ruby_ttt 0.0.7 → 0.0.8
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- data/lib/ai.rb +66 -0
- data/lib/board.rb +145 -0
- data/lib/game.rb +59 -0
- data/lib/game_setup.rb +76 -0
- data/lib/player.rb +63 -0
- data/lib/ui.rb +118 -0
- metadata +9 -3
data/lib/ai.rb
ADDED
@@ -0,0 +1,66 @@
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POS_INF = 999
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NEG_INF = -999
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WIN = 1
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LOSE = -1
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TIE = 0
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class AI
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def computer_move(board, player)
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test_board = board.dup
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test_board.all_cells = board.all_cells.dup
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get_best_move(test_board, player)
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end
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def get_best_move(board, player)
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ranked_moves = rank_possible_moves(board, player)
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move = ranked_moves.max_by {|cell, score| score}
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move.first
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end
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private
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def rank_possible_moves(board, player)
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possible_moves = board.open_cells
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possible_moves.each_key do |cell|
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possible_moves[cell] = get_move_score(board, player, cell)
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end
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end
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def get_move_score(board, player, cell)
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board.add_marker(player.marker, cell)
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best_score = apply_minimax(board, player, cell, depth=0, NEG_INF, POS_INF)
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board.remove_marker(cell)
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best_score
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end
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def get_score(board, player)
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return WIN if board.winner?(player.marker) && player.current_player?
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return LOSE if board.winner?(player.marker)
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TIE
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end
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def apply_minimax(board, player, cell, depth, alpha, beta)
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return get_score(board, player) if board.game_over?
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if player.current_player?
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maximizing_player = Maximizing.new(player)
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alphabeta(board, maximizing_player, depth, alpha, beta)
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else
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minimizing_player = Minimizing.new(player)
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alphabeta(board, minimizing_player, depth, alpha, beta)
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end
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end
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def alphabeta(board, player, depth, alpha, beta)
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board.open_cells.each_key do |cell|
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board.add_marker(player.opponent.marker, cell)
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score = (apply_minimax(board, player.opponent, cell, depth += 1, alpha, beta) / depth.to_f)
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alpha = player.get_alpha(alpha, score)
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beta = player.get_beta(beta, score)
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board.remove_marker(cell)
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break if alpha >= beta
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end
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player.return_value(alpha, beta)
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end
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end
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data/lib/board.rb
ADDED
@@ -0,0 +1,145 @@
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MARKER_X = 'X'
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MARKER_O = 'O'
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class Board
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attr_accessor :all_cells, :num_of_rows, :winning_lines
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def initialize(num_of_rows)
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@num_of_rows = num_of_rows
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@all_cells = create_board_hash
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@winning_lines = get_winning_lines
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end
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def create_board_hash
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new_board = Hash.new
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alpha = 'A'
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numeric = 1
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num_of_rows.times do
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num_of_rows.times do
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cellID = numeric.to_s + alpha
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numeric += 1
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new_board[cellID] = nil
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end
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alpha = alpha.next
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numeric = 1
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end
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new_board
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end
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def get_winning_lines
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lines = []
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all_rows.each { |row| lines << row }
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all_cols.each { |col| lines << col }
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diagonals.each { |diagonal| lines << diagonal }
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lines
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end
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def all_rows
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rows = []
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cellIDs = all_cells.keys
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beg = 0
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ending = num_of_rows - 1
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until rows.length == num_of_rows
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rows << cellIDs[beg..ending]
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beg += num_of_rows
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ending += num_of_rows
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end
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rows
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end
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def add_marker(marker, cell)
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all_cells[cell] = marker
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end
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51
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52
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def winner?(marker)
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53
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board_markers = all_cells.select { |k,v| v == marker }.keys
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54
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winning_lines.each do |line|
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return true if (line & board_markers).length == num_of_rows
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end
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false
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end
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59
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60
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def game_over?
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61
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!moves_remaining? || winner?(MARKER_X)|| winner?(MARKER_O)
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end
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63
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64
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def available_cell?(cell)
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65
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valid_cell?(cell) && all_cells[cell].nil?
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66
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end
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67
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68
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def valid_cell?(cell)
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69
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all_cells.has_key?(cell)
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end
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71
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72
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def remove_marker(cell)
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73
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all_cells[cell] = nil
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74
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end
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75
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76
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def moves_remaining?
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all_cells.has_value?(nil)
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78
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end
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79
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80
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def open_cells
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81
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all_cells.select { |k,v| v.nil? }
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82
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end
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83
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84
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def empty?
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85
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open_cells.length == (num_of_rows * num_of_rows)
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86
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end
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87
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88
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def random_cell
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89
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cells = open_cells.keys
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90
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cells_count = cells.length - 1
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91
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cells[rand(cells_count)]
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92
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end
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93
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94
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private
|
95
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def all_cols
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96
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cols = []
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97
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index = 0
|
98
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num_of_rows.times do
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99
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cols << get_column(index)
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100
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index += 1
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101
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end
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102
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cols
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103
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end
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104
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105
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def get_column(index)
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106
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column = []
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107
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cellIDs = all_cells.keys
|
108
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num_of_rows.times do
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109
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column << cellIDs[index]
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110
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index += num_of_rows
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111
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end
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112
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column
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113
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end
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114
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115
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def diagonals
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116
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diagonals = []
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117
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diagonals << diagonal_one
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118
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diagonals << diagonal_two
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119
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end
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120
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121
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def diagonal_one
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122
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diagonal = []
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123
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alpha = 'A'
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124
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numeric = 1
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125
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num_of_rows.times do
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126
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diagonal << numeric.to_s + alpha
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127
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alpha = alpha.next
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128
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numeric += 1
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129
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end
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130
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diagonal
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end
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132
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133
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def diagonal_two
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diagonal = []
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135
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alpha = 'A'
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136
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numeric = num_of_rows
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num_of_rows.times do
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138
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diagonal << numeric.to_s + alpha
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139
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alpha = alpha.next
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140
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numeric -= 1
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141
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end
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142
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diagonal
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143
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end
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144
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145
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end
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data/lib/game.rb
ADDED
@@ -0,0 +1,59 @@
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require 'ai'
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require 'board'
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require 'player'
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require 'ui'
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5
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require 'game_setup'
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class Game
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attr_accessor :board, :ui, :player_one, :player_two, :ai, :difficulty_level
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8
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def initialize(board, player_one, player_two, difficulty_level)
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9
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@board = board
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10
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@ui = UI.new(@board)
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11
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@player_one = player_one
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12
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@player_two = player_two
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13
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@ai = AI.new
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14
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@difficulty_level = difficulty_level
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15
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end
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16
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def play!
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until board.game_over?
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ui.display_board
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move = get_next_move
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board.available_cell?(move) ? advance_game(move, current_player) : invalid_move(move)
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end
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exit_game
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24
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end
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25
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26
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def get_next_move
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27
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return ui.request_human_move if current_player.player_type == HUMAN_PLAYER
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28
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difficulty_level == HARD_LEVEL ? ai.computer_move(board, current_player) : board.random_cell
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29
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end
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30
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31
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def advance_game(cell, player)
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32
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board.add_marker(player.marker, cell)
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33
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game_status_check
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34
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player.next_player_turn
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35
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ui.next_move_message(current_player) unless board.game_over?
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36
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end
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37
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38
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def game_status_check
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39
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if board.winner?(current_player.marker)
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40
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ui.winning_game_message(current_player)
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41
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elsif !board.moves_remaining?
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42
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ui.tie_game_message
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43
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+
end
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44
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end
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45
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+
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46
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def invalid_move(cell)
|
47
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board.valid_cell?(cell) ? ui.taken_cell_message(cell) : ui.bad_cell_message(cell)
|
48
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+
end
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49
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+
|
50
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def current_player
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51
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player_one.current_player? ? player_one : player_two
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52
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end
|
53
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54
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def exit_game
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55
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ui.display_board
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56
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ui.io.exit
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57
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end
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58
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+
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59
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end
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data/lib/game_setup.rb
ADDED
@@ -0,0 +1,76 @@
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1
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EASY_LEVEL = 'easy'
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2
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HARD_LEVEL = 'hard'
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3
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COMPUTER_PLAYER = 'computer'
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4
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HUMAN_PLAYER = 'human'
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5
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class GameSetup
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6
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attr_accessor :ui, :board, :player_one, :player_two
|
7
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def initialize(board, player_one, player_two)
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8
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@board = board
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9
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@ui = UI.new(@board)
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10
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@player_one = player_one
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11
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@player_two = player_two
|
12
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+
end
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13
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+
|
14
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def start!
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15
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begin
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16
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set_opponents
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17
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get_player_type(player_one)
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18
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get_player_type(player_two)
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19
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level = get_difficulty_level
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20
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who_goes_first
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21
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Game.new(board, player_one, player_two, level).play!
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22
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rescue Interrupt
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23
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ui.early_exit_message
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24
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exit
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25
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end
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26
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+
end
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27
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+
|
28
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def set_opponents
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29
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player_one.opponent = player_two
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30
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player_two.opponent = player_one
|
31
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+
end
|
32
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+
|
33
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def get_player_type(player)
|
34
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type = ui.request_player_type(player.marker)
|
35
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+
validate_type(type, player) ? set_player_type(type, player) : invalid_type(type, player)
|
36
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+
end
|
37
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+
|
38
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def get_difficulty_level
|
39
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+
return nil unless player_one.player_type == COMPUTER_PLAYER || player_two.player_type == COMPUTER_PLAYER
|
40
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+
level = ui.request_difficulty_level
|
41
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validate_level(level) ? ui.level_assigned_message(level) : invalid_level(level)
|
42
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+
end
|
43
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+
|
44
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def validate_type(type, player)
|
45
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(type == HUMAN_PLAYER) || (type == COMPUTER_PLAYER)
|
46
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+
end
|
47
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+
|
48
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+
def set_player_type(type, player)
|
49
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+
player.player_type = type
|
50
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+
ui.type_assigned_message(type, player.marker)
|
51
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+
end
|
52
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+
|
53
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+
def invalid_type(type, player)
|
54
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+
ui.invalid_input_message(type)
|
55
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+
get_player_type(player)
|
56
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+
end
|
57
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+
|
58
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+
def validate_level(level)
|
59
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+
(level == HARD_LEVEL) || (level == EASY_LEVEL)
|
60
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+
end
|
61
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+
|
62
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+
def invalid_level(level)
|
63
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+
ui.invalid_input_message(level)
|
64
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+
get_difficulty_level
|
65
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+
end
|
66
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+
|
67
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+
def who_goes_first
|
68
|
+
rand(0..1) == 1 ? set_first_turn(player_one) : set_first_turn(player_two)
|
69
|
+
end
|
70
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+
|
71
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+
def set_first_turn(player)
|
72
|
+
player.turn = 1
|
73
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+
ui.first_move_message(player)
|
74
|
+
end
|
75
|
+
|
76
|
+
end
|
data/lib/player.rb
ADDED
@@ -0,0 +1,63 @@
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|
1
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+
class Player
|
2
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+
attr_accessor :marker, :turn, :player_type, :opponent
|
3
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+
def initialize(marker)
|
4
|
+
@marker = marker
|
5
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+
@player_type = 'human'
|
6
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+
@turn = 0
|
7
|
+
@opponent = nil
|
8
|
+
end
|
9
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+
|
10
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+
def next_player_turn
|
11
|
+
self.turn = 0
|
12
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+
self.opponent.turn = 1
|
13
|
+
end
|
14
|
+
|
15
|
+
def current_player?
|
16
|
+
self.turn == 1
|
17
|
+
end
|
18
|
+
|
19
|
+
def get_alpha(alpha, score)
|
20
|
+
alpha
|
21
|
+
end
|
22
|
+
|
23
|
+
def get_beta(beta, score)
|
24
|
+
beta
|
25
|
+
end
|
26
|
+
end
|
27
|
+
|
28
|
+
class Minimizing < Player
|
29
|
+
attr_accessor :marker, :turn, :opponent
|
30
|
+
def initialize(player)
|
31
|
+
@marker = player.marker
|
32
|
+
@turn = player.turn
|
33
|
+
@opponent = player.opponent
|
34
|
+
end
|
35
|
+
|
36
|
+
def get_alpha(alpha, score)
|
37
|
+
score > alpha ? score : alpha
|
38
|
+
end
|
39
|
+
|
40
|
+
def return_value(alpha, beta)
|
41
|
+
alpha
|
42
|
+
end
|
43
|
+
|
44
|
+
end
|
45
|
+
|
46
|
+
class Maximizing < Player
|
47
|
+
attr_accessor :marker, :turn, :opponent
|
48
|
+
def initialize(player)
|
49
|
+
@marker = player.marker
|
50
|
+
@turn = player.turn
|
51
|
+
@opponent = player.opponent
|
52
|
+
end
|
53
|
+
|
54
|
+
def get_beta(beta, score)
|
55
|
+
score < beta ? score : beta
|
56
|
+
end
|
57
|
+
|
58
|
+
def return_value(alpha, beta)
|
59
|
+
beta
|
60
|
+
end
|
61
|
+
|
62
|
+
end
|
63
|
+
|
data/lib/ui.rb
ADDED
@@ -0,0 +1,118 @@
|
|
1
|
+
class UI
|
2
|
+
attr_accessor :board, :io
|
3
|
+
def initialize(board)
|
4
|
+
@board = board
|
5
|
+
@io = Kernel
|
6
|
+
end
|
7
|
+
|
8
|
+
def request_player_type(marker)
|
9
|
+
player_type_message(marker)
|
10
|
+
io.gets.chomp.downcase
|
11
|
+
end
|
12
|
+
|
13
|
+
def request_difficulty_level
|
14
|
+
difficulty_level_message
|
15
|
+
io.gets.chomp.downcase
|
16
|
+
end
|
17
|
+
|
18
|
+
def request_human_move
|
19
|
+
standardize(io.gets.chomp)
|
20
|
+
end
|
21
|
+
|
22
|
+
def standardize(input)
|
23
|
+
input.split('').sort.join('').upcase
|
24
|
+
end
|
25
|
+
|
26
|
+
def difficulty_level_message
|
27
|
+
io.print "Select computer difficulty level: Enter 'easy' or 'hard.'\n"
|
28
|
+
end
|
29
|
+
|
30
|
+
def level_assigned_message(level)
|
31
|
+
io.print "You selected difficulty level #{level.upcase}.\n"
|
32
|
+
end
|
33
|
+
|
34
|
+
def invalid_input_message(input)
|
35
|
+
io.print " #{input} is not a valid option.\n"
|
36
|
+
end
|
37
|
+
|
38
|
+
def player_type_message(marker)
|
39
|
+
io.print "For player " + "'#{marker}'," + " enter 'human' or 'computer.'\n"
|
40
|
+
end
|
41
|
+
|
42
|
+
def type_assigned_message(type, marker)
|
43
|
+
io.print "Player " + "'#{marker}' " + "is #{type}.\n"
|
44
|
+
end
|
45
|
+
|
46
|
+
def print_board_numbers
|
47
|
+
num = 1
|
48
|
+
io.print " "
|
49
|
+
board.num_of_rows.times do
|
50
|
+
io.print "--#{num}-- "
|
51
|
+
num += 1
|
52
|
+
end
|
53
|
+
io.print "\n"
|
54
|
+
end
|
55
|
+
|
56
|
+
def print_divider
|
57
|
+
io.print " "
|
58
|
+
board.num_of_rows.times { io.print "------" }
|
59
|
+
io.print "\n"
|
60
|
+
end
|
61
|
+
|
62
|
+
def print_board_rows
|
63
|
+
alpha = 'A'
|
64
|
+
board.all_rows.each do |row|
|
65
|
+
show_row(alpha, row)
|
66
|
+
alpha = alpha.next
|
67
|
+
end
|
68
|
+
end
|
69
|
+
|
70
|
+
def show_row(letter, cells)
|
71
|
+
io.print "#{letter}"
|
72
|
+
cells.each { |cell| io.print " | " + show_marker(cell) }
|
73
|
+
io.print " | #{letter}\n"
|
74
|
+
print_divider
|
75
|
+
end
|
76
|
+
|
77
|
+
def show_marker(cell)
|
78
|
+
board.all_cells[cell].nil? ? ' ' : board.all_cells[cell]
|
79
|
+
end
|
80
|
+
|
81
|
+
def display_board
|
82
|
+
print_board_numbers
|
83
|
+
print_board_rows
|
84
|
+
print_board_numbers
|
85
|
+
end
|
86
|
+
|
87
|
+
def first_move_message(player)
|
88
|
+
io.print "\n\n************ New Game ************\n"
|
89
|
+
io.print "Player '#{player.marker}' goes first.\n"
|
90
|
+
end
|
91
|
+
|
92
|
+
def next_move_message(player)
|
93
|
+
io.print "Player '#{player.marker}': Enter open cell ID.\n"
|
94
|
+
end
|
95
|
+
|
96
|
+
def winning_game_message(player)
|
97
|
+
io.print "GAME OVER! Player '#{player.marker}' wins!\n"
|
98
|
+
end
|
99
|
+
|
100
|
+
def tie_game_message
|
101
|
+
io.print "GAME OVER! It's a tie!\n"
|
102
|
+
end
|
103
|
+
|
104
|
+
def taken_cell_message(cell)
|
105
|
+
io.print "#{cell} has already been taken!\n"
|
106
|
+
end
|
107
|
+
|
108
|
+
def bad_cell_message(cell)
|
109
|
+
io.print "#{cell} is not a valid cell ID!\n"
|
110
|
+
end
|
111
|
+
|
112
|
+
def early_exit_message
|
113
|
+
io.print "\nExiting Tic-Tac-Toe..."
|
114
|
+
io.print "...\n"
|
115
|
+
io.print "Goodbye!\n\n"
|
116
|
+
end
|
117
|
+
|
118
|
+
end
|
metadata
CHANGED
@@ -1,7 +1,7 @@
|
|
1
1
|
--- !ruby/object:Gem::Specification
|
2
2
|
name: ruby_ttt
|
3
3
|
version: !ruby/object:Gem::Version
|
4
|
-
version: 0.0.
|
4
|
+
version: 0.0.8
|
5
5
|
prerelease:
|
6
6
|
platform: ruby
|
7
7
|
authors:
|
@@ -34,13 +34,19 @@ email: tsauer@8thlight.com
|
|
34
34
|
executables: []
|
35
35
|
extensions: []
|
36
36
|
extra_rdoc_files: []
|
37
|
-
files:
|
37
|
+
files:
|
38
|
+
- lib/ai.rb
|
39
|
+
- lib/board.rb
|
40
|
+
- lib/game.rb
|
41
|
+
- lib/game_setup.rb
|
42
|
+
- lib/player.rb
|
43
|
+
- lib/ui.rb
|
38
44
|
homepage: http://rubygems.org/gems/ruby_ttt
|
39
45
|
licenses: []
|
40
46
|
post_install_message:
|
41
47
|
rdoc_options: []
|
42
48
|
require_paths:
|
43
|
-
-
|
49
|
+
- lib
|
44
50
|
required_ruby_version: !ruby/object:Gem::Requirement
|
45
51
|
none: false
|
46
52
|
requirements:
|