erics_tic_tac_toe 0.1.0 → 0.5.0
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- data/.gitignore +1 -0
- data/README.markdown +6 -7
- data/Rakefile +2 -1
- data/bin/tic_tac_toe +41 -2
- data/lib/tic_tac_toe.rb +5 -4
- data/lib/tic_tac_toe/board.rb +153 -0
- data/lib/tic_tac_toe/game.rb +70 -0
- data/lib/tic_tac_toe/game_types/terminal_game.rb +86 -0
- data/lib/tic_tac_toe/player.rb +13 -0
- data/lib/tic_tac_toe/players/computer_player.rb +26 -0
- data/lib/tic_tac_toe/players/human_player.rb +28 -0
- data/lib/tic_tac_toe/presentors/game_presenter.rb +16 -0
- data/lib/tic_tac_toe/presentors/player_presenter.rb +13 -0
- data/lib/tic_tac_toe/strategies/minimax_strategy.rb +91 -0
- data/lib/tic_tac_toe/strategies/three_by_three_strategy.rb +260 -0
- data/lib/{tic-tac-toe → tic_tac_toe}/version.rb +1 -1
- data/test/board_test.rb +40 -52
- data/test/game_presentor_test.rb +19 -0
- data/test/game_test.rb +79 -0
- data/test/player_presenter_test.rb +12 -0
- data/test/player_test.rb +57 -0
- data/test/potential_state_test.rb +53 -0
- data/test/solver_test.rb +169 -93
- data/test/terminal_game_test.rb +78 -0
- data/test/test_helper.rb +4 -0
- data/tic-tac-toe.gemspec +1 -1
- metadata +25 -11
- data/lib/tic-tac-toe/board.rb +0 -148
- data/lib/tic-tac-toe/game.rb +0 -62
- data/lib/tic-tac-toe/game_types/terminal_game.rb +0 -63
- data/lib/tic-tac-toe/solver.rb +0 -16
- data/lib/tic-tac-toe/strategies/threebythree_implementations/brute_force_implementation.rb +0 -197
- data/lib/tic-tac-toe/strategies/threebythree_stategy.rb +0 -30
- data/test/brute_force_implementation_test.rb +0 -25
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module TicTacToe
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class HumanPlayer
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attr_reader :letter
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attr_writer :move
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def initialize(params)
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@letter, @move = (params['letter'] || params[:letter]),
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(params['move'] || params[:move])
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end
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def get_move(_board)
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move = @move
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@move = nil
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move
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end
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def has_next_move?
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!!@move
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end
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def type
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Player::HUMAN
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end
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end
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end
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module TicTacToe
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# This implements the Minimax algorithum with AlphaBeta Prunning
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# http://en.wikipedia.org/wiki/Minimax
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# http://en.wikipedia.org/wiki/Alpha-beta_pruning
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class MinimaxStrategy
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attr_reader :board # Avoid getters, setters and properties
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def initialize(board, letter)
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@board, @letter = board, letter
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end
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def solve
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raise "Can not solve a full board" if @board.full?
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Minimax.new(@board, @letter).best_move
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end
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end
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# The game tree needs a evaluator for generating rankings,
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# an initial game state,
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# and a player
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#
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# This class uses 5 instance variables: @evaluator, @state,
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# @depth, @alpha, @beta. Should be < 3
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#
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# This class has 63 lines. Should be <= 50
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class Minimax
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MAXDEPTH = 6
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PositiveInfinity = +1.0/0.0
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NegativeInfinity = -1.0/0.0
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def initialize(board, player)
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@start_board = board
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@player = player
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end
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def best_move
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@start_board.empty_positions.max_by do |column, row|
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score(@start_board.clone.play_at(column, row, @player), next_turn(@player))
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end
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end
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private
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def score(board, whos_turn, depth=1,
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alpha=NegativeInfinity, beta=PositiveInfinity)
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if board.full? || board.solved?
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return 1.0 / depth if board.winner == @player
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return -1.0 if board.solved?
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return 0
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end
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if whos_turn == @player
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board.empty_positions.each do |column, row|
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alpha = [
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alpha,
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next_score(board, column, row, whos_turn, depth, alpha, beta)
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].max
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break if beta <= alpha || depth >= MAXDEPTH
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end
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return alpha
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end
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board.empty_positions.each do |column, row|
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beta = [
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beta,
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next_score(board, column, row, whos_turn, depth, alpha, beta)
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].min
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break if alpha >= beta || depth >= MAXDEPTH
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end
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beta
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end
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def next_score(board, column, row, whos_turn, depth, alpha, beta)
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score( board.clone.play_at(column, row, whos_turn),
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next_turn(whos_turn),
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depth+1, alpha, beta
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)
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end
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def next_turn(player)
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case player
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when X then O
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when O then X
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end
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end
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end
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end
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module TicTacToe
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# Strategy used when playing on a 3x3 board
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class ThreeByThreeStrategy
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def initialize(board, letter)
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@heuristic = ThreeByThree::Heuristic.new(board, letter)
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end
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# The strategy is from the Wikipedia article on Tic-Tac-Toe
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# 1) Try to win
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# 2) Try to block if they're about to win
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# 3) Try to fork so you'll win next turn
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# 4) Try to block their fork so they will not win next turn
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# 5) Take the center if its not already taken
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# 6) Play the opposite corner of your opponent
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# 7) Play in an empty corner
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# 8) Play in an empty side
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def solve
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[:win, :block, :fork, :block_fork,
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:center, :opposite_corner, :empty_corner, :empty_side].each do |step|
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move = @heuristic.send(step)
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return move if move
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end
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raise "No possible moves to play!"
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end
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end
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module ThreeByThree
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# Brute Force Implementation for the Three by Three Strategy
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# This implementation uses loops to try a change all of the board values and
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# checking the result
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#
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# For example, win! is implemented by trying every cell, and checking if
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# it was a winning solution
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class Heuristic
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attr_reader :board
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def initialize(board, letter)
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@board, @letter, @state = board, letter, PotentialState.new(board, letter)
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@other_player = other_player
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end
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# Try placing letter at every available position
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# If the board is solved, do that
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def win
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each_position do |row, column|
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if @state.at(row, column).solved?
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return [row, column]
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end
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end
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false
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end
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# Try placing the opponent's letter at every available position
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# If the board is solved, block them at that position
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def block(board = @board, letter = @letter)
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state = PotentialState.new(board, other_player(letter))
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each_position do |row, column|
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if state.at(row, column).solved?
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return [row, column]
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end
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end
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false
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end
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# Try placing the letter at every position.
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# If there are now two winning solutions for next turn, go there
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def fork
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@state.each_forking_position do |row, column|
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return [row, column]
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end
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false
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end
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# Try placing the opponent's letter at every position.
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# If there are now two winning solutions for next turn, block them there
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def block_fork
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PotentialState.new(@board, @other_player).each_forking_position do |row, column|
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# Simulate blocking the fork
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temp_board = @board.clone
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temp_board.play_at(row, column, @letter)
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# Search for the elusive double fork
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if PotentialState.new(temp_board, @other_player).forking_positions.any?
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return force_a_block
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end
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return [row, column]
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end
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false
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end
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def center
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return false if @board.get_cell(@board.size/2, @board.size/2)
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[1,1]
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end
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# Cycle through all of the corners looking for the opponent's letter
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# If one is found, place letter at the opposite corner
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def opposite_corner
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first = 0
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last = @board.size - 1
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corners.each_with_index do |corner, index|
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if corner == @other_player
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next if @board.get_cell(*opposite_corner_from_index(index).compact)
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return opposite_corner_from_index(index)
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end
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end
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false
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end
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# Cycle though all of the corners, until one is found that is empty
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def empty_corner
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corners.each_with_index do |corner, index|
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next if corner
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return corner_from_index(index)
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end
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false
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end
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# Place letter at a random empty cell, at this point it should only be sides left
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def empty_side
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@board.empty_positions do |row, column|
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return [row, column]
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end
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false
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end
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private
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def corners
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[@board.get_cell(0, 0), # Top Left
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@board.get_cell(@board.size-1, 0), # Top Right
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@board.get_cell(@board.size-1, @board.size-1), # Bottom Right
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@board.get_cell(0, @board.size-1)] # Bottom Left
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end
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def corner_from_index(index)
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first = 0
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last = @board.size - 1
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case index
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when 0 # Top Left
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[first, first]
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when 1 # Top Right
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[last, first]
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when 2 # Bottom Right
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[last, last]
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when 3 # Bottom Left
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[first, last]
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end
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end
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def opposite_corner_from_index(index)
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first = 0
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last = @board.size - 1
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case index
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when 0 # Top Left
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[last, last]
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when 1 # Top Right
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[first, last]
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when 2 # Bottom Right
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[first, first]
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when 3 # Bottom Left
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[last, first]
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end
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end
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def other_player(letter = @letter)
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letter == X ? O : X
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end
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def each_position(&block)
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@board.size.times do |column|
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@board.size.times do |row|
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yield(row, column)
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end
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end
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end
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def force_a_block
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# Force them to block without creating another fork
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each_position do |row, column|
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if @state.at(row, column).can_win_next_turn?
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# Simulate forcing them to block
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temp_board = @board.clone
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temp_board.play_at(row, column, @letter)
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temp_board.play_at(*block(temp_board, @other_player), @other_player)
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# Did I just create another fork with that block?
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next if PotentialState.new(temp_board, @other_player).fork_exists?
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return [row, column]
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end
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end
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end
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end
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# Represents a state of players move
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# This is comprised of a board and letter (player)
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class PotentialState
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def initialize(board, letter)
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@board, @letter = board, letter
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end
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def at(row, column)
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new_board = @board.clone
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new_board.play_at(row, column, @letter)
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PotentialState.new(new_board, @letter)
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end
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def solved?
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@board.solved?
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end
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def each_forking_position(&block)
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forking_positions.each { |position| yield(*position) }
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end
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def fork_exists?
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winning_positions_count >= 2
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end
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def can_win_next_turn?
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each_position do |row, column|
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return true if at(row, column).solved?
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end
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false
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end
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def forking_positions
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positions = []
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each_position do |row, column|
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positions << [row, column] if at(row, column).fork_exists?
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end
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positions
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end
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private
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def winning_positions_count
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count = 0
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each_position do |row, column|
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count += 1 if at(row, column).solved?
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end
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count
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end
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def each_position(&block)
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@board.size.times do |column|
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@board.size.times do |row|
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yield(row, column)
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end
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end
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end
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end
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end
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+
end
|
data/test/board_test.rb
CHANGED
@@ -2,45 +2,64 @@ require 'test_helper'
|
|
2
2
|
|
3
3
|
class BoardTest < MiniTest::Unit::TestCase
|
4
4
|
def setup
|
5
|
-
TicTacToe::Board.instance_eval { attr_accessor :grid } # For testing purposes
|
6
5
|
@board = TicTacToe::Board.new
|
7
6
|
end
|
8
7
|
|
9
|
-
def
|
8
|
+
def test_grid_can_be_set
|
9
|
+
@board.grid = 'Foo'
|
10
|
+
assert_equal 'Foo', @board.grid
|
11
|
+
end
|
12
|
+
|
13
|
+
def test_a_new_board_is_empty
|
10
14
|
# Board empty when created
|
11
15
|
assert @board.empty?
|
12
|
-
|
16
|
+
end
|
17
|
+
|
18
|
+
def test_a_board_after_played_is_no_longer_empty
|
13
19
|
# Board not longer empty after letter placed
|
14
20
|
@board.play_at(0,0,'o')
|
15
21
|
refute @board.empty?
|
16
22
|
end
|
17
23
|
|
18
|
-
def
|
19
|
-
# Board not full when empty
|
24
|
+
def test_a_new_board_is_not_empty
|
20
25
|
refute @board.full?
|
26
|
+
end
|
21
27
|
|
28
|
+
def test_full
|
22
29
|
# Board full when no cells are nil
|
23
30
|
@board.grid = [ %w(x o x), %w(o x o), %w(x o x)]
|
24
31
|
assert @board.full?
|
25
32
|
end
|
26
33
|
|
27
|
-
def
|
34
|
+
def test_a_empty_board_is_not_only_one
|
28
35
|
# False when empty
|
29
36
|
refute @board.only_one?
|
30
|
-
|
37
|
+
end
|
38
|
+
|
39
|
+
def test_a_board_knows_when_only_one_peice
|
31
40
|
# True when one
|
32
41
|
@board.grid = [ ['x',nil,nil], [nil,nil,nil], [nil,nil,nil] ]
|
33
42
|
assert @board.only_one?
|
43
|
+
end
|
34
44
|
|
45
|
+
def test_a_board_with_more_than_one_place_is_not_only_one
|
35
46
|
# False when more than one
|
36
47
|
@board.grid = [ ['x','x',nil], [nil,nil,nil], [nil,nil,nil] ]
|
37
48
|
refute @board.only_one?
|
38
49
|
end
|
39
50
|
|
40
|
-
def
|
51
|
+
def test_get_cell_returns_nil_when_nothing_there
|
41
52
|
# Returns nil when nothing in cell
|
42
53
|
assert_nil @board.get_cell(0, 0)
|
54
|
+
end
|
43
55
|
|
56
|
+
def test_play_at
|
57
|
+
# Cells are proper set and override nil values
|
58
|
+
@board.play_at(1, 1, 'x')
|
59
|
+
assert_equal 'x', @board.get_cell(1,1)
|
60
|
+
end
|
61
|
+
|
62
|
+
def test_get_cell
|
44
63
|
# Returns the right letter after they've been played
|
45
64
|
@board.play_at(0,0,"o")
|
46
65
|
assert_equal "o", @board.get_cell(0, 0)
|
@@ -49,49 +68,7 @@ class BoardTest < MiniTest::Unit::TestCase
|
|
49
68
|
assert_equal "o", @board.get_cell(1, 2)
|
50
69
|
end
|
51
70
|
|
52
|
-
def
|
53
|
-
# Center cell is nil in empty grid
|
54
|
-
assert_nil @board.center_cell
|
55
|
-
|
56
|
-
# Returns the correct letter after its been placed
|
57
|
-
@board.play_at(1,1,'o')
|
58
|
-
assert_equal "o", @board.center_cell
|
59
|
-
|
60
|
-
# Does not override values after they've been placed
|
61
|
-
@board.center_cell = 'x'
|
62
|
-
assert_equal "o", @board.center_cell
|
63
|
-
|
64
|
-
# Can use helper when the center cell is nil
|
65
|
-
@board = TicTacToe::Board.new
|
66
|
-
@board.center_cell = 'x'
|
67
|
-
assert_equal "x", @board.center_cell
|
68
|
-
end
|
69
|
-
|
70
|
-
def test_corners
|
71
|
-
# All of the corners are nil in an empty grid
|
72
|
-
@board.corners.each { |corner| assert_nil corner }
|
73
|
-
|
74
|
-
# Will return the corners in the proper order (clockwise)
|
75
|
-
# 0 => Top Left
|
76
|
-
# 1 => Top Right
|
77
|
-
# 2 => Bottom Right
|
78
|
-
# 3 => Bottom Left
|
79
|
-
@board.play_at(0,0,'a')
|
80
|
-
@board.play_at(2,0,'b')
|
81
|
-
@board.play_at(2,2,'c')
|
82
|
-
@board.play_at(0,2,'d')
|
83
|
-
answers = %w( a b c d )
|
84
|
-
@board.corners.each_with_index { |corner, i| assert_equal answers[i], corner }
|
85
|
-
end
|
86
|
-
|
87
|
-
def test_play_at
|
88
|
-
# Cells are proper set and override nil values
|
89
|
-
assert_nil @board.get_cell(1,1)
|
90
|
-
@board.play_at(1, 1, 'x')
|
91
|
-
assert_equal 'x', @board.get_cell(1,1)
|
92
|
-
end
|
93
|
-
|
94
|
-
def test_can_not_overide_values
|
71
|
+
def test_can_not_override_values
|
95
72
|
assert_nil @board.get_cell(1,1)
|
96
73
|
@board.play_at(1, 1, 'x')
|
97
74
|
assert_equal 'x', @board.get_cell(1,1)
|
@@ -99,7 +76,7 @@ class BoardTest < MiniTest::Unit::TestCase
|
|
99
76
|
assert_equal 'x', @board.get_cell(1,1)
|
100
77
|
end
|
101
78
|
|
102
|
-
def
|
79
|
+
def test_solved_across
|
103
80
|
refute @board.solved?
|
104
81
|
|
105
82
|
@board.grid = [ %w(x x x), [nil, nil, nil], [nil, nil, nil]]
|
@@ -138,4 +115,15 @@ class BoardTest < MiniTest::Unit::TestCase
|
|
138
115
|
refute @board.solved?
|
139
116
|
end
|
140
117
|
|
118
|
+
def test_displays_correctly
|
119
|
+
assert_equal (<<-HEREDOC), @board.to_s
|
120
|
+
-----------
|
121
|
+
1 | 2 | 3 |
|
122
|
+
4 | 5 | 6 |
|
123
|
+
7 | 8 | 9 |
|
124
|
+
-----------
|
125
|
+
|
126
|
+
HEREDOC
|
127
|
+
end
|
128
|
+
|
141
129
|
end
|