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tictactoesimulator.js
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tictactoesimulator.js
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// This class holds the state of the game
class TicTacToeGameState {
constructor(board, player) {
this.board = board;
this.player = player;
this.status = 'running';
}
// Getters/setters
getBoard() { return this.board; }
getPlayer() { return this.player; }
getStatus() { return this.status; }
getValue() { return this.value; }
getMove() { return this.move; }
setBoard(board) { this.board = board; }
setPlayer(player) { this.player = player; }
setStatus(status) { this.status = status; }
setValue(value) { this.value = value; }
setMove(move) { this.move = move; }
// Input: position on the board
// Output: true if position is empty, otherwise false
positionIsEmpty(position) {
return (this.board.charAt(position) == '-' ? true : false);
}
// Print the current gamestate to the console
print() {
let s = "";
s += "Board: " + this.board.substring(0, 1) + ' ' + this.board.substring(1, 2) + ' ' + this.board.substring(2, 3) + ' ' + '\n';
s += "Board: " + this.board.substring(3, 4) + ' ' + this.board.substring(4, 5) + ' ' + this.board.substring(5, 6) + ' ' + '\n';
s += "Board: " + this.board.substring(6, 7) + ' ' + this.board.substring(7, 8) + ' ' + this.board.substring(8, 9) + ' ' + '\n';
s += "Player: " + this.player + '\n';
s += "Status: " + this.status + '\n';
s += "Move: " + this.move + '\n';
s += "Value: " + this.value + '\n';
console.log(s);
}
}
// This class handles all the logic of the game
class TicTacToeGameStateEngine {
constructor() {
this.winningPatterns = [
[0, 1, 2 ],
[3, 4, 5 ],
[6, 7, 8 ],
[0, 3, 6 ],
[1, 4, 7 ],
[2, 5, 8 ],
[0, 4, 8 ],
[2, 4, 6 ]
];
}
// Output: initial game state for tic-tac-toe: 9 empty fields and player X as the first player
getInitialGameState() {
return new TicTacToeGameState(
'---------',
'X',
'running'
)
}
// Input: board and player
// Output: all possible moves in the board as an array, if the game hasn't ended yet
getAvailableMoves(ticTacToeGameState) {
if(ticTacToeGameState.getStatus() == 'running') {
let availableMoves = [];
for(let i=0; i<9; i++) {
if( ticTacToeGameState.positionIsEmpty(i) ) {
availableMoves.push(i);
}
}
return availableMoves;
}
}
// Input: tic-tac-toe gamestate and position
// Output: tic-tac-toe gamestate with
// - player in position
// - next player switched
// - status updated
makeMove(state, position) {
let newState = new TicTacToeGameState();
// Set the current player at the given position on the board
newState.setMove(position);
newState.setBoard(state.getBoard().substring(0, position) + state.getPlayer() + state.getBoard().substring(position + 1) );
// Switched the next player
if (state.getPlayer() == 'X') {
newState.setPlayer('O');
} else {
newState.setPlayer('X');
}
// Set status
newState.setStatus(this.getStatus(newState));
return newState;
}
// Input: state
// Output: status (win-x, win-0, draw or running)
getStatus(state) {
// Check for win-x/win-o
for ( var i = 0; i < this.winningPatterns.length; i++) {
if (
state.getBoard().charAt( this.winningPatterns[ i ][ 0 ] ) == state.getBoard().charAt( this.winningPatterns[ i ][ 1 ] ) &&
state.getBoard().charAt( this.winningPatterns[ i ][ 1 ] ) == state.getBoard().charAt( this.winningPatterns[ i ][ 2 ] )
) {
if ( state.getBoard().charAt( this.winningPatterns[ i ][ 0 ] ) != '-' ) {
if (state.getBoard().charAt( this.winningPatterns[ i ][ 0 ] ) == 'X') {
return 'win-x';
} else {
return 'win-o';
}
}
}
}
// Check for draw
if (!/-/.test(state.getBoard())) {
return 'draw';
}
// No win-x/win-o, no draw, must be still running
return 'running';
}
// Input: state
// Output: value for this state
setValue(state) {
var value;
switch(state.getStatus()) {
case 'win-x': value = 512; break;
case 'win-o': value = -512; break;
case 'draw': value = 0; break;
case 'running': value = 0; break;
}
state.setValue(value);
}
}
// This class acts as a random player, making a random move each turn
class RandomPower{
constructor() {
}
getBestMoveForGameState(ticTacToeGameState) {
let move;
do {
move = Math.floor((Math.random() * 9));
} while(!ticTacToeGameState.positionIsEmpty(move));
ticTacToeGameState.setMove(move);
return ticTacToeGameState;
}
getBestMove(board, player) {
return this.getBestMoveForGameState(
new TicTacToeGameState(board, player)
).getMove();
}
}
// This class acts as a mighty brute force AI, making the best move possible each turn
class IntelligentForceAI {
constructor() {
this.ticTacToeGameEngine = new TicTacToeGameStateEngine();
this.map = new Map();
}
// Input: gamestate
// Output: gamestate including best move (move with the highest/lowest value for X/O).
// And yes, it's recursive :)
getBestMoveForGameState(ticTacToeGameState) {
if (ticTacToeGameState.getStatus() == 'running') {
let availableMoves = this.ticTacToeGameEngine.getAvailableMoves(ticTacToeGameState);
let value;
let move;
let newTicTacToeGameState = new TicTacToeGameState();
ticTacToeGameState.getPlayer() == 'X' ? value = -Infinity : value = +Infinity;
for (let m=0; m<availableMoves.length; m++) {
newTicTacToeGameState = this.getBestMoveForGameState( this.ticTacToeGameEngine.makeMove(ticTacToeGameState, availableMoves[m]) );
if (ticTacToeGameState.getPlayer() == 'X') {
if (newTicTacToeGameState.getValue() > value) {
value = newTicTacToeGameState.getValue();
move = availableMoves[m];
}
} else {
if (newTicTacToeGameState.getValue() < value) {
value = newTicTacToeGameState.getValue();
move = availableMoves[m];
}
}
}
ticTacToeGameState.setValue(value/2);
ticTacToeGameState.setMove(move);
} else {
this.ticTacToeGameEngine.setValue(ticTacToeGameState);
}
return ticTacToeGameState;
}
getBestMove(board, player) {
return this.getBestMoveForGameState(
new TicTacToeGameState(board, player)
).getMove();
}
}
// This class runs the simulator using the engine and the random/AI class
class TicTacToeSimulator{
constructor(numberOfGames, playerA, playerB) {
this.numberOfGames = numberOfGames;
this.playerA = playerA;
this.playerB = playerB;
}
run() {
let ticTacToeGameEngine = new TicTacToeGameStateEngine();
let ticTacToeGameState;
let move;
let winX = 0;
let winO = 0;
let draw = 0;
for(let i=0; i<this.numberOfGames; i++) {
console.log('Game: ' + i + '/' + this.numberOfGames);
ticTacToeGameState = ticTacToeGameEngine.getInitialGameState();
while( ticTacToeGameState.getStatus() == 'running') {
if( ticTacToeGameState.getPlayer() == 'X') {
move = this.playerA.getBestMove(ticTacToeGameState.getBoard(), ticTacToeGameState.getPlayer());
} else {
move = this.playerB.getBestMove(ticTacToeGameState.getBoard(), ticTacToeGameState.getPlayer());
}
ticTacToeGameState = ticTacToeGameEngine.makeMove(ticTacToeGameState, move);
}
switch(ticTacToeGameState.getStatus()) {
case 'win-x': winX++; break;
case 'win-o': winO++; break;
case 'draw': draw++; break;
}
}
console.log('Win X : ' + winX);
console.log('Win O : ' + winO);
console.log('Draw : ' + draw);
}
}
/*
// Run the simulator
ticTacToeSimulator = new TicTacToeSimulator(
100, // Set the number of games you want to run
new RandomPower(), // Either choose new Randompower() or new IntelligentForceAI()
new IntelligentForceAI() // Either choose new Randompower() or new IntelligentForceAI()
);
ticTacToeSimulator.run();
*/