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Copy path4x4 Tic-Tac-Toe.py
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674 lines (575 loc) · 19.8 KB
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from tkinter import Tk, Button
from tkinter.font import Font
import sys
from copy import deepcopy
import time
from random import randint
"""
Initialization of the global variables
"""
size = 4
min_util = -1000
max_util = +1000
x_player = 'X'
o_player = 'O'
empty = ' '
level = 3
moves = 0
maxDepth = 10
"""
Variables for the statistics
"""
cutOffOccured = False
maxDepthReached = 0
totalNodes = 0
pruningMax = 0
pruningMin = 0
inf = 9999999999
neg_inf = -9999999999
computer_player = x_player
human_player = o_player
"""
Changes the player after a move
"""
def other_player(player):
if player == x_player:
return o_player
else:
return x_player
"""
Class state maintains the game parameters
"""
class State:
def __init__(self, nextPlayer, other=None):
self.nextPlayer = nextPlayer
self.table = {}
self.depth = 0
self.utility = 0
self.value = 0
self.children = {}
for y in range(size):
for x in range(size):
self.table[x, y] = empty
# copy constructor
if other:
self.__dict__ = deepcopy(other.__dict__)
def printBoard(self):
for i in range(0, size):
for j in range(0, size):
if self.table[i, j] == empty:
sys.stdout.write(' _ ')
elif self.table[i, j] == x_player:
sys.stdout.write(' X ')
else:
sys.stdout.write(' O ')
print("")
def is_full(self):
for i in range(0, size):
for j in range(0, size):
if self.table[i, j] == empty:
return False
return True
def won(self, player):
# horizontal
for x in range(size):
winning = []
for y in range(size):
if self.table[x, y] == player:
winning.append((x, y))
if len(winning) == size:
return winning
# vertical
for y in range(size):
winning = []
for x in range(size):
if self.table[x, y] == player:
winning.append((x, y))
if len(winning) == size:
return winning
# diagonal \
winning = []
for y in range(size):
x = y
if self.table[x, y] == player:
winning.append((x, y))
if len(winning) == size:
return winning
# diagonal /
winning = []
for y in range(size):
x = size - 1 - y
if self.table[x, y] == player:
winning.append((x, y))
if len(winning) == size:
return winning
# default
return None
"""
Action function gives the next possible legal moves
"""
def ACTIONS(state):
global maxDepthReached
global totalNodes
global maxDepth
children = []
for i in range(0, size):
for j in range(0, size):
if state.table[i, j] == empty and maxDepthReached<=maxDepth:
childTable = deepcopy(state.table)
childTable[i, j] = state.nextPlayer
childState = State(nextPlayer=state.nextPlayer)
childState.nextPlayer = other_player(state.nextPlayer)
childState.table = childTable
childState.value = state.value
childState.depth = state.depth + 1
maxDepthReached = max(maxDepthReached, childState.depth)
children.append(childState)
totalNodes += len(children)
return children
""""
Terminal function to check if the terminal state has been reached
"""
def TERMINAL_TEST(state):
player = other_player(player=state.nextPlayer)
if state.table[0, 0] == state.table[0, 1] \
and state.table[0, 1] == state.table[0, 2] \
and state.table[0, 2] == state.table[0, 3] \
and state.table[0, 0] != empty:
return True
if state.table[1, 0] == state.table[1, 1] \
and state.table[1, 1] == state.table[1, 2] \
and state.table[1, 2] == state.table[1, 3] \
and state.table[1, 0] != empty:
return True
if state.table[2, 0] == state.table[2, 1] \
and state.table[2, 1] == state.table[2, 2] \
and state.table[2, 2] == state.table[2, 3] \
and state.table[2, 0] != empty:
return True
if state.table[3, 0] == state.table[3, 1] \
and state.table[3, 1] == state.table[3, 2] \
and state.table[3, 2] == state.table[3, 3] \
and state.table[3, 0] != empty:
return True
if state.table[0, 0] == state.table[1, 0] \
and state.table[1, 0] == state.table[2, 0] \
and state.table[2, 0] == state.table[3, 0] \
and state.table[0, 0] != empty:
return True
if state.table[0, 1] == state.table[1, 1] \
and state.table[1, 1] == state.table[2, 1] \
and state.table[2, 1] == state.table[3, 1] \
and state.table[0, 1] != empty:
return True
if state.table[0, 2] == state.table[1, 2] \
and state.table[1, 2] == state.table[2, 2] \
and state.table[2, 2] == state.table[3, 2] \
and state.table[0, 2] != empty:
return True
if state.table[0, 3] == state.table[1, 3] \
and state.table[1, 3] == state.table[2, 3] \
and state.table[2, 3] == state.table[3, 3] \
and state.table[0, 3] != empty:
return True
if state.table[0, 0] == state.table[1, 1] \
and state.table[1, 1] == state.table[2, 2] \
and state.table[2, 2] == state.table[3, 3] \
and state.table[0, 0] != empty:
return True
if state.table[0, 3] == state.table[1, 2] \
and state.table[1, 2] == state.table[2, 1] \
and state.table[2, 1] == state.table[3, 0] \
and state.table[0, 3] != empty:
return True
if state.is_full():
return 2
return False
"""
Utility function to calculate the utility of a state
"""
def UTILITY(state):
if state.table[0, 0] == state.table[0, 1] \
and state.table[0, 1] == state.table[0, 2] \
and state.table[0, 2] == state.table[0, 3] \
and state.table[0, 0] != empty:
return PLAYER_UTIL(state.table[0, 0])
if state.table[1, 0] == state.table[1, 1] \
and state.table[1, 1] == state.table[1, 2] \
and state.table[1, 2] == state.table[1, 3] \
and state.table[1, 0] != empty:
return PLAYER_UTIL(state.table[1, 0])
if state.table[2, 0] == state.table[2, 1] \
and state.table[2, 1] == state.table[2, 2] \
and state.table[2, 2] == state.table[2, 3] \
and state.table[2, 0] != empty:
return PLAYER_UTIL(state.table[2, 0])
if state.table[3, 0] == state.table[3, 1] \
and state.table[3, 1] == state.table[3, 2] \
and state.table[3, 2] == state.table[3, 3] \
and state.table[3, 0] != empty:
return PLAYER_UTIL(state.table[3, 0])
if state.table[0, 0] == state.table[1, 0] \
and state.table[1, 0] == state.table[2, 0] \
and state.table[2, 0] == state.table[3, 0] \
and state.table[0, 0] != empty:
return PLAYER_UTIL(state.table[0, 0])
if state.table[0, 1] == state.table[1, 1] \
and state.table[1, 1] == state.table[2, 1] \
and state.table[2, 1] == state.table[3, 1] \
and state.table[0, 1] != empty:
return PLAYER_UTIL(state.table[0, 1])
if state.table[0, 2] == state.table[1, 2] \
and state.table[1, 2] == state.table[2, 2] \
and state.table[2, 2] == state.table[3, 2] \
and state.table[0, 2] != empty:
return PLAYER_UTIL(state.table[0, 2])
if state.table[0, 3] == state.table[1, 3] \
and state.table[1, 3] == state.table[2, 3] \
and state.table[2, 3] == state.table[3, 3] \
and state.table[0, 3] != empty:
return PLAYER_UTIL(state.table[0, 3])
if state.table[0, 0] == state.table[1, 1] \
and state.table[1, 1] == state.table[2, 2] \
and state.table[2, 2] == state.table[3, 3] \
and state.table[0, 0] != empty:
return PLAYER_UTIL(state.table[0, 0])
if state.table[0, 3] == state.table[1, 2] \
and state.table[1, 2] == state.table[2, 1] \
and state.table[2, 1] == state.table[3, 0] \
and state.table[0, 3] != empty:
return PLAYER_UTIL(state.table[0, 3])
return 0
def PLAYER_UTIL(player):
if player == computer_player:
return max_util
elif player == human_player:
return min_util
return 0
"""
RANDOM PLAY
"""
def RANDOM_PLAY(state):
state.children = ACTIONS(state)
retVal = randint(0, len(state.children) - 1)
return state.children[retVal]
"""
ALPHA BETA SEARCH ALGORITHM
"""
def ALPHA_BETA_SEARCH(state, start):
v = MAX_VALUE(state=state, alpha=min_util, beta=max_util, start=start)
retVal = list(filter(lambda x: x.value == v, state.children))[0]
return retVal
def MAX_VALUE(state, alpha, beta, start):
global cutOffOccured
global pruningMax
global pruningMin
if TERMINAL_TEST(state=state):
return UTILITY(state=state)
duration = time.time() - start
if duration >= 10:
cutOffOccured = True
return HEURISTIC(state)
v = neg_inf
new_alpha = alpha
state.children = ACTIONS(state)
for a in state.children:
v = max(v, MIN_VALUE(state=a, alpha=new_alpha, beta=beta, start=start))
a.value = v
if v >= beta:
pruningMax += 1
return v
new_alpha = max(new_alpha, v)
return v
def MIN_VALUE(state, alpha, beta, start):
global cutOffOccured
global pruningMax
global pruningMin
if TERMINAL_TEST(state=state):
return UTILITY(state=state)
duration = time.time() - start
if duration >= 10:
cutOffOccured = True
return HEURISTIC(state)
v = inf
new_beta = beta
state.children = ACTIONS(state)
for a in state.children:
v = min(v, MAX_VALUE(state=a, alpha=alpha, beta=new_beta, start=start))
a.value = v
if v <= alpha:
pruningMin += 1
return v
new_beta = min(new_beta, v)
return v
"""
Heuristic function called if timeout occurs
"""
def HEURISTIC(state):
x3 = 0
x2 = 0
x1 = 0
o3 = 0
o2 = 0
o1 = 0
# check row wise
for r in range(0, size):
os = 0
xs = 0
for c in range(0, size):
if state.table[r, c] == x_player:
xs += 1
elif state.table[r, c] == o_player:
os += 1
if xs == 0:
if os == 1:
o1 += 1
elif os == 2:
o2 += 1
elif os == 3:
o3 += 1
if os == 0:
if xs == 1:
x1 += 1
elif xs == 2:
x2 += 1
elif xs == 3:
x3 += 1
# check column wise
for c in range(0, size):
os = 0
xs = 0
for r in range(0, size):
if state.table[r, c] == x_player:
xs += 1
elif state.table[r, c] == o_player:
os += 1
if xs == 0:
if os == 1:
o1 += 1
elif os == 2:
o2 += 1
elif os == 3:
o3 += 1
if os == 0:
if xs == 1:
x1 += 1
elif xs == 2:
x2 += 1
elif xs == 3:
x3 += 1
# check main diagonal
os = 0
xs = 0
for i in range(0, size):
if state.table[i, i] == x_player:
xs += 1
elif state.table[i, i] == o_player:
os += 1
if xs == 0:
if os == 1:
o1 += 1
elif os == 2:
o2 += 1
elif os == 3:
o3 += 1
if os == 0:
if xs == 1:
x1 += 1
elif xs == 2:
x2 += 1
elif xs == 3:
x3 += 1
# check main diagonal
os = 0
xs = 0
for i in range(0, size):
if state.table[size - i - 1, i] == x_player:
xs += 1
elif state.table[size - i - 1, i] == o_player:
os += 1
if xs == 0:
if os == 1:
o1 += 1
elif os == 2:
o2 += 1
elif os == 3:
o3 += 1
if os == 0:
if xs == 1:
x1 += 1
elif xs == 2:
x2 += 1
elif xs == 3:
x3 += 1
return (6 * x3 + 3 * x2 + x1) - (6 * o3 + 3 * o2 + o1)
start = time.time()
first = "h"
"""
Code for the GUI of the game using Tkinter library
"""
class GUI:
def __init__(self):
self.game = State(nextPlayer=human_player)
self.app = Tk()
self.app.title('Tic Tac Toe')
self.app.resizable(width=False, height=False)
self.font = Font(family="Helvetica", size=32)
self.buttons = {}
for x, y in self.game.table:
handler = lambda x=x, y=y: self.move(x, y)
button = Button(self.app, command=handler, font=self.font, width=2, height=1)
button.grid(row=x, column=y)
self.buttons[x, y] = button
# handler = lambda: self.reset()
# button = Button(self.app, text='Reset', command=handler)
# button.grid(row=size + 1, column=0, columnspan=size, sticky='WE')
"""
Code for selecting the levels
"""
# buttonE = Button(self.app, text='Easy', command=lambda: self.selectdifficulty(1))
# buttonE.grid(row=size + 2, column=0, columnspan=size, sticky='WE')
# buttonM = Button(self.app, text='Medium', command=lambda: self.selectdifficulty(2))
# buttonM.grid(row=size + 3, column=0, columnspan=size, sticky='WE')
# buttonH = Button(self.app, text='Hard', command=lambda: self.selectdifficulty(3))
# buttonH.grid(row=size + 4, column=0, columnspan=size, sticky='WE')
# self.update()
if first == "c":
self.game.nextPlayer = computer_player
self.computer_move()
def selectdifficulty(self, value):
global level
level = value
self.reset()
def reset(self):
self.resetStats()
self.game = State(nextPlayer=human_player)
self.update()
self.app.destroy()
Select().mainloop()
def move(self, x, y):
global level
self.app.config(cursor="watch")
self.app.update()
self.game.table[x, y] = human_player
self.game.nextPlayer = computer_player
self.update()
if TERMINAL_TEST(self.game):
return
self.computer_move()
def computer_move(self):
if level == 3:
self.game.depth = 0
self.game = ALPHA_BETA_SEARCH(self.game, time.time())
self.printStats()
self.resetStats()
elif level == 2:
global moves
if moves % 2 == 0:
self.game = RANDOM_PLAY(self.game)
else:
self.game = ALPHA_BETA_SEARCH(self.game, time.time())
self.printStats()
self.resetStats()
moves += 1
elif level == 1:
self.game = RANDOM_PLAY(self.game)
self.update()
self.app.config(cursor="")
def update(self):
for (x, y) in self.game.table:
text = self.game.table[x, y]
self.buttons[x, y]['text'] = text
self.buttons[x, y]['disabledforeground'] = 'green'
if text == empty:
self.buttons[x, y]['state'] = 'normal'
else:
self.buttons[x, y]['state'] = 'disabled'
winning = TERMINAL_TEST(self.game)
if winning==True:
winner2 = self.game.won(player=other_player(self.game.nextPlayer))
if winner2:
for x, y in winner2:
self.buttons[x, y]['disabledforeground'] = 'red'
print(other_player(self.game.nextPlayer) + " wins!")
if other_player(self.game.nextPlayer) != 'X':
temp=Tk()
temp.title("Win :)")
def comm():
temp.destroy()
self.reset()
bwin=Button(temp,text="You Win!",command=comm)
bwin.grid(row=0, column=0, rowspan=20, columnspan=20, sticky='WE')
else:
temp=Tk()
temp.title("Loss :(")
def comm():
temp.destroy()
self.reset()
bwin=Button(temp,text="You Lost!",command=comm)
bwin.grid(row=0, column=0, rowspan=20, columnspan=20, sticky='WE')
for x, y in self.buttons:
self.buttons[x, y]['state'] = 'disabled'
elif winning==2:
temp=Tk()
temp.title("Tie")
def comm():
temp.destroy()
self.reset()
b=Button(temp,text="Tied GG",command=comm)
b.grid(row=0, column=0, rowspan=20, columnspan=20, sticky='WE')
for (x, y) in self.game.table:
self.buttons[x, y].update()
def mainloop(self):
self.app.mainloop()
## Function to reset the stats of the game
def resetStats(self):
global cutOffOccured
global maxDepthReached
global totalNodes
global pruningMax
global pruningMin
cutOffOccured = False
maxDepthReached = 0
totalNodes = 0
pruningMax = 0
pruningMin = 0
## Funtion to print the stats of the game
def printStats(self):
global cutOffOccured
global maxDepthReached
global totalNodes
global pruningMax
global pruningMin
print("-----------------------")
print("Statistics of the Move")
print("Cutoff Occured:" + str(cutOffOccured))
print("Maximum Depth Reached:" + str(maxDepthReached))
print("Total number of nodes generated:" + str(totalNodes))
print("Number of times pruning occured within Max-Value:" + str(pruningMax))
print("Number of times pruning occured within Min-Value:" + str(pruningMin))
"""
Code for a dialog box to select who goes first: human or the computer
"""
class Select:
def __init__(self):
self.app = Tk()
self.app.title('Select Who Goes First')
self.app.geometry("400x100")
self.font = Font(family="Helvetica", size=32)
computer_handle = lambda: self.choose("c")
human_handle = lambda: self.choose("h")
b1 = Button(self.app, text='Computer', command=computer_handle)
b1.grid(row=0, column=0, columnspan=20, sticky='WE')
b2 = Button(self.app, text='Human', command=human_handle)
b2.grid(row=1, column=0, columnspan=20, sticky='WE')
def choose(self, option):
global first
first = option
self.app.destroy()
GUI().mainloop()
def mainloop(self):
self.app.mainloop()
"""
main function starts from here
"""
Select().mainloop()