/*++ 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 #include #include #include #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); }