Tic Tac Toe done
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@ -17,7 +17,7 @@ enum TicTacToeTileState Dawn::ticTacToeDetermineWinner(
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// Check rows
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for(i = 0; i < 9; i += 3) {
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if(board.at(i) == board.at(i + 1) && board.at(i) == board.at(i + 2) && board.at(i) != 0) {
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*winningCombo = { i, (uint8_t)i + 1, (uint8_t)i + 2 };
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*winningCombo = { i, (uint8_t)(i + 0x01), (uint8_t)(i + 0x02) };
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return board.at(i);
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}
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}
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@ -25,21 +25,102 @@ enum TicTacToeTileState Dawn::ticTacToeDetermineWinner(
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// Check columns
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for(i = 0; i < 3; i++) {
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if(board.at(i) == board.at(i + 3) && board.at(i) == board.at(i + 6) && board.at(i) != 0) {
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*winningCombo = { i, (uint8_t)i + 3, (uint8_t)i + 6 };
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*winningCombo = { i, (uint8_t)(i + 0x03), (uint8_t)(i + 0x06) };
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return board.at(i);
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}
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}
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// Check diagonals
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if(board.at(0) == board.at(4) && board.at(0) == board.at(8) && board.at(0) != 0) {
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*winningCombo = {0, 4, 8};
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*winningCombo = { 0, 0x04, 0x08 };
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return board.at(0);
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}
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if(board.at(2) == board.at(4) && board.at(2) == board.at(6) && board.at(2) != 0) {
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*winningCombo = { 2, 4, 6 };
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*winningCombo = { 0x02, 0x04, 0x06 };
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return board.at(2);
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}
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return TIC_TAC_TOE_EMPTY;
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}
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}
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int32_t Dawn::ticTacToeGetBoardScore(
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std::map<uint8_t, enum TicTacToeTileState> board,
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enum TicTacToeTileState player
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) {
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int32_t score = 0;
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uint8_t lines[8][3] = {
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{0, 1, 2}, {3, 4, 5}, {6, 7, 8},
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{0, 3, 6}, {1, 4, 7}, {2, 5, 8},
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{0, 4, 8}, {2, 4, 6}
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};
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for (uint8_t i = 0; i < 8; i++) {
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uint8_t countPlayer = 0;
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uint8_t countEmpty = 0;
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for (uint8_t j = 0; j < 3; j++) {
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if (board[lines[i][j]] == player) {
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countPlayer++;
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} else if (board[lines[i][j]] == TIC_TAC_TOE_EMPTY) {
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countEmpty++;
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}
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}
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if (countPlayer == 2 && countEmpty == 1) {
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score += 10;
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} else if (countPlayer == 1 && countEmpty == 2) {
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score += 1;
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}
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}
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return score;
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}
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uint8_t Dawn::ticTacToeGetAiMove(
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std::map<uint8_t, enum TicTacToeTileState> board,
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enum TicTacToeTileState player
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) {
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std::vector<uint8_t> winningCombo;
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// First, check if there's an immediate winning move for the AI
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for(uint8_t i = 0; i < 9; i++) {
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if(board[i] != TIC_TAC_TOE_EMPTY) continue;
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board[i] = player;
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if(ticTacToeDetermineWinner(board, &winningCombo) == player) {
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board[i] = TIC_TAC_TOE_EMPTY;
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return i;
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}
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board[i] = TIC_TAC_TOE_EMPTY;
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}
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// Next, check if the player has an immediate winning move and block it
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auto opponent = (player == TIC_TAC_TOE_NOUGHT) ? TIC_TAC_TOE_CROSS : TIC_TAC_TOE_NOUGHT;
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for(uint8_t i = 0; i < 9; i++) {
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if(board[i] != TIC_TAC_TOE_EMPTY) continue;
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board[i] = opponent;
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if(ticTacToeDetermineWinner(board, &winningCombo) == opponent) {
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board[i] = TIC_TAC_TOE_EMPTY;
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return i;
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}
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board[i] = TIC_TAC_TOE_EMPTY;
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}
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// If neither player has an immediate winning move, use the simple heuristic to choose a move
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uint8_t bestMove = -1;
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int32_t bestScore = -1000;
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for(uint8_t i = 0; i < 9; i++) {
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if(board[i] != TIC_TAC_TOE_EMPTY) continue;
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board[i] = player;
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auto score = ticTacToeGetBoardScore(board, player);
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board[i] = TIC_TAC_TOE_EMPTY;
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if(score > bestScore) {
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bestMove = i;
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bestScore = score;
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}
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}
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return bestMove;
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}
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@ -13,12 +13,41 @@ namespace Dawn {
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TIC_TAC_TOE_CROSS
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};
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/**
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* Determine the winner of the given board.
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*
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* @param board Tic tac toe board.
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* @param winningCombo The output winning combo (if any).
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* @return The winning player, or EMPTY if no winner is present.
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*/
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enum TicTacToeTileState ticTacToeDetermineWinner(
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const std::map<uint8_t, enum TicTacToeTileState> board,
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std::vector<uint8_t> *winningCombo
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);
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int32_t ticTacToeGetAiMove(
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/**
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* Returns the score / value of a given board for the given player. Mostly
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* used by the AI to determine whether a given board is better or worse than
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* any other.
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*
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* @param board Board to get the score of.
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* @param player Player to get the score for.
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* @return The weighted score of this board.
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*/
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int32_t ticTacToeGetBoardScore(
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std::map<uint8_t, enum TicTacToeTileState> board,
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enum TicTacToeTileState player
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);
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/**
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* Returns which cell should be used by the given player for their AI as the
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* best move for them.
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*
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* @param board Tic tac toe board.
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* @param player Player to get the AI move for.
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* @return The recommended cell to fill.
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*/
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uint8_t ticTacToeGetAiMove(
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std::map<uint8_t, enum TicTacToeTileState> board,
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enum TicTacToeTileState player
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);
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