-
Notifications
You must be signed in to change notification settings - Fork 0
/
main.py
313 lines (246 loc) · 9.04 KB
/
main.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
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
import pygame, sys, copy, random, numpy as np
from constants import *
# --- PYGAME SETUP ---
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("TIC-TAC TOE")
screen.fill(BG_COLOR)
# --- CLASSES ---
class Board:
def __init__(self):
self.squares = np.zeros((ROWS, COLS))
self.marked_squares = 0
self.empty_squares = self.squares # [squares]
def final_state(self, show=False):
"""
@return 0 if there is no win yet
@return 1 if player 1 wins
@return 2 if player 2 wins
"""
# Vertical Lines
for col in range(COLS):
if (
self.squares[0][col]
== self.squares[1][col]
== self.squares[2][col]
!= 0
):
if show:
color = CIRC_COLOR if self.squares[0][col] == 2 else CROSS_COLOR
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]
# Horizontal Lines
for row in range(ROWS):
if (
self.squares[row][0]
== self.squares[row][1]
== self.squares[row][2]
!= 0
):
if show:
color = CIRC_COLOR if self.squares[row][0] == 2 else CROSS_COLOR
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]
# Descending Diagonal
if self.squares[0][0] == self.squares[1][1] == self.squares[2][2] != 0:
if show:
color = CIRC_COLOR if self.squares[1][1] == 2 else CROSS_COLOR
iPos = (20, 20)
fPos = (WIDTH - 20, HEIGHT - 20)
pygame.draw.line(screen, color, iPos, fPos, CROSS_WIDTH)
return self.squares[1][1]
# Ascending Diagonal
if self.squares[2][0] == self.squares[1][1] == self.squares[0][2] != 0:
if show:
color = CIRC_COLOR if self.squares[1][1] == 2 else CROSS_COLOR
iPos = (20, HEIGHT - 20)
fPos = (WIDTH - 20, 20)
pygame.draw.line(screen, color, iPos, fPos, CROSS_WIDTH)
return self.squares[1][1]
# No win yet
return 0
def mark_square(self, row, col, player):
self.squares[row][col] = player
self.marked_squares += 1
def empty_square(self, row, col):
return self.squares[row][col] == 0
def get_empty_squares(self):
empty_squares = []
for row in range(ROWS):
for col in range(COLS):
if self.empty_square(row, col):
empty_squares.append((row, col))
return empty_squares
def isfull(self):
return self.marked_squares == 9
def isempty(self):
return self.marked_squares == 0
class AI:
def __init__(self, level=1, player=2):
self.level = level
self.player = player
# --- RANDOM ---
def rnd(self, board):
empty_squares = board.get_empty_squares()
index = random.randrange(0, len(empty_squares))
return empty_squares[index] # row, col
# --- MINIMAX ---
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
# Tie/Draw
elif board.isfull():
return 0, None
if maximizing:
max_eval = -100
best_move = None
empty_squares = board.get_empty_squares()
for row, col in empty_squares:
temp_board = copy.deepcopy(board)
temp_board.mark_square(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_squares = board.get_empty_squares()
for row, col in empty_squares:
temp_board = copy.deepcopy(board)
temp_board.mark_square(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 choice
eval = "random"
move = self.rnd(main_board)
else:
# Minimax algorithm choice
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 # row, col
class Game:
def __init__(self):
self.board = Board()
self.ai = AI()
self.player = 1 # 1-cross #2-circles
self.gamemode = "ai" # AI or PVP
self.running = True
self.show_lines()
# --- DRAW METHODS ---
def show_lines(self):
# BG
screen.fill(BG_COLOR)
# Vertical
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
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
# Descending 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)
# Ascending 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
center = (col * SQSIZE + SQSIZE // 2, row * SQSIZE + SQSIZE // 2)
pygame.draw.circle(screen, CIRC_COLOR, center, RADIUS, CIRC_WIDTH)
# --- OTHER METHODS ---
def make_move(self, row, col):
self.board.mark_square(row, col, self.player)
self.draw_fig(row, col)
self.next_turn()
def next_turn(self):
self.player = self.player % 2 + 1
def change_gamemode(self):
self.gamemode = "ai" if self.gamemode == "pvp" else "pvp"
def isover(self):
return self.board.final_state(show=True) != 0 or self.board.isfull()
def reset(self):
self.__init__()
def main():
# Objects
game = Game()
board = game.board
ai = game.ai
# --- MAINLOOP ---
while True:
# Pygame events
for event in pygame.event.get():
# Quit event
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# Keydown event
if event.type == pygame.KEYDOWN:
# Press g-game mode
if event.key == pygame.K_g:
game.change_gamemode()
# Press r-restart
if event.key == pygame.K_r:
game.reset()
board = game.board
ai = game.ai
# Press 0-random ai
if event.key == pygame.K_0:
ai.level = 0
# Press 1-random ai
if event.key == pygame.K_1:
ai.level = 1
# Click event
if event.type == pygame.MOUSEBUTTONDOWN:
pos = event.pos
row = pos[1] // SQSIZE
col = pos[0] // SQSIZE
# Human mark sqr
if board.empty_square(row, col) and game.running:
game.make_move(row, col)
if game.isover():
game.running = False
# AI initial call
if game.gamemode == "ai" and game.player == ai.player and game.running:
# AUpdate the screen
pygame.display.update()
# AI methods
row, col = ai.eval(board)
game.make_move(row, col)
if game.isover():
game.running = False
pygame.display.update()
main()