+
+#endif
+}
+
+//+----------------------------------------------------------------------------
+//
+// Function: main
+//
+// Synopsis: The program entry point and main game loop.
+//
+// Arguments: void
+//
+// Returns: int
+//
+//+----------------------------------------------------------------------------
+int
+main(void)
+{
+ POSITION p;
+ MOVE mv;
+ SQUARE sResult;
+ unsigned int u;
+
+ //
+ // Randomize: the random numbers returned by rand() will be based on
+ // the system clock when the program starts up.
+ //
+ srand(time(0));
+
+ //
+ // Make the board
+ //
+ do
+ {
+ printf("How big do you want the board (2..20)? ");
+ scanf("%u", &g_uBoardSize);
+ }
+ while((g_uBoardSize < 2) || (g_uBoardSize > 20));
+
+ //
+ // Allocate space for 2d int array ptr
+ //
+ p.sBoard = (SQUARE **)malloc(g_uBoardSize * sizeof(SQUARE *));
+ if (NULL == p.sBoard)
+ {
+ fprintf(stderr, "Out of memory\n");
+ exit(1);
+ }
+
+ //
+ // Allocate each row of the array
+ //
+ for (u = 0; u < g_uBoardSize; u++)
+ {
+ p.sBoard[u] = (SQUARE *)
+ malloc(g_uBoardSize * sizeof(SQUARE));
+ if (NULL == p.sBoard[u])
+ {
+ fprintf(stderr, "Out of memory!\n");
+ exit(1);
+ }
+ }
+
+ //
+ // Allocate space for sums
+ //
+ p.iHSums = (int *)malloc(g_uBoardSize * sizeof(int));
+ p.iVSums = (int *)malloc(g_uBoardSize * sizeof(int));
+ if ((NULL == p.iHSums) ||
+ (NULL == p.iVSums))
+ {
+ fprintf(stderr, "Out of memory!\n");
+ exit(1);
+ }
+
+ //
+ // Setup the board and draw it once.
+ //
+ ClearBoard(&p);
+ DrawBoard(&p);
+
+ //
+ // Main game loop
+ //
+ do
+ {
+ //
+ // See whose turn it is -- the human's or the computers -- and
+ // get a move from whoever's turn it is.
+ //
+ if (p.sWhoseTurn == g_sComputerPlays)
+ {
+ SearchForComputerMove(&p, &mv);
+ }
+ else
+ {
+ //SearchForComputerMove(&p, &mv);
+ GetHumanMove(&p, &mv);
+ }
+
+ //
+ // Make the move on the board and draw the board again.
+ //
+ MakeMove(&p, &mv);
+ DrawBoard(&p);
+ }
+ while(FALSE == GameOver(&p, &sResult));
+
+ //
+ // If we get here the game is over... see what happened.
+ //
+ switch(sResult)
+ {
+ case X_MARK:
+ printf("\nX's win.\n");
+ break;
+ case O_MARK:
+ printf("\nO's win.\n");
+ break;
+ default:
+ printf("Tie (what a surprise)\n");
+ break;
+ }
+
+ //
+ // TODO: cleanup heap
+ //
+
+ exit(0);
+}
diff --git a/ver5/ttt.exe b/ver5/ttt.exe Binary files differnew file mode 100644 index 0000000..49cde61 --- /dev/null +++ b/ver5/ttt.exe diff --git a/ver5/ttt.h b/ver5/ttt.h new file mode 100644 index 0000000..bdf79a5 --- /dev/null +++ b/ver5/ttt.h @@ -0,0 +1,96 @@ +#ifndef TTT_H_ +#define TTT_H_ + +#define ALPHA_BETA_SEARCH 1 + +#define TRUE (1) +#define FALSE (0) + +#define IN +#define OUT + +typedef unsigned int BOOL; + +// +// Constants for each state a board square can be in and a programmer +// defined type for these states. +// +#define X_MARK (-1) +#define EMPTY (0) +#define O_MARK (+1) +#define TIE (+2) +#define OPPOSITE_MARK(m) ((m) * -1) +#define X_OR_O(m) (((m) == X_MARK) || \ + ((m) == O_MARK)) +#define ON_DIAGONAL_1(a, b) ((a) == (b)) +#define ON_DIAGONAL_2(a, b) ((b) == ((g_uBoardSize - a) - 1)) +#define GOOD_COORD(x) ((x) < g_uBoardSize) + +typedef signed char SQUARE; +#define IS_SQUARE_EMPTY(x) (x == EMPTY) + +// +// A (simple) representation of a tic tac toe position +// +typedef struct _POSITION +{ + SQUARE sWhoseTurn; + SQUARE **sBoard; + //SQUARE sBoard[BOARD_SIZE][BOARD_SIZE]; + int *iVSums; + //int iVSums[BOARD_SIZE]; + int *iHSums; + //int iHSums[BOARD_SIZE]; + int iDSums[2]; + unsigned int uNumEmpty; +} POSITION; + +#define NUM_TO_HPOS(x) ((x) % g_uBoardSize) +#define NUM_TO_VPOS(x) ((x) / g_uBoardSize) +#define VALID_SUM(x) (abs(x) <= g_uBoardSize) + +// +// A representation of a move in a tic tac toe game +// +typedef unsigned int COORD; + +typedef struct _MOVE +{ + COORD cHpos; + COORD cVpos; + SQUARE sMark; +} MOVE; + +// +// Score values +// +#define INFINITY (+100) +#define DRAWSCORE (0) + +// +// An assert mechanism +// +#ifdef DEBUG +#define ASSERT(x) if (x) \ + { ; } \ + else \ + { (void) _assert(__FILE__, __LINE__); } +#else +#define ASSERT(x) ; +#endif /* DEBUG */ + + +void +_assert(char *sz, unsigned int i) +{ + fprintf(stderr, "Assertion failed in %s at line %u.\n", sz, i); +#if defined(WIN32) + __asm int 3; +#elif defined(__unix__) + asm("int3\n"); +#else + #error foo +#endif +} + +#endif /* TTT_H_ */ diff --git a/ver5/ttt.pdb b/ver5/ttt.pdb Binary files differnew file mode 100644 index 0000000..accc45a --- /dev/null +++ b/ver5/ttt.pdb |
