diff options
Diffstat (limited to 'ver1')
| -rw-r--r-- | ver1/ttt.c | 868 |
1 files changed, 434 insertions, 434 deletions
@@ -1,434 +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);
-}
-
+#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); +} + |
