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source.cpp
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#include <stdio.h>
#include <iostream>
#include <vector>
#include <limits.h>
#include <array>
#include <sstream>
#define min(a,b) (((a) < (b)) ? (a) : (b))
#define max(a,b) (((a) > (b)) ? (a) : (b))
using namespace std;
// function declarations
void printBoard(vector<vector<int> >&);
int userMove();
void makeMove(vector<vector<int> >&, int, unsigned int);
void errorMessage(int);
int aiMove();
vector<vector<int> > copyBoard(vector<vector<int> >);
bool winningMove(vector<vector<int> >&, unsigned int);
int scoreSet(vector<unsigned int>, unsigned int);
int tabScore(vector<vector<int> >, unsigned int);
array<int, 2> miniMax(vector<vector<int> >&, unsigned int, int, int, unsigned int);
int heurFunction(unsigned int, unsigned int, unsigned int);
// I'll be real and say this is just to avoid magic numbers
unsigned int NUM_COL = 7; // how wide is the board
unsigned int NUM_ROW = 6; // how tall
unsigned int PLAYER = 1; // player number
unsigned int COMPUTER = 2; // AI number
unsigned int MAX_DEPTH = 5; // the default "difficulty" of the computer controlled AI
bool gameOver = false; // flag for if game is over
unsigned int turns = 0; // count for # turns
unsigned int currentPlayer = PLAYER; // current player
vector<vector<int>> board(NUM_ROW, vector<int>(NUM_COL)); // the game board
/**
* game playing function
* loops between players while they take turns
*/
void playGame() {
printBoard(board); // print initial board
while (!gameOver) { // while no game over state
if (currentPlayer == COMPUTER) { // AI move
makeMove(board, aiMove(), COMPUTER);
}
else if (currentPlayer == PLAYER) { // player move
makeMove(board, userMove(), PLAYER);
}
else if (turns == NUM_ROW * NUM_COL) { // if max number of turns reached
gameOver = true;
}
gameOver = winningMove(board, currentPlayer); // check if player won
currentPlayer = (currentPlayer == 1) ? 2 : 1; // switch player
turns++; // iterate number of turns
cout << endl;
printBoard(board); // print board after successful move
}
if (turns == NUM_ROW * NUM_COL) { // if draw condition
cout << "Draw!" << endl;
}
else { // otherwise, someone won
cout << ((currentPlayer == PLAYER) ? "AI Wins!" : "Player Wins!") << endl;
}
}
/**
* function that makes the move for the player
* @param b - the board to make move on
* @param c - column to drop piece into
* @param p - the current player
*/
void makeMove(vector<vector<int> >& b, int c, unsigned int p) {
// start from bottom of board going up
for (unsigned int r = 0; r < NUM_ROW; r++) {
if (b[r][c] == 0) { // first available spot
b[r][c] = p; // set piece
break;
}
}
}
/**
* prompts the user for their move
* and ensures valid user input
* @return the user chosen column
*/
int userMove() {
int move = -1; // temporary
while (true) { // repeat until proper input given
cout << "Enter a column: ";
cin >> move; // init move as input
if (!cin) { // if non-integer
cin.clear();
cin.ignore(INT_MAX, '\n');
errorMessage(1); // let user know
}
else if (!((unsigned int)move < NUM_COL && move >= 0)) { // if out of bounds
errorMessage(2); // let user know
}
else if (board[NUM_ROW - 1][move] != 0) { // if full column
errorMessage(3); // let user know
}
else { // if it gets here, input valid
break;
}
cout << endl << endl;
}
return move;
}
/**
* AI "think" algorithm
* uses minimax to find ideal move
* @return - the column number for best move
*/
int aiMove() {
cout << "AI is thinking about a move..." << endl;
return miniMax(board, MAX_DEPTH, 0 - INT_MAX, INT_MAX, COMPUTER)[1];
}
/**
* Minimax implementation using alpha-beta pruning
* @param b - the board to perform MM on
* @param d - the current depth
* @param alf - alpha
* @param bet - beta
* @param p - current player
*/
array<int, 2> miniMax(vector<vector<int> > &b, unsigned int d, int alf, int bet, unsigned int p) {
/**
* if we've reached minimal depth allowed by the program
* we need to stop, so force it to return current values
* since a move will never (theoretically) get this deep,
* the column doesn't matter (-1) but we're more interested
* in the score
*
* as well, we need to take into consideration how many moves
* ie when the board is full
*/
if (d == 0 || d >= (NUM_COL * NUM_ROW) - turns) {
// get current score to return
return array<int, 2>{tabScore(b, COMPUTER), -1};
}
if (p == COMPUTER) { // if AI player
array<int, 2> moveSoFar = {INT_MIN, -1}; // since maximizing, we want lowest possible value
if (winningMove(b, PLAYER)) { // if player about to win
return moveSoFar; // force it to say it's worst possible score, so it knows to avoid move
} // otherwise, business as usual
for (unsigned int c = 0; c < NUM_COL; c++) { // for each possible move
if (b[NUM_ROW - 1][c] == 0) { // but only if that column is non-full
vector<vector<int> > newBoard = copyBoard(b); // make a copy of the board
makeMove(newBoard, c, p); // try the move
int score = miniMax(newBoard, d - 1, alf, bet, PLAYER)[0]; // find move based on that new board state
if (score > moveSoFar[0]) { // if better score, replace it, and consider that best move (for now)
moveSoFar = {score, (int)c};
}
alf = max(alf, moveSoFar[0]);
if (alf >= bet) { break; } // for pruning
}
}
return moveSoFar; // return best possible move
}
else {
array<int, 2> moveSoFar = {INT_MAX, -1}; // since PLAYER is minimized, we want moves that diminish this score
if (winningMove(b, COMPUTER)) {
return moveSoFar; // if about to win, report that move as best
}
for (unsigned int c = 0; c < NUM_COL; c++) {
if (b[NUM_ROW - 1][c] == 0) {
vector<vector<int> > newBoard = copyBoard(b);
makeMove(newBoard, c, p);
int score = miniMax(newBoard, d - 1, alf, bet, COMPUTER)[0];
if (score < moveSoFar[0]) {
moveSoFar = {score, (int)c};
}
bet = min(bet, moveSoFar[0]);
if (alf >= bet) { break; }
}
}
return moveSoFar;
}
}
/**
* function to tabulate current board "value"
* @param b - the board to evaluate
* @param p - the player to check score of
* @return - the board score
*/
int tabScore(vector<vector<int> > b, unsigned int p) {
int score = 0;
vector<unsigned int> rs(NUM_COL);
vector<unsigned int> cs(NUM_ROW);
vector<unsigned int> set(4);
/**
* horizontal checks, we're looking for sequences of 4
* containing any combination of AI, PLAYER, and empty pieces
*/
for (unsigned int r = 0; r < NUM_ROW; r++) {
for (unsigned int c = 0; c < NUM_COL; c++) {
rs[c] = b[r][c]; // this is a distinct row alone
}
for (unsigned int c = 0; c < NUM_COL - 3; c++) {
for (int i = 0; i < 4; i++) {
set[i] = rs[c + i]; // for each possible "set" of 4 spots from that row
}
score += scoreSet(set, p); // find score
}
}
// vertical
for (unsigned int c = 0; c < NUM_COL; c++) {
for (unsigned int r = 0; r < NUM_ROW; r++) {
cs[r] = b[r][c];
}
for (unsigned int r = 0; r < NUM_ROW - 3; r++) {
for (int i = 0; i < 4; i++) {
set[i] = cs[r + i];
}
score += scoreSet(set, p);
}
}
// diagonals
for (unsigned int r = 0; r < NUM_ROW - 3; r++) {
for (unsigned int c = 0; c < NUM_COL; c++) {
rs[c] = b[r][c];
}
for (unsigned int c = 0; c < NUM_COL - 3; c++) {
for (int i = 0; i < 4; i++) {
set[i] = b[r + i][c + i];
}
score += scoreSet(set, p);
}
}
for (unsigned int r = 0; r < NUM_ROW - 3; r++) {
for (unsigned int c = 0; c < NUM_COL; c++) {
rs[c] = b[r][c];
}
for (unsigned int c = 0; c < NUM_COL - 3; c++) {
for (int i = 0; i < 4; i++) {
set[i] = b[r + 3 - i][c + i];
}
score += scoreSet(set, p);
}
}
return score;
}
/**
* function to find the score of a set of 4 spots
* @param v - the row/column to check
* @param p - the player to check against
* @return - the score of the row/column
*/
int scoreSet(vector<unsigned int> v, unsigned int p) {
unsigned int good = 0; // points in favor of p
unsigned int bad = 0; // points against p
unsigned int empty = 0; // neutral spots
for (unsigned int i = 0; i < v.size(); i++) { // just enumerate how many of each
good += (v[i] == p) ? 1 : 0;
bad += (v[i] == PLAYER || v[i] == COMPUTER) ? 1 : 0;
empty += (v[i] == 0) ? 1 : 0;
}
// bad was calculated as (bad + good), so remove good
bad -= good;
return heurFunction(good, bad, empty);
}
/**
* my """heuristic function""" is pretty bad, but it seems to work
* it scores 2s in a row and 3s in a row
* @param g - good points
* @param b - bad points
* @param z - empty spots
* @return - the score as tabulated
*/
int heurFunction(unsigned int g, unsigned int b, unsigned int z) {
int score = 0;
if (g == 4) { score += 500001; } // preference to go for winning move vs. block
else if (g == 3 && z == 1) { score += 5000; }
else if (g == 2 && z == 2) { score += 500; }
else if (b == 2 && z == 2) { score -= 501; } // preference to block
else if (b == 3 && z == 1) { score -= 5001; } // preference to block
else if (b == 4) { score -= 500000; }
return score;
}
/**
* function to determine if a winning move is made
* @param b - the board to check
* @param p - the player to check against
* @return - whether that player can have a winning move
*/
bool winningMove(vector<vector<int> > &b, unsigned int p) {
unsigned int winSequence = 0; // to count adjacent pieces
// for horizontal checks
for (unsigned int c = 0; c < NUM_COL - 3; c++) { // for each column
for (unsigned int r = 0; r < NUM_ROW; r++) { // each row
for (int i = 0; i < 4; i++) { // recall you need 4 to win
if ((unsigned int)b[r][c + i] == p) { // if not all pieces match
winSequence++; // add sequence count
}
if (winSequence == 4) { return true; } // if 4 in row
}
winSequence = 0; // reset counter
}
}
// vertical checks
for (unsigned int c = 0; c < NUM_COL; c++) {
for (unsigned int r = 0; r < NUM_ROW - 3; r++) {
for (int i = 0; i < 4; i++) {
if ((unsigned int)b[r + i][c] == p) {
winSequence++;
}
if (winSequence == 4) { return true; }
}
winSequence = 0;
}
}
// the below two are diagonal checks
for (unsigned int c = 0; c < NUM_COL - 3; c++) {
for (unsigned int r = 3; r < NUM_ROW; r++) {
for (int i = 0; i < 4; i++) {
if ((unsigned int)b[r - i][c + i] == p) {
winSequence++;
}
if (winSequence == 4) { return true; }
}
winSequence = 0;
}
}
for (unsigned int c = 0; c < NUM_COL - 3; c++) {
for (unsigned int r = 0; r < NUM_ROW - 3; r++) {
for (int i = 0; i < 4; i++) {
if ((unsigned int)b[r + i][c + i] == p) {
winSequence++;
}
if (winSequence == 4) { return true; }
}
winSequence = 0;
}
}
return false; // otherwise no winning move
}
/**
* sets up the board to be filled with empty spaces
* also used to reset the board to this state
*/
void initBoard() {
for (unsigned int r = 0; r < NUM_ROW; r++) {
for (unsigned int c = 0; c < NUM_COL; c++) {
board[r][c] = 0; // make sure board is empty initially
}
}
}
/**
* function to copy board state to another 2D vector
* ie. make a duplicate board; used for mutating copies rather
* than the original
* @param b - the board to copy
* @return - said copy
*/
vector<vector<int> > copyBoard(vector<vector<int> > b) {
vector<vector<int>> newBoard(NUM_ROW, vector<int>(NUM_COL));
for (unsigned int r = 0; r < NUM_ROW; r++) {
for (unsigned int c = 0; c < NUM_COL; c++) {
newBoard[r][c] = b[r][c]; // just straight copy
}
}
return newBoard;
}
/**
* prints the board to console out
* @param b - the board to print
*/
void printBoard(vector<vector<int> > &b) {
for (unsigned int i = 0; i < NUM_COL; i++) {
cout << " " << i;
}
cout << endl << "---------------" << endl;
for (unsigned int r = 0; r < NUM_ROW; r++) {
for (unsigned int c = 0; c < NUM_COL; c++) {
cout << "|";
switch (b[NUM_ROW - r - 1][c]) {
case 0: cout << " "; break; // no piece
case 1: cout << "O"; break; // one player's piece
case 2: cout << "X"; break; // other player's piece
}
if (c + 1 == NUM_COL) { cout << "|"; }
}
cout << endl;
}
cout << "---------------" << endl;
cout << endl;
}
/**
* handler for displaying error messages
* @param t - the type of error to display
*/
void errorMessage(int t) {
if (t == 1) { // non-int input
cout << "Use a value 0.." << NUM_COL - 1 << endl;
}
else if (t == 2) { // out of bounds
cout << "That is not a valid column." << endl;
}
else if (t == 3) { // full column
cout << "That column is full." << endl;
}
cout << endl;
}
/**
* main driver
*/
int main(int argc, char** argv) {
int i = -1; bool flag = false;
if (argc == 2) {
istringstream in(argv[1]);
if (!(in >> i)) { flag = true; }
if (i > (int)(NUM_ROW * NUM_COL) || i <= -1) { flag = true; }
if (flag) { cout << "Invalid command line argument, using default depth = 5." << endl; }
else { MAX_DEPTH = i; }
}
initBoard(); // initial setup
playGame(); // begin the game
return 0; // exit state
}