How to resolve the algorithm Tic-tac-toe step by step in the Lua programming language
Published on 12 May 2024 09:40 PM
How to resolve the algorithm Tic-tac-toe step by step in the Lua programming language
Table of Contents
Problem Statement
Play a game of tic-tac-toe. Ensure that legal moves are played and that a winning position is notified.
Tic-tac-toe is also known as:
Let's start with the solution:
Step by Step solution about How to resolve the algorithm Tic-tac-toe step by step in the Lua programming language
Source code in the lua programming language
#!/usr/bin/env luajit
ffi=require"ffi"
local function printf(fmt,...) io.write(string.format(fmt, ...)) end
local board="123456789" -- board
local pval={1, -1} -- player 1=1 2=-1 for negamax
local pnum={} for k,v in ipairs(pval) do pnum[v]=k end
local symbol={'X','O'} -- default symbols X and O
local isymbol={} for k,v in pairs(symbol) do isymbol[v]=pval[k] end
math.randomseed(os.time()^5*os.clock()) -- time-seed the random gen
local random=math.random
-- usage of ffi variables give 20% speed
ffi.cdef[[
typedef struct{
char value;
char flag;
int depth;
}cData;
]]
-- draw the "board" in the way the numpad is organized
local function draw(board)
for i=7,1,-3 do
print(board:sub(i,i+2))
end
end
-- pattern for win situations
local check={"(.)...%1...%1","..(.).%1.%1..",
"(.)%1%1......","...(.)%1%1...","......(.)%1%1",
"(.)..%1..%1..",".(.)..%1..%1.","..(.)..%1..%1",
}
-- calculate a win situation for which player or draw
local function win(b)
local sub
for i=1,#check do
sub=b:match(check[i])
if sub then break end
end
sub=isymbol[sub]
return sub or 0
end
-- input only validate moves of not yet filled positions
local function input(b,player)
char=symbol[pnum[player]]
local inp
repeat
printf("Player %d (\"%s\") move: ",pnum[player],char)
inp=tonumber(io.read()) or 0
until inp>=1 and inp<=9 and b:find(inp)
b=b:gsub(inp,char)
return b,inp
end
-- ask how many human or AI players
local function playerselect()
local ai={}
local yn
for i=1,2 do
repeat
printf("Player %d human (Y/n)? ", i) yn=io.read():lower()
until yn:match("[yn]") or yn==''
if yn=='n' then
ai[pval[i]]=true
printf("Player %d is AI\n", i)
else
printf("Player %d is human\n", i)
end
end
return ai
end
local function endgame()
repeat
printf("\nEnd game? (y/n)? ", i) yn=io.read():lower()
until yn:match("[yn]")
if yn=='n' then
return false
else
printf("\nGOOD BYE PROFESSOR FALKEN.\n\nA STRANGE GAME.\nTHE ONLY WINNING MOVE IS\nNOT TO PLAY.\n\nHOW ABOUT A NICE GAME OF CHESS?\n")
return true
end
end
-- AI Routine
local function shuffle(t)
for i=#t,1,-1 do
local rnd=random(i)
t[i], t[rnd] = t[rnd], t[i]
end
return t
end
-- move generator
local function genmove(node, color)
return coroutine.wrap(function()
local moves={}
for m in node:gmatch("%d") do
moves[#moves+1]=m
end
shuffle(moves) -- to make it more interesting
for _,m in ipairs(moves) do
local child=node:gsub(m,symbol[pnum[color]])
coroutine.yield(child, m)
end
end)
end
--[[
Negamax with alpha-beta pruning and table caching
]]
local cache={}
local best, aimove, tDepth
local LOWERB,EXACT,UPPERB=-1,0,1 -- has somebody an idea how to make them real constants?
local function negamax(node, depth, color, α, β)
color=color or 1
α=α or -math.huge
β=β or math.huge
-- check for cached node
local αOrg=α
local cData=cache[node]
if cData and cData.depth>=depth and depth~=tDepth then
if cData.flag==EXACT then
return cData.value
elseif cData.flag==LOWERB then
α=math.max(α,cData.value)
elseif cData.flag==UPPERB then
β=math.min(β,cData.value)
end
if α>=β then
return cData.value
end
end
local winner=win(node)
if depth==0 or winner~=0 then
return winner*color
end
local value=-math.huge
for child,move in genmove(node, color) do
value=math.max(value, -negamax(child, depth-1, -color, -β, -α))
if value>α then
α=value
if depth==tDepth then
best=child
aimove=move
end
end
if α>=β then break end
end
-- cache known data
--cData={} -- if you want Lua tables instead of ffi you can switch the two lines here, costs 20% speed
cData=ffi.new("cData")
cData.value=value
if value<=αOrg then
cData.flag=UPPERB
elseif value>=β then
cData.flag=LOWERB
else
cData.flag=EXACT
end
cData.depth=depth
cache[node]=cData
return α
end
-- MAIN
do
local winner,value
local score={[-1]=0, [0]=0, [1]=0}
repeat
print("\n TIC-TAC-TOE\n")
local aiplayer=playerselect()
local player=1
board="123456789"
for i=1,#board do
draw(board)
tDepth=10-i
if aiplayer[player] then
negamax(board, tDepth, player, -math.huge, math.huge)
board=best
printf("AI %d moves %s\n", pnum[player], aimove)
else
board=input(board,player)
end
winner=win(board)
if winner~=0 then break end
player=-player
end
score[winner]=score[winner]+1
if winner and winner~=0 then
printf("*** Player %d (%s) has won\n", pnum[winner], symbol[pnum[winner]])
else
printf("*** No winner\n")
end
printf("Score Player 1: %d Player 2: %d Draw: %d\n",score[1],score[-1],score[0])
draw(board)
until endgame()
end
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