-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathtictactoe.py
293 lines (217 loc) · 9.36 KB
/
tictactoe.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
import copy
import sys
import pygame
import random
import numpy as np
from constants import *
#IMPORT PYGAME LIBLARY settings
pygame.init()
screen = pygame.display.set_mode( (WIDTH, HEIGHT) )
pygame.display.set_caption('TIC TAC TOE AI')
screen.fill(BG_COLOR)
class Board:
def __init__(self):
self.squares = np.zeros( (ROWS, COLS) )
self.empty_sqrs = self.squares #[squares]
self.marked_sqrs = 0
def final_state(self, show=False):
#vertical win line
for col in range(COLS):
if self.squares[0][col] == self.squares[1][col] == self.squares[2][col] != 0:
#draw wining line
if show:
color = CROSS_LINE if self.squares[0][col] == 2 else CROSS_LINE
iPos = (col * SQSIZE + SQSIZE // 2, 20)
fPos = (col * SQSIZE + SQSIZE // 2, HEIGHT - 20)
pygame.draw.line(screen, color, iPos, fPos, LINE_WIDTH)
return self.squares[0][col]
#Horezintal win linw
for row in range(ROWS):
if self.squares[row][0] == self.squares[row][1] == self.squares[row][2] != 0:
if show:
color = CROSS_LINE if self.squares[0][col] == 2 else CROSS_LINE
iPos = (20,row * SQSIZE + SQSIZE // 2)
fPos = (WIDTH - 20, row * SQSIZE + SQSIZE // 2)
pygame.draw.line(screen, color, iPos, fPos, LINE_WIDTH)
return self.squares[row][0]
#desc digoanal
if self.squares[0][0] == self.squares[1][1] == self.squares[2][2] != 0:
if show:
color = CROSS_LINE if self.squares[0][col] == 2 else CROSS_LINE
iPos = (20,20)
fPos = (WIDTH - 20, HEIGHT - 20)
pygame.draw.line(screen, color, iPos, fPos, LINE_WIDTH)
return self.squares[1][1]
#asc digoanal
if self.squares[2][0] == self.squares[1][1] == self.squares[0][2] != 0:
if show:
color = CROSS_LINE if self.squares[0][col] == 2 else CROSS_LINE
iPos = (20,HEIGHT - 20)
fPos = (WIDTH - 20, 20)
pygame.draw.line(screen, color, iPos, fPos, LINE_WIDTH)
return self.squares[1][1]
#No win Yet
return 0
def mark_sqr(self, row, col, player):
self.squares[row][col] = player
self.marked_sqrs += 1
def empty_sqr(self, row, col):
return self.squares[row][col] == 0
def get_empty_sqrs(self):
empty_sqrs = []
for row in range(ROWS):
for col in range(COLS):
if self.empty_sqr(row, col):
empty_sqrs.append((row, col))
return empty_sqrs
def isfull(self):
return self.marked_sqrs == 9
def isempty(self):
return self.marked_sqrs == 0
class AI:
def __init__(self, level=1, player=2):
self.level = level
self.player = player
def rnd(self, board):
empty_sqrs = board.get_empty_sqrs()
idx = random.randrange(0,len(empty_sqrs))
return empty_sqrs[idx] #(row, col)
def minimax(self, board, maximizing):
# terminal case
case = board.final_state()
# player 1 wins
if case == 1:
return 1, None # eval, move
# player 2 wins
if case == 2:
return -1, None
# draw
elif board.isfull():
return 0, None
if maximizing:
max_eval = -100
best_move = None
empty_sqrs = board.get_empty_sqrs()
for (row, col) in empty_sqrs:
temp_board = copy.deepcopy(board)
temp_board.mark_sqr(row, col, 1)
eval = self.minimax(temp_board, False)[0]
if eval > max_eval:
max_eval = eval
best_move = (row, col)
return max_eval, best_move
elif not maximizing:
min_eval = 100
best_move = None
empty_sqrs = board.get_empty_sqrs()
for (row, col) in empty_sqrs:
temp_board = copy.deepcopy(board)
temp_board.mark_sqr(row, col, self.player)
eval = self.minimax(temp_board, True)[0]
if eval < min_eval:
min_eval = eval
best_move = (row, col)
return min_eval, best_move
#Main Eval
def eval(self, main_board):
if self.level == 0:
# random AI choice
eval = 'random'
move = self.rnd(main_board)
else:
eval, move = self.minimax(main_board, False)
print(f'AI has Chosen to mark the square in pos {move} with an eval of: {eval}')
return move #rows and cols
class Game:
def __init__(self):
self.board = Board()
self.ai = AI()
self.player = 1 #1-cross #2-circles
self.gamemode = 'ai' #person vs AI
self.running = True
self.show_lines()
def make_move(self, row, col):
self.board.mark_sqr(row, col, self.player)
self.draw_fig(row, col)
self.next_turn()
def show_lines(self):
# Background
screen.fill( BG_COLOR )
#vertical lines
pygame.draw.line(screen, LINE_COLOR, (SQSIZE, 0), (SQSIZE, HEIGHT), LINE_WIDTH)
pygame.draw.line(screen, LINE_COLOR, (WIDTH - SQSIZE, 0), (WIDTH - SQSIZE, HEIGHT), LINE_WIDTH)
#horizontal lines
pygame.draw.line(screen, LINE_COLOR, (0, SQSIZE), (WIDTH, SQSIZE), LINE_WIDTH)
pygame.draw.line(screen, LINE_COLOR, (0, HEIGHT - SQSIZE), (WIDTH, HEIGHT - SQSIZE), LINE_WIDTH)
def draw_fig(self, row, col):
if self.player == 1:
#draw cross after wining
# "X" right line
start_desc = (col * SQSIZE + OFFSET, row * SQSIZE + OFFSET)
end_desc = (col * SQSIZE + SQSIZE - OFFSET, row * SQSIZE + SQSIZE - OFFSET)
pygame.draw.line(screen, CROSS_COLOR, start_desc, end_desc, CROSS_WIDTH)
# "X" left line
start_asc = (col * SQSIZE + OFFSET, row * SQSIZE + SQSIZE - OFFSET)
end_asc = (col * SQSIZE + SQSIZE - OFFSET, row * SQSIZE + OFFSET)
pygame.draw.line(screen, CROSS_COLOR , start_asc, end_asc, CROSS_WIDTH)
elif self.player == 2:
#draw circle "O"
center = (col * SQSIZE + SQSIZE // 2, row * SQSIZE + SQSIZE // 2)
pygame.draw.circle(screen, CIRC_COLOR, center, RADIUS, CIRC_WIDTH)
def next_turn(self):
self.player = self.player % 2 + 1
def change_gamemode(self):
self.gamemode = 'ai' if self.gamemode == 'pvp' else 'pvp'
if self.gamemode == 'pvp':
self.gamemode = 'ai'
else:
self.gamemode = 'pvp'
def isover(self):
return self.board.final_state(show=True) != 0 or self.board.isfull()
def reset(self):
self.__init__()
def main():
#object
game = Game()
board = game.board
ai = game.ai
#mainloop
while True:
for event in pygame.event.get():
if event.type ==pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
#g-gamemode
if event.key == pygame.K_g:
game.change_gamemode()
#restart key
if event.key == pygame.K_r:
game.reset()
board = game.board
ai = game.ai
#0-random choose ai
if event.key == pygame.K_0:
ai.level = 0
#1-random choose ai
if event.key == pygame.K_1:
ai.level = 1
if event.type == pygame.MOUSEBUTTONDOWN:
pos = event.pos
row = pos[1] // SQSIZE
col = pos[0] // SQSIZE
#user settings
if board.empty_sqr(row, col) and game.running:
game.make_move(row, col)
if game.isover():
game.running = False
if game.gamemode == 'ai' and game.player == ai.player and game.running:
#update the screen
pygame.display.update()
#AI settings
row, col = ai.eval(board)
game.make_move(row, col)
if game.isover():
game.running = False
pygame.display.update()
main()