sams_tic_tac_toe 0.0.1

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data/.gitignore ADDED
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+ /.bundle/
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+ /.yardoc
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+ /Gemfile.lock
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+ /_yardoc/
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+ /coverage/
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+ /doc/
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+ /pkg/
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+ /spec/reports/
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+ /tmp/
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+ .DS_Store
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+ # rspec failure tracking
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+ .rspec_status
data/.rspec ADDED
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+ --format documentation
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+ --color
data/.rubocop.yml ADDED
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+ Layout/LineLength:
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+ Max: 120
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+
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+ Style/Documentation:
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+ Enabled: false
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+
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+ Naming/AccessorMethodName:
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+ Enabled: false
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+
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+ Metrics/BlockLength:
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+ Exclude:
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+ - 'spec/**/*'
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+
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+ Metrics/MethodLength:
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+ Max: 20
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+
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+ Style/FrozenStringLiteralComment:
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+ Enabled: false
data/.travis.yml ADDED
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+ sudo: false
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+ language: ruby
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+ rvm:
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+ - 2.3.1
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+ before_install: gem install bundler -v 1.14.6
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+ # Contributor Covenant Code of Conduct
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+
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+ ## Our Pledge
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+
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+ In the interest of fostering an open and welcoming environment, we as
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+ contributors and maintainers pledge to making participation in our project and
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+ our community a harassment-free experience for everyone, regardless of age, body
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+ size, disability, ethnicity, gender identity and expression, level of experience,
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+ nationality, personal appearance, race, religion, or sexual identity and
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+ orientation.
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+
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+ ## Our Standards
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+
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+ Examples of behavior that contributes to creating a positive environment
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+ include:
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+
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+ * Using welcoming and inclusive language
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+ * Being respectful of differing viewpoints and experiences
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+ * Gracefully accepting constructive criticism
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+ * Focusing on what is best for the community
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+ * Showing empathy towards other community members
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+
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+ Examples of unacceptable behavior by participants include:
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+
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+ * The use of sexualized language or imagery and unwelcome sexual attention or
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+ advances
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+ * Trolling, insulting/derogatory comments, and personal or political attacks
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+ * Public or private harassment
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+ * Publishing others' private information, such as a physical or electronic
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+ address, without explicit permission
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+ * Other conduct which could reasonably be considered inappropriate in a
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+ professional setting
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+
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+ ## Our Responsibilities
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+
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+ Project maintainers are responsible for clarifying the standards of acceptable
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+ behavior and are expected to take appropriate and fair corrective action in
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+ response to any instances of unacceptable behavior.
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+
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+ Project maintainers have the right and responsibility to remove, edit, or
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+ reject comments, commits, code, wiki edits, issues, and other contributions
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+ that are not aligned to this Code of Conduct, or to ban temporarily or
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+ permanently any contributor for other behaviors that they deem inappropriate,
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+ threatening, offensive, or harmful.
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+
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+ ## Scope
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+
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+ This Code of Conduct applies both within project spaces and in public spaces
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+ when an individual is representing the project or its community. Examples of
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+ representing a project or community include using an official project e-mail
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+ address, posting via an official social media account, or acting as an appointed
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+ representative at an online or offline event. Representation of a project may be
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+ further defined and clarified by project maintainers.
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+
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+ ## Enforcement
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+
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+ Instances of abusive, harassing, or otherwise unacceptable behavior may be
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+ reported by contacting the project team at eckmeier41@gmail.com. All
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+ complaints will be reviewed and investigated and will result in a response that
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+ is deemed necessary and appropriate to the circumstances. The project team is
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+ obligated to maintain confidentiality with regard to the reporter of an incident.
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+ Further details of specific enforcement policies may be posted separately.
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+
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+ Project maintainers who do not follow or enforce the Code of Conduct in good
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+ faith may face temporary or permanent repercussions as determined by other
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+ members of the project's leadership.
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+
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+ ## Attribution
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+
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+ This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4,
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+ available at [http://contributor-covenant.org/version/1/4][version]
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+
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+ [homepage]: http://contributor-covenant.org
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+ [version]: http://contributor-covenant.org/version/1/4/
data/Gemfile ADDED
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+ source 'https://rubygems.org'
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+
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+ # Specify your gem's dependencies in tic_tac_toe.gemspec
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+ gemspec
data/LICENSE.txt ADDED
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+ The MIT License (MIT)
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+
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+ Copyright (c) 2018 Sam Eckmeier
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in
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+ all copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+ THE SOFTWARE.
data/README.md ADDED
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+ # TicTacToe
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+
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+ ## Description
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+ Welcome to a game of command-line, tic-tac-toe! It's important to note that the computer is extremely
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+ difficult to beat. If you do, then you might be a computer. Have fun!
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+
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+ ## Installation
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+ There are two ways to play this game:
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+ - Download this code here, through github, execute `bundle install` from the root dir, and finally run `bin/play_tic_tac_toe`
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+ - Run `gem install sams_tic_tac_toe` and execute `play_tic_tac_toe`
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+
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+ If you decide to download this as a gem, make sure that you have RubyGems installed by running `gem --version` in your terminal.
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+ If it isn't installed, refer to https://github.com/rubygems/rubygems.
data/Rakefile ADDED
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+ require 'bundler/gem_tasks'
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+ require 'rspec/core/rake_task'
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+
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+ RSpec::Core::RakeTask.new(:spec)
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+
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+ task default: :spec
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+ #!/usr/bin/env ruby
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+
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+ require 'bundler/setup'
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+ require 'irb'
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+ require File.expand_path("#{File.dirname(__FILE__)}/../lib/tic_tac_toe.rb")
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+
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+ begin
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+ board_setup = Model::BoardSetup.new(
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+ dimensions: 3,
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+ board_klass: Model::Board,
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+ tile_collection_klass: Model::TileCollection,
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+ team_collection_klass: Model::TeamCollection,
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+ game_state: Model::GameState,
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+ tile_klass: Model::Tile
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+ )
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+ teams_setup = Model::TeamsSetup.new(
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+ team_klass: Model::Team,
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+ piece_klass: Model::Piece,
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+ move_klass: Model::Move,
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+ move_strategy_klass: Model::MoveStrategy
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+ )
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+ select_team_presenter = Presenter::SelectTeam.new(board_setup, teams_setup)
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+ select_team_view = View::SelectTeam.new(select_team_presenter, Utils::Terminal)
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+
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+ begin
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+ select_team_view.render
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+ rescue InvalidSelection => e
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+ puts e.message
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+ puts 'Please Try Again :)'
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+ retry
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+ end
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+
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+ board = board_setup.create_board
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+ board_presenter = Presenter::Board.new(board, Model::GameTree)
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+ board_view = View::Board.new(board_presenter, Terminal::Table)
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+ game_result_view = View::GameResult.new(board_presenter)
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+ select_move_view = View::SelectMove.new(board_presenter, Utils::Terminal)
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+
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+ while board_presenter.continue?
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+ Utils::Terminal.clear_screen
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+
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+ board_view.render
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+
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+ begin
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+ select_move_view.render
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+ rescue InvalidSelection => e
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+ puts e.message
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+ puts 'Please Try Again :)'
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+ retry
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+ end
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+ end
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+
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+ Utils::Terminal.clear_screen
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+
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+ board_view.render
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+
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+ game_result_view.render
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+ rescue StandardError
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+ puts 'Seems that something went wrong :( Sorry about that'
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+ end
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+ class InvalidSelection < StandardError
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+ def initialize(msg)
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+ super(msg)
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+ end
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+ end
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+ module Model
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+ class Board
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+ attr_reader :tile_collection
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+
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+ def initialize(args)
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+ @tile_collection = args[:tile_collection]
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+ @team_collection = args[:team_collection]
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+ @game_state = args[:game_state]
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+ end
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+
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+ def dimensions
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+ @tile_collection.dimensions
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+ end
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+
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+ def set_piece(row, col, piece)
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+ tile = @tile_collection.find_tile(row, col)
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+
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+ tile.piece = piece
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+
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+ tile
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+ end
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+
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+ def tile_available?(row, col)
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+ tile = @tile_collection.find_tile(row, col)
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+
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+ tile.piece.nil?
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+ end
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+
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+ def available_moves
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+ current_team.available_moves(self)
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+ end
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+
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+ def available_tiles
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+ @tile_collection.available_tiles
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+ end
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+
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+ def complete?
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+ available_tiles.count.zero? || !winner.nil?
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+ end
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+
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+ def current_team
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+ @team_collection.current
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+ end
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+
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+ def cycle_teams
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+ @team_collection.next
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+ end
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+
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+ def winner
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+ @game_state.winner(self)
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+ end
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+
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+ def rating(team)
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+ rating = @game_state.rating(self, team)
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+
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+ if rating.negative?
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+ rating -= available_tiles.count
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+ elsif rating.positive?
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+ rating += available_tiles.count
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+ end
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+
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+ rating
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+ end
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+
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+ def clone
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+ self.class.new(tile_collection: @tile_collection.clone,
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+ team_collection: @team_collection.clone,
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+ game_state: @game_state.clone)
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+ end
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+ end
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+ end
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+ module Model
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+ class BoardSetup
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+ attr_accessor :teams
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+
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+ def initialize(args)
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+ @board_klass = args[:board_klass]
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+ @tile_collection_klass = args[:tile_collection_klass]
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+ @team_collection_klass = args[:team_collection_klass]
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+ @game_state = args[:game_state]
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+ @tile_klass = args[:tile_klass]
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+ @dimensions = args[:dimensions]
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+ @teams = []
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+ end
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+
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+ def create_board
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+ tiles = create_tiles
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+
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+ @board_klass.new(tile_collection: @tile_collection_klass.new(tiles, @dimensions),
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+ team_collection: @team_collection_klass.new(@teams),
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+ game_state: @game_state.new)
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+ end
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+
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+ private
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+
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+ def create_tiles
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+ cnt = @dimensions**2
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+ (1..cnt).map { |_i| @tile_klass.new }
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+ end
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+ end
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+ end
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+ module Model
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+ class GameState
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+ def winner(board)
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+ tile_collection = board.tile_collection
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+
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+ rows(tile_collection) || cols(tile_collection) || diags(tile_collection)
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+ end
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+
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+ def rating(board, team)
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+ winner = winner(board)
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+
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+ return 0 unless winner
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+
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+ winner.name == team.name ? 1 : -1
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+ end
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+
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+ private
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+
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+ def current_team?(current_team, team)
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+ (team && current_team) && team.name == current_team.name
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+ end
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+
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+ def team(row_i, col_i, tile_collection)
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+ tile = tile_collection.find_tile(row_i, col_i)
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+
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+ tile.team
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+ end
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+
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+ def rows(tile_collection)
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+ dims = tile_collection.dimensions
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+
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+ (1..dims).each do |row_i|
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+ current_team = team(row_i, 1, tile_collection)
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+
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+ (2..dims).each do |col_i|
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+ team = team(row_i, col_i, tile_collection)
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+
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+ unless current_team?(current_team, team)
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+ current_team = nil
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+ break
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+ end
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+ end
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+
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+ return current_team if current_team
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+ end
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+
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+ nil
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+ end
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+
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+ def cols(tile_collection)
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+ dims = tile_collection.dimensions
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+
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+ (1..dims).each do |col_i|
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+ current_team = team(1, col_i, tile_collection)
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+
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+ (2..dims).each do |row_i|
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+ team = team(row_i, col_i, tile_collection)
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+
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+ unless current_team?(current_team, team)
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+ current_team = nil
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+ break
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+ end
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+ end
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+
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+ return current_team if current_team
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+ end
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+
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+ nil
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+ end
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+
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+ def left_diag(tile_collection)
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+ current_team = team(1, 1, tile_collection)
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+ dims = tile_collection.dimensions
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+
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+ (2..dims).each do |i|
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+ team = team(i, i, tile_collection)
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+
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+ unless current_team?(current_team, team)
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+ current_team = nil
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+ break
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+ end
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+ end
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+
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+ current_team
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+ end
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+
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+ def right_diag(tile_collection)
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+ dims = tile_collection.dimensions
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+ col_i = dims
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+ current_team = team(1, col_i, tile_collection)
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+
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+ (2..dims).each do |row_i|
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+ col_i -= 1
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+
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+ team = team(row_i, col_i, tile_collection)
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+
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+ unless current_team?(current_team, team)
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+ current_team = nil
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+ break
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+ end
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+ end
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+
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+ current_team
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+ end
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+
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+ def diags(tile_collection)
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+ team = left_diag(tile_collection)
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+
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+ return team if team
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+
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+ right_diag(tile_collection)
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+ end
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+ end
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+ end
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+ # GameTree is an n-ary tree and produces its children dynamically.
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+
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+ module Model
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+ class GameTree
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+ attr_reader :previous_move, :board
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+
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+ def initialize(board, previous_move = nil)
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+ @board = board
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+ @previous_move = previous_move
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+ @equivalent = {}
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+ end
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+
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+ class << self
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+ def generate_game_tree(board, previous_move = nil)
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+ new(board, previous_move)
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+ end
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+ end
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+
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+ def current_team
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+ @board.current_team
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+ end
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+
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+ def complete?
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+ @board.complete? || next_game_trees.count.zero?
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+ end
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+
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+ def rating(team)
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+ @board.rating(team)
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+ end
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+
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+ # Produces children based on the number of unique tile collection orientations.
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+ # For more info, check out Model::TileCollection.
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+ def next_game_trees
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+ return @next_game_trees unless @next_game_trees.nil?
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+
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+ moves = @board.available_moves
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+
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+ @next_game_trees = moves.each_with_object([]) { |move, game_trees| add_game_trees(game_trees, move) }
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+
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+ @next_game_trees
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+ end
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+
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+ private
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+
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+ def add_game_trees(game_trees, move)
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+ tile = move.tile
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+ board = @board.clone
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+
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+ board.set_piece(tile.row, tile.col, move.piece)
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+
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+ tile_collection = board.tile_collection
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+
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+ unless equivalent?(tile_collection.id)
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+ add_equivalents(tile_collection)
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+
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+ board.cycle_teams
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+
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+ game_trees << self.class.generate_game_tree(board, move)
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+ end
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+
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+ game_trees
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+ end
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+
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+ def equivalent?(tile_collection_id)
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+ @equivalent[tile_collection_id]
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+ end
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+
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+ def add_equivalents(tile_collection)
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+ tile_collection.equivalents.each { |tc| @equivalent[tc.id] = true }
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+ end
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+ end
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+ end
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+ module Model
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+ class Move
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+ attr_reader :tile, :piece
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+
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+ def initialize(tile, piece)
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+ @tile = tile
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+ @piece = piece
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+ end
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+
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+ class << self
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+ def generate_moves(piece, board)
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+ board.available_tiles.map { |tile| generate_move(tile, piece) }
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+ end
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+
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+ def generate_move(tile, piece)
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+ new(tile, piece)
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+ end
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+ end
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+ end
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+ end
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+ # This class uses the MinMax algorithm with alpha/beta pruning
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+ # This algorithim reflects the process of a player selecting moves
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+ # That maximize their chances of winning, while another player
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+ # Selects moves to minimize the other player's chances of winning.
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+ # MinMax traverses a GameTree in a DFS manner and at each level promotes
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+ # The highest or lowest GameTree leaf rating, relative to adjacent GameTrees,
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+ # Depending on whether MinMax is executing in a maximizing or minimizing context.
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+ # Alpha/beta pruning optimizes this algorithm by preventing redundant branch traversals.
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+ # Once beta is <= to alpha at any level, MinMax will stop traversing adjacent GameTrees
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+ # And promote the most optimial GameTree at that level.
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+ # Since GameTree#next_game_trees is implemented optimally by filtering out equivalent GameTrees, it
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+ # Improves the performance of MinMax.
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+ # An additional optimization would be to sort GameTrees by their ratings in ascending order.
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+ # This would allow MinMax to establish the final beta GameTree rating much quicker, and prune more branches
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+ # Due to the ascending ordering of the GameTrees.
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+ # MinMax's worst case runtime is O(n!)
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+ # For more details: https://www.geeksforgeeks.org/minimax-algorithm-in-game-theory-set-4-alpha-beta-pruning/
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+
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+ module Model
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+ class MoveStrategy
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+ EvaluatedBoard = Struct.new(:game_tree, :rating)
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+
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+ def select_move(game_tree)
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+ @team = game_tree.current_team
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+ evaluated_game_tree = min_max(game_tree, 9, true, -Float::INFINITY, Float::INFINITY)
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+
27
+ evaluated_game_tree.game_tree.previous_move
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+ end
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+
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+ private
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+
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+ def min_max(game_tree, cut_off, maximizing, alpha, beta)
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+ return evaluated_game_tree(game_tree) if cut_off.zero? || game_tree.complete?
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+
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+ cut_off -= 1
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+
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+ if maximizing
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+ max(game_tree.next_game_trees, cut_off, alpha, beta)
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+ else
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+ min(game_tree.next_game_trees, cut_off, alpha, beta)
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+ end
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+ end
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+
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+ def max(game_trees, cut_off, alpha, beta)
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+ curr_eval_game_tree = nil
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+
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+ game_trees.each do |game_tree|
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+ eval_game_tree = min_max(game_tree, cut_off, false, alpha, beta)
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+
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+ eval_game_tree.game_tree = game_tree
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+
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+ alpha = eval_game_tree.rating if eval_game_tree.rating > alpha
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+
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+ curr_eval_game_tree = eval_game_tree if
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+ curr_eval_game_tree.nil? || eval_game_tree.rating > curr_eval_game_tree.rating
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+
57
+ break if beta <= alpha
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+ end
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+
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+ curr_eval_game_tree
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+ end
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+
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+ def min(game_trees, cut_off, alpha, beta)
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+ curr_eval_game_tree = nil
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+
66
+ game_trees.each do |game_tree|
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+ eval_game_tree = min_max(game_tree, cut_off, true, alpha, beta)
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+
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+ eval_game_tree.game_tree = game_tree
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+
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+ beta = eval_game_tree.rating if eval_game_tree.rating < beta
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+
73
+ curr_eval_game_tree = eval_game_tree if
74
+ curr_eval_game_tree.nil? || eval_game_tree.rating < curr_eval_game_tree.rating
75
+
76
+ break if beta <= alpha
77
+ end
78
+
79
+ curr_eval_game_tree
80
+ end
81
+
82
+ def evaluated_game_tree(game_tree)
83
+ EvaluatedBoard.new(game_tree, game_tree.rating(@team))
84
+ end
85
+ end
86
+ end
@@ -0,0 +1,15 @@
1
+ module Model
2
+ class Piece
3
+ attr_reader :name
4
+ attr_accessor :team
5
+
6
+ def initialize(name, move_klass)
7
+ @name = name
8
+ @move_klass = move_klass
9
+ end
10
+
11
+ def moves(board)
12
+ @move_klass.generate_moves(self, board)
13
+ end
14
+ end
15
+ end
@@ -0,0 +1,29 @@
1
+ module Model
2
+ class Team
3
+ attr_reader :name, :move_strategy, :pieces
4
+
5
+ def initialize(args)
6
+ raise ArgumentError, 'empty pieces array' if args[:pieces].empty?
7
+
8
+ @name = args[:name]
9
+ @move_strategy = args[:move_strategy]
10
+ @pieces = args[:pieces]
11
+
12
+ @pieces.each { |p| p.team = self }
13
+ end
14
+
15
+ def selected_piece
16
+ @pieces[0]
17
+ end
18
+
19
+ def computer?
20
+ !@move_strategy.nil?
21
+ end
22
+
23
+ def available_moves(board)
24
+ @pieces.each_with_object([]) do |piece, moves|
25
+ moves.concat(piece.moves(board))
26
+ end
27
+ end
28
+ end
29
+ end