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checkers.c
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checkers.c
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/*
.-.
| '
'._.HECKERS
Authored by abakh <abakh@tuta.io>
No rights are reserved and this software comes with no warranties of any kind to the extent permitted by law.
Compile with -lncurses
*/
#include <curses.h>
#include <string.h>
#include <time.h>
#include <float.h>
#include <limits.h>
#include <stdlib.h>
#include <signal.h>
#include <math.h>
#include <stdbool.h>
#include "config.h"
#define LIGHT -1
#define DARK 1
#define KING 2
#define DOESNT_MATTER 1
#define IMAGINARY 0
#define NORMAL 1
#define ALT_IMG 2
#define ALT_NRM 3
#define WIN 100000
typedef signed char byte;
byte py,px;//cursor
byte cy,cx;//selected(choosen) piece
int dpt;
byte game[8][8];
byte computer[2]={0,0};
byte score[2];//set by header()
bool endgame=false;
byte jumpagainy , jumpagainx;
bool kinged;//if a piece jumps over multiple others and becomes a king it cannot continue jumping
bool in(byte A[4],byte B[4],byte a,byte b){
for(byte c=0;c<4;++c)
if(A[c]==a && B[c]==b)
return true;
return false;
}
void rectangle(byte sy,byte sx){
byte y,x;
for(y=0;y<=8+1;++y){
mvaddch(sy+y,sx,ACS_VLINE);
mvaddch(sy+y,sx+8*2,ACS_VLINE);
}
for(x=0;x<=8*2;++x){
mvaddch(sy,sx+x,ACS_HLINE);
mvaddch(sy+8+1,sx+x,ACS_HLINE);
}
mvaddch(sy,sx,ACS_ULCORNER);
mvaddch(sy+8+1,sx,ACS_LLCORNER);
mvaddch(sy,sx+8*2,ACS_URCORNER);
mvaddch(sy+8+1,sx+8*2,ACS_LRCORNER);
}
void header(void){
score[0]=score[1]=0;
byte y,x;
for(y=0;y<8;++y){
for(x=0;x<8;++x){
if(game[y][x]){
if(game[y][x]<0)
score[0]++;
else
score[1]++;
}
}
}
mvprintw(0,0," .-.");
mvprintw(1,0,"| ' %2d:%2d",score[0],score[1]);
mvprintw(2,0,"'._,HECKERS ");
}
void draw(byte sy,byte sx){//the game's board
rectangle(sy,sx);
chtype ch ;
byte y,x;
for(y=0;y<8;++y){
for(x=0;x<8;++x){
ch=A_NORMAL;
if(y==py && x==px)
ch |= A_STANDOUT;
if(y==cy && x==cx)
ch |= A_BOLD;
if(game[y][x]){
if(game[y][x]<0){
if(has_colors())
ch|=COLOR_PAIR(1);
else
ch |= A_UNDERLINE;
}
if(abs(game[y][x])<2)
ch |='O';
else
ch |='K';
}
else if( (y%2) != (x%2) )
ch|='.';
else
ch|=' ';
mvaddch(sy+1+y,sx+x*2+1,ch);
}
}
}
//place the pieces on the board
void fill(void){
byte y,x;
for(y=0;y<8;++y){
for(x=0;x<8;++x){
game[y][x]=0;
if( (y%2) != (x%2)){
if(y<3) game[y][x]=1;
if(y>4) game[y][x]=-1;
}
}
}
}
//fill mvy/x with possible moves
bool moves(byte ty,byte tx,byte mvy[4],byte mvx[4]){
bool ret=0;
byte ndx=0;
byte t= game[ty][tx];
move(15,0);
byte dy,dx;
for(dy=-1;dy<2;++dy){
for(dx=-1;dx<2;++dx){
if( !dy || !dx || (!ty && dy<0) || (!tx && dx<0) || (dy==-t) || (ty+dy>=8) || (tx+dx>=8) )
;
else if(!game[ty+dy][tx+dx]){
ret=1;
mvy[ndx]=ty+dy;
mvx[ndx]=tx+dx;
++ndx;
}
else
++ndx;
}
}
return ret;
}
//would be much faster than applying moves() on every tile
bool can_move(byte side){
byte y , x ,t, dy , dx;
for(y=0;y<8;++y){
for(x=0;x<8;++x){
if( (t=game[y][x])*side > 0 ){
for(dy=-1;dy<2;++dy){
for(dx=-1;dx<2;++dx){
if( !dy || !dx || (!y && dy<0) || (!x && dx<0) || (dy==-t) || (y+dy>=8) || (x+dx>=8) )
;
else if( !game[y+dy][x+dx] )
return 1;
}
}
}
}
}
return 0;
}
//fill mvy/x with possible jumping moves
bool jumps(byte ty,byte tx,byte mvy[4],byte mvx[4]){
bool ret=0;
byte ndx=0;
byte ey,ex;
byte t= game[ty][tx];
byte dy,dx;
for(dy=-1;dy<2;++dy){
for(dx=-1;dx<2;++dx){
ey = dy*2;
ex = dx*2;
if(!dy || !dx ||(dy==-t)|| (ty+ey<0) || (tx+ex<0) || (ty+ey>=8) || (tx+ex>=8) )
;
else if(!game[ty+ey][tx+ex] && game[ty+dy][tx+dx]*t<0){
ret=1;
mvy[ndx]=ty+ey;
mvx[ndx]=tx+ex;
++ndx;
}
else
++ndx;
}
}
return ret;
}
//same as can_move for jumps
byte can_jump(byte ty,byte tx){
byte dy,dx,t=game[ty][tx];
byte ey,ex;
byte ret=0;
for(dy=-1;dy<2;++dy){
for(dx=-1;dx<2;++dx){
ey=dy*2;
ex=dx*2;
if((dy==-t)||(ty+ey<0)||(tx+ex<0)||(ty+ey>=8)||(tx+ex>=8) )
;
else if(!game[ty+dy*2][tx+dx*2]&&game[ty+dy][tx+dx]*t<0){
++ret;
if(ret>1)
return ret;
}
}
}
return ret;
}
//see if the side is forced to do a jump
byte forced_jump(byte side){
byte y,x;
byte foo,ret;
foo=ret=0;
for(y=0;y<8;++y){
for(x=0;x<8;++x){
if(game[y][x]*side>0 && (foo=can_jump(y,x)) )
ret+=foo;
if(ret>1)
return ret;
}
}
return ret;
}
byte cmove(byte fy,byte fx,byte sy,byte sx){//really move/jump , 'move' is a curses function
byte a = game[fy][fx];
byte ret=0;
game[fy][fx]=0;
game[sy][sx]=a;
if(abs(fy-sy) == 2){
ret =game[(fy+sy)/2][(fx+sx)/2];
game[(fy+sy)/2][(fx+sx)/2]=0;
}
return ret;
}
//make the pawn a king
bool king(byte y,byte x){
byte t= (4-y)*game[y][x];
if( (y==7 || !y) && t<0 && t>-5 ){
game[y][x]*=2;
return 1;
}
return 0;
}
double advantage(byte side){
unsigned char own,opp;
own=opp=0;
byte foo;
byte y,x;
for(y=0;y<8;++y){
for(x=0;x<8;++x){
foo=game[y][x]*side;
if(foo>0){
++own;//so it wont sacrfice two pawns for a king ( 2 kings == 3 pawns)
own+=foo;
}
else if(foo<0){
++opp;
opp-=foo;
}
}
}
if(!own)
return 0;
else if(!opp)
return WIN;
else
return (double)own/opp;
}
double posadvantage(byte side){
double adv=0;
double oppadv=0;
byte foo;
byte y,x;
byte goal= (side>0)*7 , oppgoal=(side<0)*7;
/*This encourages the AI to king its pawns and concentrate its kings in the center.
The idea is : With forces concentrated in the center, movements to all of the board would be in the game tree's horizon of sight(given enough depth);
and with forces being focused , its takes less movements to make an attack. */
for(y=0;y<8;++y){
for(x=0;x<8;++x){
foo=game[y][x]*side;
if(foo>0){
adv+=foo;
++adv;
if(foo==1)
adv+= 1/( abs(y-goal) );//adding positional value
else if(foo==2)
adv+= 1/( fabs(y-3.5)+ fabs(x-3.5) );
}
else if( foo<0 ){
oppadv-=foo;
++oppadv;
if(foo==-1)
adv+=1/( abs(y-oppgoal) );
else if(foo==-2)
adv+= 1/( fabs(y-3.5)+ fabs(x-3.5) );
}
}
}
if(!adv)
return 0;
else if( !oppadv )
return WIN;
else
return adv/oppadv;
return adv;
}
//the AI algorithm
double decide(byte side,byte depth,byte s){//s is the type of move, it doesn't stand for anything
byte fj=forced_jump(side);//only one legal jump if returns 1
byte nextturn;
byte mvy[4],mvx[4];
byte n;
bool didking;
byte captured;
double adv=0;
byte toy,tox;
byte y,x;
double wrstadv=WIN+1;
double bestadv=0;
byte besttoy,besttox;
byte besty,bestx;
bestx=besty=besttox=besttoy=-100;
bool canmove=0;
byte nexts ;
if(s == IMAGINARY || s == NORMAL )
nexts=IMAGINARY;
else
nexts=ALT_IMG;
for(y=0;y<8;++y){
for(x=0;x<8;++x){
if(fj && (s==NORMAL || s==ALT_NRM) && jumpagainy>=0 && (jumpagainy!=y || jumpagainx!=x) )
continue;
if(game[y][x]*side>0){
canmove=0;
memset(mvy,-1,4);
memset(mvx,-1,4);
if(fj)
canmove=jumps(y,x,mvy,mvx);
else
canmove=moves(y,x,mvy,mvx);
if(canmove){
for(n=0;n<4;++n){
if(mvy[n] != -1){//a real move
toy=mvy[n];
tox=mvx[n];
captured=cmove(y,x,toy,tox);//do the imaginary move
if(fj && can_jump(toy,tox) ) //its a double jump
nextturn=side;
else
nextturn=-side;
didking=king(toy,tox);
//see the advantage you get
if(fj==1 && (s==ALT_NRM || s==NORMAL) )
adv= DOESNT_MATTER;//you have to do the move anyway
else if(!depth){
if(s==IMAGINARY || s==NORMAL)//calculating advantage only based on numerical superiority
adv=advantage(side);
else
adv=posadvantage(side);//taking to account the position of the pieces
}
else{
if(nextturn==side)
adv=decide(nextturn,depth,nexts);
else{ //best move is the one that gives least advantage to the opponet
adv=decide(nextturn,depth-!fj,nexts);
if(adv==WIN)
adv=0;
else if(adv)
adv=1/adv;
else
adv=WIN;
}
}
//undo the imaginary move
if(didking)
game[toy][tox]/=2;
game[y][x]=game[toy][tox];
game[toy][tox]=0;
if(fj)
game[(toy+y)/2][(tox+x)/2]=captured;
if(besty<0 || adv>bestadv || (adv==bestadv && ( rand()%2 )) ){
besty=y;
bestx=x;
besttoy=toy;
besttox=tox;
bestadv=adv;
}
if(adv<wrstadv)
wrstadv=adv;
if(fj == 1)
goto EndLoop;
}
}
}
}
}
}
EndLoop:
if( (s==NORMAL || s==ALT_NRM) && besty >= 0 ){
if(endgame && fj!=1 && s==NORMAL && bestadv==wrstadv ){//the algorithm is not given enough depth to determine which move is better
if(wrstadv == WIN){//the randomization in the algorithm may cause an illusion of an inevitable win in several moves
if(depth > 1)
decide(side,depth-1,NORMAL);
else
goto Move;
}
else
decide(side,depth,ALT_NRM);//change your opinion about what advantage means
}
else{
Move:
cmove(besty,bestx,besttoy,besttox);
kinged=king(besttoy,besttox);
if(!kinged && can_jump(besttoy,besttox) ){
jumpagainy = besttoy;//so the next player (itself) can only continue the chain of jumps from there
jumpagainx = besttox;
}
else
jumpagainy=jumpagainx=-1;
}
}
return bestadv;
}
//peacefully close when ^C is pressed
void sigint_handler(int x){
endwin();
puts("Quit.");
exit(x);
}
void mouseinput(void){
#ifndef NO_MOUSE
MEVENT minput;
#ifdef PDCURSES
nc_getmouse(&minput);
#else
getmouse(&minput);
#endif
if( minput.y-4 <8 && minput.x-1<16){
py=minput.y-4;
px=(minput.x-1)/2;
}
else
return;
if(minput.bstate & (BUTTON1_CLICKED|BUTTON1_PRESSED|BUTTON1_RELEASED) )
ungetch('\n');
#endif
}
void help(void){
erase();
header();
attron(A_BOLD);
mvprintw(3,0," **** THE CONTROLS ****");
mvprintw(9,0,"YOU CAN ALSO USE THE MOUSE!");
attroff(A_BOLD);
mvprintw(4,0,"RETURN/ENTER : Select or move the piece");
mvprintw(5,0,"SPACE : Flag/Unflag");
mvprintw(6,0,"hjkl/ARROW KEYS : Move cursor");
mvprintw(7,0,"q : quit");
mvprintw(8,0,"F1 & F2 : Help on controls & gameplay");
mvprintw(11,0,"Press a key to continue");
refresh();
getch();
erase();
}
void gameplay(void){
erase();
header();
attron(A_BOLD);
mvprintw(3,0," **** THE GAMEPLAY ****");
attroff(A_BOLD);
move(4,0);
printw("1) The game starts with each player having 12 men;\n");
printw(" men can only diagonally move forwards \n");
printw(" (toward the opponet's side).\n\n");
printw("2) Men can become kings by reaching the opponet's \n");
printw(" first rank; kings can diagonally move both forwards\n");
printw(" and backwards.\n\n");
printw("3) Pieces can capture opponet's pieces by jumping over them\n");
printw(" also they can capture several pieces at once by doing a\n");
printw(" chain of jumps.\n\n");
printw("4) You have to do a jump if you can.\n\n");
printw("5) A player wins when the opponet can't do a move e. g. \n");
printw(" all of their pieces are captured.\n\n");
refresh();
getch();
erase();
}
int main(int argc,char** argv){
dpt=4;
if(argc>2){
printf("Usage: %s [AIpower]\n",argv[0]);
return EXIT_FAILURE;
}
if(argc==2){
if(sscanf(argv[1],"%d",&dpt) && dpt<128 && dpt>0)
;
else{
puts("That should be a number from 1 to 127.");
return EXIT_FAILURE;
}
}
initscr();
#ifndef NO_MOUSE
mousemask(ALL_MOUSE_EVENTS,NULL);
#endif
noecho();
cbreak();
keypad(stdscr,1);
int input ;
printw("Dark plays first.\nChoose type of the dark player(H/c)\n" );
refresh();
input=getch();
if(input=='c'){
computer[0]=dpt;
printw("Computer.\n");
}
else{
computer[0]=0;
printw("Human.\n");
}
printw("Choose type of the bright player(h/C)\n");
refresh();
input=getch();
if(input=='h'){
computer[1]=0;
printw("Human.\n");
}
else{
computer[1]=dpt;
printw("Computer.\n");
}
if(has_colors()){
start_color();
use_default_colors();
init_pair(1,COLOR_RED,-1);
}
signal(SIGINT,sigint_handler);
Start:
srand(time(NULL)%UINT_MAX);
fill();
cy=cx=-1;
py=px=0;
byte mvy[4],mvx[4];
memset(mvy,-1,4);
memset(mvx,-1,4);
byte turn=1;
bool t=1;
bool fj;
byte result;
byte todraw=0;
double adv = 1;//used to determine when the game is a draw
double previousadv =1;
Turn:
curs_set(0);
jumpagainy=jumpagainx=-1;
kinged=0;
turn =-turn;
t=!t;//t == turn<0 that's turn in binary/array index format
fj = forced_jump(turn);
erase();
flushinp();
header();
draw(3,0);
if(t){
previousadv=adv;
adv= advantage(1) + (score[0]*score[1]);//just taking the dry scores to account too,nothing special
if(previousadv==adv)
++todraw;
else
todraw=0;
}
if(!score[0] || (turn==-1 && !fj && !can_move(-1))){
result=1;
goto End;
}
else if(!score[1] || (turn==1 && !fj && !can_move(1))){
result=-1;
goto End;
}
else if(todraw==50){ // 50 turns without any gain for either side
result=0;
goto End;
}
endgame= score[t]<=5 || score[!t]<=5;
draw(3,0);
refresh();
while(computer[t]){
mvprintw(13,0,"Thinking...");
refresh();
computer[t]=dpt+ (score[!t] != score[t]) + endgame;
decide(turn,computer[t],1);
if(!(fj && jumpagainy>=0 && !kinged )){
goto Turn;
}
}
while(1){
erase();
draw(3,0);
header();
if(!(computer[0]||computer[1])){
if(t)
addstr(" Bright's turn");
else{
attron(COLOR_PAIR(1));
addstr(" Dark's turn");
attroff(COLOR_PAIR(1));
}
}
refresh();
input=getch();
if( input == KEY_F(1) || input=='?' )
help();
if( input == KEY_F(2) )
gameplay();
if( input == KEY_MOUSE )
mouseinput();
if( (input=='k' || input==KEY_UP) && py>0)
--py;
if( (input=='j' || input==KEY_DOWN) && py<7)
++py;
if( (input=='h' || input==KEY_LEFT) && px>0)
--px;
if( (input=='l' || input==KEY_RIGHT) && px<7)
++px;
if( input=='q'){
result=2;
goto End;
}
if(input=='\n' || input==KEY_ENTER){
if(game[py][px]*turn>0){
cy=py;
cx=px;
memset(mvy,-1,4);
memset(mvx,-1,4);
if(!fj)
moves(py,px,mvy,mvx);
jumps(py,px,mvy,mvx);
}
if( in(mvy,mvx,py,px) && !(jumpagainy>=0 && (cy !=jumpagainy || cx != jumpagainx) ) ){
memset(mvy,-1,4);
memset(mvx,-1,4);
cmove(cy,cx,py,px);
kinged=king(py,px);
cy=-1;
cx=-1;
if( !(fj && can_jump(py,px) && !kinged ) ){
goto Turn;
}
else{
jumpagainy=py;
jumpagainx=px;
}
}
}
}
End:
move(13,0);
switch(result){
case -1:
printw("The dark side has won the game.");
break;
case 0:
printw("Draw.");
break;
case 1:
printw("The bright side has won the game.");
break;
case 2:
printw("You resigned.");
}
printw(" Wanna rematch?(y/n)");
curs_set(1);
input=getch();
if(result==2){
if (input=='Y' || input=='y')
goto Start;
}
else if(input!='n' && input!='N' && input!= 'q'){
/*byte b=computer[0]; //switch sides, i don't know if it's necessary
computer[0]=computer[1];
computer[1]=b;*/
goto Start;
}
endwin();
return EXIT_SUCCESS;
}