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431 lines (370 loc) · 13.4 KB
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const GAMESTATE = {}, CONFIG = {
columns: 7,
depth: 9,
history: [],
length: 4,
rows: 6,
}, handler = {
get(target, property) {
switch (property.toLowerCase()) {
case "full":
return !BOARD[0].some(c => c === EMPTY);
case "over":
return GAME.full || GAME.won;
case "victor":
case "winner":
if (winning_move(BOARD, AIP)) return AIP;
if (winning_move(BOARD, PLP)) return PLP;
return undefined;
case "won":
return winning_move(BOARD, AIP) || winning_move(BOARD, PLP);
default: // Fallback.
return target[property];
}
}
};
COLORS = {
black: "⚫",
blue: "🔵",
brown: "🟤",
green: "🟢",
orange: "🟠",
purple: "🟣",
red: "🔴",
white: "⚪",
yellow: "🟡",
}, GAME = new Proxy(GAMESTATE, handler);
let AIP = COLORS.yellow, EMPTY = COLORS.black, PLP = COLORS.red, TURN = PLP, BOARD = [[]];
function can_play(column) {
return BOARD[0][column] === EMPTY;
}
function display_board() {
return BOARD;
}
function evaluate_window(window, piece) {
let _score = 0, _opponentPiece = (piece === PLP) ? AIP : PLP, _numConnected = window.filter(p => p === piece).length,
_numEmpty = window.filter(p => p === EMPTY).length, _numOpponentConnected = window.filter(p => p === _opponentPiece).length;
if (_numConnected === CONFIG.length) { // Depth 0 optimization.
_score += 100;
} else {
let _windowSize = 1;
while(_windowSize <= CONFIG.length - 2) { // Score connect 2s at the smallest.
if (_numConnected === CONFIG.length - _windowSize && _numEmpty === _windowSize) {
_score += 3 * _windowSize;
}
if (_numOpponentConnected === CONFIG.length - _windowSize && _numEmpty === _windowSize) {
_score -= 2 * _windowSize;
}
_windowSize++;
}
}
return _score;
}
function get_best_move(depth=CONFIG.depth) {
if (depth < 1) return undefined;
return player_minimax(BOARD, depth, -Infinity, Infinity, true)[0];
}
function get_next_row(board, col) {
for (let row = CONFIG.rows - 1; row >= 0; row--) {
if (board[row][col] === EMPTY) return row;
}
}
function get_pos() {
return GAME.history.map(move => move.column + 1).join(",");
}
function get_valid_locations(board) {
let _validLocations = [];
for (let col = 0; col < CONFIG.columns; col++) {
if (board[0][col] === EMPTY) _validLocations.push(col);
}
return _validLocations;
}
function is_terminal_node(board) {
return get_valid_locations(board).length === 0 || winning_move(board, AIP) || winning_move(board, PLP);
}
function player_minimax(board, depth, alpha, beta, maximizingPlayer) {
let _validLocations = get_valid_locations(board), _isTerminal = is_terminal_node(board);
if (depth === 0 || _isTerminal) {
if (_isTerminal) {
if (winning_move(board, PLP)) {
return [ null, 1000000 ];
} else if (winning_move(board, AIP)) {
return [ null, -1000000 ];
} else {
return [ null, 0 ];
}
} else {
return [ null, score_position(board, PLP) ];
}
}
if (maximizingPlayer) {
let _column = 0, _value = -Infinity;
for (let col of _validLocations) {
let _newScore = 0, _row = get_next_row(board, col);
play(board, col, PLP);
_newScore = minimax(board, depth - 1, alpha, beta, false)[1];
board[_row][col] = EMPTY; // Small optimization instead of copying the array.
if (_newScore > _value) {
_value = _newScore;
_column = col;
}
alpha = Math.max(_value, alpha);
if (alpha >= beta) break;
}
return [ _column, _value ];
} else {
let _column = 0, _value = Infinity;
for (let col of _validLocations) {
let _newScore = 0, _row = get_next_row(board, col);
play(board, col, AIP);
_newScore = minimax(board, depth - 1, alpha, beta, true)[1];
board[_row][col] = EMPTY;
if (_newScore < _value) {
_value = _newScore;
_column = col;
}
beta = Math.min(_value, beta);
if (alpha >= beta) break;
}
return [ _column, _value ];
}
}
function minimax(board, depth, alpha, beta, maximizingPlayer) {
let _validLocations = get_valid_locations(board), _isTerminal = is_terminal_node(board);
if (depth === 0 || _isTerminal) {
if (_isTerminal) {
if (winning_move(board, AIP)) {
return [ null, 1000000 ];
} else if (winning_move(board, PLP)) {
return [ null, -1000000 ];
} else {
return [ null, 0 ];
}
} else {
return [ null, score_position(board, AIP) ];
}
}
if (maximizingPlayer) {
let _column = 0, _value = -Infinity;
for (let col of _validLocations) {
let _newScore = 0, _row = get_next_row(board, col);
play(board, col, AIP);
_newScore = minimax(board, depth - 1, alpha, beta, false)[1];
board[_row][col] = EMPTY;
if (_newScore > _value) {
_value = _newScore;
_column = col;
}
alpha = Math.max(_value, alpha);
if (alpha >= beta) break;
}
return [ _column, _value ];
} else {
let _column = 0, _value = Infinity;
for (let col of _validLocations) {
let _newScore = 0, _row = get_next_row(board, col);
play(board, col, PLP);
_newScore = minimax(board, depth - 1, alpha, beta, true)[1];
board[_row][col] = EMPTY;
if (_newScore < _value) {
_value = _newScore;
_column = col;
}
beta = Math.min(_value, beta);
if (alpha >= beta) break;
}
return [ _column, _value ];
}
}
function new_game() {
BOARD = Array(CONFIG.rows).fill(EMPTY).map(() => Array(CONFIG.columns).fill(EMPTY));
GAME.history = [];
}
function play(board, col, piece) {
if (board[0][col] !== EMPTY) return false;
board[get_next_row(board, col)][col] = piece;
return true;
}
function play_ai(col=false, depth=CONFIG.depth) {
if (col >= CONFIG.columns || depth < 1) return false;
if (col || col === 0) return play(BOARD, col, AIP);
let _col = minimax(BOARD, depth, -Infinity, Infinity, true)[0];
GAME.history.push({ column: _col, piece: AIP });
return play(BOARD, _col, AIP);
}
function play_human(col) {
if (col >= CONFIG.columns) return false;
if (BOARD[0][col] !== EMPTY) return false;
for (let row = CONFIG.rows - 1; row >= 0; row--) {
if (BOARD[row][col] === EMPTY) {
BOARD[row][col] = PLP;
GAME.history.push({ column: col, piece: PLP });
return true;
}
}
}
function score_position(board, piece) {
let _score = 0;
// Score center column
let _centeredArray = board.map(p => parseInt(p[Math.floor(CONFIG.columns / 2)])),
_centeredCount = _centeredArray.filter(p => p === piece).length;
_score += 3 * _centeredCount;
// Horizontal
for (let row = 0; row < CONFIG.rows; row++) {
for (let col = 0; col <= CONFIG.columns - CONFIG.length; col++) {
let _window = board[row].slice(col, col + CONFIG.length);
_score += evaluate_window(_window, piece);
}
}
// Vertical
for (let col = 0; col < CONFIG.columns; col++) {
let _colArray = board.map(r => r[col]);
for (let row = 0; row < CONFIG.rows - CONFIG.length; row++) {
let _window = _colArray.slice(row, row + CONFIG.length);
_score += evaluate_window(_window, piece);
}
}
// Negative Diagonal \
for (let row = 0; row <= CONFIG.rows - CONFIG.length; row++) {
for (let col = 0; col <= CONFIG.columns - CONFIG.length; col++) {
if (board[row][col] !== piece) continue;
let _window = board.map((r, i, arr) => (row + i > CONFIG.rows - 1) ? EMPTY : arr[row + i][col + i])
.filter(p => p !== undefined).slice(0, CONFIG.length);
_score += evaluate_window(_window, piece);
}
}
// Positive Diagonal /
for (let row = CONFIG.length - 1; row < CONFIG.rows; row++) {
for (let col = 0; col <= CONFIG.columns - CONFIG.length; col++) {
if (board[row][col] !== piece) continue;
let _window = board.map((r, i, arr) => (row - i < 0) ? EMPTY : arr[row - i][col + i])
.filter(p => p !== undefined).slice(0, CONFIG.length);
_score += evaluate_window(_window, piece);
}
}
return _score;
}
function set(prop, value) {
if (!Object.keys(CONFIG).includes(prop)) return false;
switch (prop) {
case "columns":
case "rows":
if (!Number.isInteger(value) || value < 3 || value < CONFIG.length) return false;
break;
case "depth":
if (!Number.isInteger(value) || value < 1) return false;
break;
// case "length":
// if (!Number.isInteger(value) || value < 3 || value < CONFIG.rows || value < CONFIG.columns) return false;
// break;
}
CONFIG[prop] = value;
// QOL feature to create a new board with the new settings.
if ((BOARD[CONFIG.rows] || [ EMPTY ]).every(c => c === EMPTY)) new_game();
}
function set_ai_piece(piece) {
AIP = piece;
}
function set_empty_piece(piece) {
EMPTY = piece;
}
function set_player_piece(piece) {
PLP = piece;
}
function set_pos(position) { // e.g. "2,7,2,1,2,4,5,5,3,5,5,6"
let _pieces = position.split(","), _t = TURN;
new_game();
if (_pieces.length > CONFIG.columns * CONFIG.rows) return false;
for (let char = 0; char < _pieces.length; char++) {
play(BOARD, +_pieces[char] - 1, _t);
GAME.history.push({ column: +_pieces[char], piece: _t });
_t = (_t === AIP) ? PLP : AIP;
}
return true;
}
function winning_move(board, piece) {
// Horizontal
for (let col = 0; col <= CONFIG.columns - CONFIG.length; col++) {
for (let row = 0; row < CONFIG.rows; row++) {
if (board[row][col] !== piece) continue;
// Optimization for most common connect lengths.
if (CONFIG.length === 4) {
if (board[row][col] === board[row][col + 1] && board[row][col + 1] === board[row][col + 2] && board[row][col + 2] === board[row][col + 3]) return true;
} else if (CONFIG.length === 5) {
if (board[row][col] === board[row][col + 1] && board[row][col + 1] === board[row][col + 2] && board[row][col + 2] === board[row][col + 3] && board[row][col + 3] === board[row][col + 4]) return true;
} else if (CONFIG.length === 3) {
if (board[row][col] === board[row][col + 1] && board[row][col + 1] === board[row][col + 2]) return true;
} else {
let _pieces = [];
for (let i = 0; i < CONFIG.length; i++) {
_pieces.push(board[row][col + i]);
}
if (_pieces.every(p => p === _pieces[0])) return true;
}
}
}
// Vertical
for (let col = 0; col < CONFIG.columns; col++) {
for (let row = 0; row <= CONFIG.rows - CONFIG.length; row++) {
if (board[row][col] !== piece) continue;
if (CONFIG.length === 4) {
if (board[row][col] === board[row + 1][col] && board[row + 1][col] === board[row + 2][col] && board[row + 2][col] === board[row + 3][col]) return true;
} else if (CONFIG.length === 5) {
if (board[row][col] === board[row + 1][col] && board[row + 1][col] === board[row + 2][col] && board[row + 2][col] === board[row + 3][col] && board[row + 3][col] === board[row + 4][col]) return true;
} else if (CONFIG.length === 3) {
if (board[row][col] === board[row + 1][col] && board[row + 1][col] === board[row + 2][col]) return true;
} else {
let _pieces = [];
for (let i = 0; i < CONFIG.length; i++) {
_pieces.push(board[row + i][col]);
}
if (_pieces.every(p => p === _pieces[0])) return true;
}
}
}
// Negative Diagonal \
for (let row = 0; row <= CONFIG.rows - CONFIG.length; row++) {
for (let col = 0; col <= CONFIG.columns - CONFIG.length; col++) {
if (board[row][col] !== piece) continue;
if (CONFIG.length === 4) {
if (board[row][col] === board[row + 1][col + 1] && board[row + 1][col + 1] === board[row + 2][col + 2] && board[row + 2][col + 2] === board[row + 3][col + 3]) return true;
} else if (CONFIG.length === 5) {
if (board[row][col] === board[row + 1][col + 1] && board[row + 1][col + 1] === board[row + 2][col + 2] && board[row + 2][col + 2] === board[row + 3][col + 3] && board[row + 3][col + 3] === board[row + 4][col + 4]) return true;
} else if (CONFIG.length === 3) {
if (board[row][col] === board[row + 1][col + 1] && board[row + 1][col + 1] === board[row + 2][col + 2]) return true;
} else {
let _pieces = [];
for (let i = 0; i < CONFIG.length; i++) {
_pieces.push(board[row + i][col + i]);
}
if (_pieces.every(p => p === _pieces[0])) return true;
}
}
}
// Positive Diagonal /
for (let row = CONFIG.length - 1; row < CONFIG.rows; row++) {
for (let col = 0; col <= CONFIG.columns - CONFIG.length; col++) {
if (board[row][col] !== piece) continue;
if (CONFIG.length === 4) {
if (board[row][col] === board[row - 1][col + 1] && board[row - 1][col + 1] === board[row - 2][col + 2] && board[row - 2][col + 2] === board[row - 3][col + 3]) return true;
} else if (CONFIG.length === 5) {
if (board[row][col] === board[row - 1][col + 1] && board[row - 1][col + 1] === board[row - 2][col + 2] && board[row - 2][col + 2] === board[row - 3][col + 3] && board[row - 3][col + 3] === board[row - 4][col + 4]) return true;
} else if (CONFIG.length === 3) {
if (board[row][col] === board[row - 1][col + 1] && board[row - 1][col + 1] === board[row - 2][col + 2]) return true;
} else {
let _pieces = [];
for (let i = 0; i < CONFIG.length; i++) {
_pieces.push(board[row - i][col + i]);
}
if (_pieces.every(p => p === _pieces[0])) return true;
}
}
}
return false;
}
new_game();
module.exports = {
can_play, display_board, get_best_move, get_pos, get_valid_locations,
new_game, play_ai, play_human, set, set_ai_piece,
set_empty_piece, set_player_piece, set_pos,
};