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main.cpp
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main.cpp
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#include "main.h"
#include <time.h>
int main(int argc, const char* argv[])
{
srand(time(nullptr));
for (int y = 0; y < GRIDHEIGHT; y++)
{
for (int x = 0; x < GRIDWIDTH; x++)
{
TheBoard[y][x].Player = EMPTY;
TheBoard[y][x].PlayCount = -1;
}
}
int LookAhead = 0;
do
{
printf("How many moves do you want the computer to look ahead? Pick between 2-10, anything over 8 is nuts:");
scanf("%d", &LookAhead);
if (LookAhead < 2 || LookAhead > 10)
{
printf("Bad lookahead. try again\n");
}
} while (LookAhead < 2 || LookAhead > 10);
LookaheadMoves = LookAhead;
while (true)
{
PrintGrid(TheBoard, HUMAN);
int x = GetUserPlayColumn(TheBoard);
int row = DropPiece(TheBoard, x, HUMAN);
PlayerType ptWon = Any4InARowAtLoc(TheBoard, HUMAN, true, x, row);
if (ptWon != EMPTY)
{
PrintGrid(TheBoard, HUMAN);
printf("Player won!\n");
break;
}
PrintGrid(TheBoard, OPPONENT);
x = GetOpponentPlayColumn(TheBoard);
printf("WINS ");
for (int x = 0; x < GRIDWIDTH; x++)
{
printf(" %7d ", TheColStats[x].TotalWins);
}
printf("\n");
printf("LOSSES");
for (int x = 0; x < GRIDWIDTH; x++)
{
printf(" %7d ", TheColStats[x].TotalLosses);
}
printf("\n");
printf("RATIO ");
for (int x = 0; x < GRIDWIDTH; x++)
{
printf(" %7d ", ( TheColStats[x].TotalWins + 1 ) * 10000 / (TheColStats[x].TotalLosses + 1 ));
}
printf("\n");
row = DropPiece(TheBoard, x, OPPONENT);
ptWon = Any4InARowAtLoc(TheBoard, OPPONENT, true, x, row);
if (ptWon != EMPTY)
{
DisplayYouLose();
PrintGrid(TheBoard, OPPONENT);
printf("Opponent won!\n");
break;
}
}
return 0;
}
const char* PieceString[6][5] = {
{
" ",
" ",
" ",
" ",
" "
},
{
"___ ",
" // y \\\\ ",
"|| you ||",
" \\\\ u // ",
" --- "
},
{
"___ ",
" // \\\\ ",
"|| ||",
" \\\\ // ",
" --- "
},
{
"___ ",
" //WIN\\\\ ",
"|| YOU ||",
" \\\\WIN// ",
" --- "
},
{
"___ ",
" //WIN\\\\ ",
"|| ||",
" \\\\WIN// ",
" --- "
},
{
"___ ",
" //???\\\\ ",
"|| ??? ||",
" \\\\???// ",
" --- "
}
};
void PrintGrid(Grid Board[][GRIDWIDTH], PlayerType WhichPlayer)
{
printf("\n");
printf(" ==========================================================================================================\n");
printf(" == Play # %3d ============================================================================================\n", PlayCount);
printf(" ==========================================================================================================\n");
for (int y = GRIDHEIGHT - 1; y >= 0; y--)
{
for (int y2 = 0; y2 < 5; y2++)
{
printf(" ");
printf("|| ");
for (int x = 0; x < GRIDWIDTH; x++)
{
int v = Board[y][x].Player;
if (v != EMPTY)
{
if (y2 == 0)
{
printf("%3d", Board[y][x].PlayCount);
}
}
printf("%s || ", PieceString[v][y2]);
}
printf("\n");
}
printf(" ==========================================================================================================\n");
}
printf(" ");
for (int x = 0; x < GRIDWIDTH; x++)
{
printf(" %d ", x + 1);
}
printf("\n\n");
}
int GetUserPlayColumn(Grid Board[][GRIDWIDTH])
{
int col;
while (true)
{
printf("Pick a column to drop your piece into, 1-%d: ", GRIDWIDTH);
scanf_s("%d", &col);
col--; // 0-based
if (col < 0 || col >= GRIDWIDTH )
{
printf("Pick a valid colunn.\n");
char buf[256];
gets_s(buf);
continue;
}
int r = HowManyRowsFilled(Board, col);
if (r == GRIDHEIGHT)
{
printf("Pick a column that has an empty space.\n");
continue;
}
return col;
}
}
int DropPiece(Grid Board[][GRIDWIDTH], int Column, PlayerType Player)
{
int r = HowManyRowsFilled(Board, Column);
Board[r][Column].Player = Player;
Board[r][Column].PlayCount = PlayCount;
PlayCount++;
return r;
}
PlayerType Any4InARowAtLoc(
Grid Board[][GRIDWIDTH],
PlayerType WhichPlayer,
bool MarkIfWin,
int xStart, int yStart)
{
// from each spot, look in each of 4 directions, both ways, and see how long the line can go
int dirx[4] = { 1, 1, 1, 0 }; // right-down, right, right-up, and up
int diry[4] = { -1, 0, 1, 1 };
for (int dir = 0; dir < 4; dir++)
{
if (dir == 3)
{
int stop = 0;
}
int forward_len = 1;
for ( ; ; forward_len++)
{
int x = xStart + dirx[dir] * forward_len;
int y = yStart + diry[dir] * forward_len;
if (x >= GRIDWIDTH || y < 0 || y >= GRIDHEIGHT)
{
// when we find a non-match, back up
forward_len--;
break;
}
if (Board[y][x].Player != WhichPlayer)
{
// when we find a non-match, back up
forward_len--;
break;
}
}
int reverse_len = 1;
for (; ; reverse_len++)
{
int x = xStart - dirx[dir] * reverse_len;
int y = yStart - diry[dir] * reverse_len;
if (x < 0 || y < 0 || y >= GRIDHEIGHT)
{
// when we find a non-match, back up
reverse_len--;
break;
}
if (Board[y][x].Player != WhichPlayer)
{
// when we find a non-match, back up
reverse_len--;
break;
}
}
int TotalLen = forward_len + reverse_len + 1; // 1 = current player @ start pos xLoc, yLoc
if (TotalLen >= 4)
{
#if false
switch (dir)
{
case 0:
printf("Found 4 right-down\n");
break;
case 1:
printf("Found 4 horizontal\n");
break;
case 2:
printf("Found 4 right-up\n");
break;
case 3:
printf("Found 4 vertically\n");
break;
}
if (Board[3][0].Player == HUMAN && Board[3][0].PlayCount == 1 &&
Board[2][0].Player == OPPONENT && Board[2][0].PlayCount == 2 &&
Board[3][1].Player == HUMAN && Board[3][1].PlayCount == 3 &&
Board[2][1].Player == OPPONENT && Board[2][1].PlayCount == 4 )
{
int stop = 0;
}
PrintMiniGrid(Board);
#endif
if (MarkIfWin)
{
for (int i = 0; i < 4; i++)
{
int x = xStart + dirx[dir] * (-reverse_len + i);
int y = yStart + diry[dir] * (-reverse_len + i);
int WhichPiece = Board[y][x].Player;
if (WhichPiece == HUMAN)
Board[y][x].Player = HUMAN_WON;
else if (WhichPiece == OPPONENT)
Board[y][x].Player = OPPONENT_WON;
else
Board[y][x].Player = WRONG_PIECE;
}
}
return WhichPlayer;
}
}
return EMPTY;
}
void PrintMiniGrid(Grid Board[][GRIDWIDTH])
{
for (int xx = 0; xx < GRIDWIDTH + 2; xx++)
{
printf("----");
}
printf("\n");
for (int yy = GRIDHEIGHT - 1; yy >= 0; yy--)
{
printf("|");
for (int xx = 0; xx < GRIDWIDTH; xx++)
{
if (Board[yy][xx].Player == HUMAN)
{
printf("%2dH ", Board[yy][xx].PlayCount);
}
else if (Board[yy][xx].Player == OPPONENT)
{
printf("%2dO ", Board[yy][xx].PlayCount);
}
else
{
printf(" ");
}
}
printf("|\n");
}
}
int HowManyRowsFilled(Grid Board[][GRIDWIDTH], int Column)
{
for (int r = 0; r < GRIDHEIGHT; r++)
{
if (Board[r][Column].Player == EMPTY)
{
return r;
}
}
return GRIDHEIGHT;
}
bool IsTakeable(Grid Board[][GRIDWIDTH], int x, int y)
{
if (Board[y][x].Player != EMPTY) return false;
// the space is empty
if (y == 0) return true;
if (Board[y - 1][x].Player == EMPTY) return false;
return true;
}
PlayerType GetOtherPlayer(PlayerType WhichPlayer)
{
if (WhichPlayer == HUMAN) return OPPONENT;
return HUMAN;
}
void DisplayYouLose()
{
FILE* f = fopen("YouLose.txt", "r");
char buf[256];
while (!feof(f))
{
fgets(buf, 256, f);
printf(buf);
}
fclose(f);
}
// only the two following functions have any brains in them...
// This function tries EVERYTHING under it, and calculates the win and loss rate for every column
// at the current (depth) layer, and then recursively calls itself for each sub-column. Keeps the win/loss
// stats per column value, which is evaluated by the first caller of this function
void TryRecursiveColumn(
Grid Board[GRIDHEIGHT][GRIDWIDTH],
PlayerType WhichPlayer,
ColStats colStats[GRIDWIDTH],
int CurrentDepth,
PathData ColumnsTaken[],
int* MovesSearched)
{
// the first time we're called, it's with a CurrentDepth of 0 and we need to try all OPPONENT moves from here.
// always add this up
*MovesSearched = *MovesSearched + 1;
// if we've gone recursive too many times, we're done. Set this as high as you feel like it
if (CurrentDepth == LookaheadMoves)
{
return;
}
PlayerType OtherPlayer = GetOtherPlayer(WhichPlayer);
for (int x = 0; x < GRIDWIDTH; x++)
{
// don't try already filled columns
int rowsFilled = HowManyRowsFilled(Board, x);
if (rowsFilled == GRIDHEIGHT)
{
continue;
}
// temporarily set this column with the piece of the incoming player
Board[rowsFilled][x].Player = WhichPlayer;
Board[rowsFilled][x].PlayCount = PlayCount;
ColumnsTaken[CurrentDepth].Column = x;
ColumnsTaken[CurrentDepth].Player = WhichPlayer;
PlayCount++;
if (CurrentDepth == 5)
if (ColumnsTaken[0].Column == 2 && ColumnsTaken[0].Player == OPPONENT &&
ColumnsTaken[1].Column == 3 && ColumnsTaken[1].Player == HUMAN &&
ColumnsTaken[2].Column == 2 && ColumnsTaken[2].Player == OPPONENT &&
ColumnsTaken[3].Column == 3 && ColumnsTaken[3].Player == HUMAN &&
ColumnsTaken[4].Column == 2 && ColumnsTaken[4].Player == OPPONENT &&
ColumnsTaken[5].Column == 3 && ColumnsTaken[5].Player == HUMAN &&
true )
{
PrintMiniGrid(Board);
int Stop = 0;
}
if( CurrentDepth == 5 )
if (ColumnsTaken[0].Column == 3 && ColumnsTaken[0].Player == HUMAN &&
ColumnsTaken[1].Column == 2 && ColumnsTaken[0].Player == OPPONENT &&
ColumnsTaken[2].Column == 3 && ColumnsTaken[0].Player == HUMAN &&
ColumnsTaken[3].Column == 2 && ColumnsTaken[0].Player == OPPONENT &&
ColumnsTaken[4].Column == 3 && ColumnsTaken[0].Player == HUMAN )
{
PrintMiniGrid(Board);
int Stop = 0;
}
// see if this player won
PlayerType WhoWon = Any4InARowAtLoc(Board, WhichPlayer, false, x, rowsFilled);
ColStats colStatsLocal[GRIDWIDTH] = { 0 };
if (WhoWon == OPPONENT)
{
long long WinWeight = pow(2, (GRIDHEIGHT - CurrentDepth));
// limit to size max int
if (WinWeight > INT_MAX)
{
WinWeight = INT_MAX;
}
colStatsLocal[x].TotalWins = WinWeight;
}
else if (WhoWon == HUMAN)
{
// how many moves deep is this loss?
// what is the weight?
// need to weight the loss exponentially so that the computer gets "more and more worried"
// with a move by the human that is closer in terms of moves. If the user is going to definitely win in
// 2 moves, then blocking that move is really important. Unless the win by the opponent happens in 1 move
long long LossWeight = pow(2, (GRIDHEIGHT-CurrentDepth));
// limit to size max int
if( LossWeight > INT_MAX )
{
LossWeight = INT_MAX;
}
colStatsLocal[x].TotalLosses = LossWeight;
}
else
{
// try the OTHER player, at every single column, with us having set that temp piece where it is
TryRecursiveColumn(
Board,
OtherPlayer,
colStatsLocal,
CurrentDepth + 1,
ColumnsTaken,
MovesSearched);
}
// we got win/loss stats for all the columns under us. We need to add those to our current column
for (int i = 0; i < GRIDWIDTH; i++)
{
colStats[x].TotalLosses += colStatsLocal[i].TotalLosses;
colStats[x].TotalWins += colStatsLocal[i].TotalWins;
}
// remember to unset the piece we temporarily set AFTER doing all the recursive calls for this column
Board[rowsFilled][x].Player = EMPTY;
Board[rowsFilled][x].PlayCount = -1;
ColumnsTaken[CurrentDepth].Player = EMPTY;
ColumnsTaken[CurrentDepth].Column = -1;
PlayCount--;
}
return;
}
int GetOpponentPlayColumn(Grid Board[][GRIDWIDTH])
{
ColStats ColStats[GRIDWIDTH] = { 0 };
int MovesSearched = 0;
PathData ColumnsTaken[32];
TryRecursiveColumn(
Board,
OPPONENT,
ColStats,
0,
ColumnsTaken,
&MovesSearched);
// which column has the best win/loss statistics? This is EASY
// if you want to randomize the game a bit, you could pick the 2nd best guess once in a while?
float bestwinratio = 0;
int bestcol = -1;
// don't allow losses to be 0 and then divide by 0. Just add one to each one to make the stats even
for (int c = 0; c < GRIDWIDTH; c++)
{
ColStats[c].TotalLosses++;
ColStats[c].TotalWins++;
TheColStats[c] = ColStats[c];
}
for (int c = 0; c < GRIDWIDTH; c++)
{
int rowsFilled = HowManyRowsFilled(Board, c);
if (rowsFilled == GRIDHEIGHT) continue;
float winratio = ColStats[c].TotalWins / (float)ColStats[c].TotalLosses;
if (winratio > bestwinratio)
{
bestwinratio = winratio;
bestcol = c;
}
}
int ColChoices[GRIDWIDTH] = { 0 };
int ColChoicesCount = 0;
for (int c = 0; c < GRIDWIDTH; c++)
{
int rowsFilled = HowManyRowsFilled(Board, c);
if (rowsFilled == GRIDHEIGHT) continue;
float winratio = ColStats[c].TotalWins / (float)ColStats[c].TotalLosses;
// if winratio is within X percent of bestwinratio, it's to be considered
float diff = fabs((winratio - bestwinratio) / bestwinratio);
if (diff <= RandomPercent)
{
printf("Column %d is being considered..\n", c + 1);
ColChoices[ColChoicesCount] = c;
ColChoicesCount++;
}
}
int r = rand() % ColChoicesCount;
int BestPossiblyRandomizedCol = ColChoices[r];
printf("Searched %d moves, best move is %d, computer picks spot: %d\n", MovesSearched, bestcol + 1, BestPossiblyRandomizedCol + 1);
return BestPossiblyRandomizedCol;
}