Test for possible wins in tictactoe game - c++

I'm creating a tictactoe game, and every move I need to test whether a player has won or not, and it's giving me a lot of trouble. I have a 2d vector of all the possible win combinations:
vector<vector<int>> possibleWins {{1,2,3},{4,5,6},{7,8,9},{1,4,7},{2,5,8},{3,6,9},{1,5,9},{3,5,7}};
Every move I loop through the 2d vector and append player1 and player2 vectors with any cells they have marked:
vector<int> totalX {};
vector<int> totalO {};
int count = 1;
for(int i=0; i<3; i++) {
for(int j=0; j<3; j++) {
if(board[i][j] == 'x') {
if(totalX.size() == 0) {
totalX.push_back(count);
}
for(int k=0; k<totalX.size(); k++) {
if(count == totalX[k]) {
break;
}
else {
totalX.push_back(count);
}
}
}
else if(board[i][j] == 'o') {
if(totalO.size() == 0) {
totalO.push_back(count);
}
for(int k=0; k<totalO.size(); k++) {
if(count == totalO[k]) {
break;
}
else {
totalO.push_back(count);
}
}
}
count++;
}
}
I then try to test whether the cells in each players cell vector is a winning combination of cells, and this is proving to be difficult for me:
int xInRow = 0;
for(int x=0; x<totalX.size(); x++) {
for(int y=0; y<possibleWins.size(); y++) {
xInRow = 0;
for(int z=0; z<3; z++) {
if(totalX[x] == possibleWins[y][z]) {
xInRow++;
if(xInRow == 3) {
return X_WON;
}
}
}
}
}
This does not work, and I've tried implementing it in numerous different ways, but I honestly have no idea how to enumerate through all the possible wins and test if a player has one of these combinations.
Is there a way I could structure this better to make it work? I'm pretty lost on this.

There are two approaches. Your code is a bit too complicated for what should be a simple operation so I'm not going to try to understand it.
I agree with YSC that you don't need a std::vector. You know it's a 3x3 grid every time, so a 3x3 enum array should be much better. Something like
enum TTTState {
EMPTY=0,
X,
O
}
TTState board[3][3];
would save you a lot of headache. You can say board[0][0] is the top left, and board[2][2] is the bottom right.
Option 1
I like your idea of possibleWins, so with the new board[3][3] data structure, you can store pair of numbers with int solutions[8][3][2] but this is already kind of messy.
for each solution in solutions
for each triplet in solution
for each pair in triplet
if board[pair[0]][pair[1]] matches all other pair in triplet
then whoever has pieces in the row has won
Option 2
This is probably cleaner. There are 3 possible ways to win. Horizontal, vertical, and diagonal. You can check these three ways separately.
for i = 0 ; i != 3; i++
type = board[i][0]
won = true
for ii = 1; ii != 3; ii++
if board[i][ii] is not type
won = false
if won then you can return the function with who won
for i = 0 ; i != 3; i++
type = board[0][i]
won = true
for ii = 1; ii != 3; ii++
if board[ii][i] is not type
won = false
if won then you can return the function with who won
Diagonal can just be hard coded, since there are only two possible victory positions..

You're complicating things a little bit.
You don't need to first collect which positions a player has used and see how many of those are in a winning position.
Since you already know the winning positions, you only need to check if any one player has occupied all of one.
Assuming that ' ' marks an empty square,
for(const auto& win: possibleWins)
{
if (board[win[0]] == board[win[1]]
&& board[win[1]] == board[win[2]]
&& board[win[0]] != ' ')
{
// if board[win[0]] == 'X' , then X won
// if board[win[0]] == 'O' , then O won
}
}
should do.

| |
---+---+---
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---+---+---
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is a int myArray[9]; and you put the player moves on it myArray[played_position] = playerValue;, then you could use your vector<vector<int>> possibleWins {{1,2,3},{4,5,6},{7,8,9},{1,4,7},{2,5,8},{3,6,9},{1,5,9},{3,5,7}}; to check after the 3 move if the positions correspond to the same value (player!)...
for(int idx=0; idx<possibleWins.size(); idx++)
{
if(myArray[possibleWins[idx][0]] == myArray[possibleWins[idx][1]] == myArray[possibleWins[idx][2]])
{
return myArray[possibleWins[idx][0];
}
}
It's just an idea, hope it helps you elaborate....

Related

Knight's tour problem compilation doesn't end

Could anyone point the flaw in the code?
The idea that I used is backtracking with recurrence and I would like to stick to this way of sloving the given problem. When the variable moves is <= 60 couple of answers are printed instantly though the program is still running. If moves = 61,62 it takes couple of minutes to print some solutions and if moves = 63 no solution is printed within 15 mins in both cases the program is still running.
Here is the code:
//checking on which move was the square visited
int board[8][8] = {{1,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0},{0,0,0,0,0,0,0,0}};
int x = 0;//x and y coordinate of the knight's placement
int y = 0;
//move knight by
int move_to[8][8] = {{1,2},{-1,-2},{-1,2},{1,-2},{2,1},{-2,-1},{-2,1},{2,-1}};
//how many moves have been done
int moves = 0;
void solve()
{
//printing one solution
if(moves==63)
{
for(int k = 0; k < 8; k++)
{
for(int n = 0; n < 8; n++)
cout << setw(2) << board[k][n] << " ";
cout << "\n";
}
cout << "--------------------\n";
return;
}
else
{
for(int i = 0; i < 8; i++)
{
//checking if knight is not leaving the board
if(x+move_to[i][0]<0 || x+move_to[i][0]>7 || y+move_to[i][1]<0 ||
y+move_to[i][1]>7 || board[x+move_to[i][0]][y+move_to[i][1]]>0)
continue;
//moving theknight
x+=move_to[i][0];
y+=move_to[i][1];
//increasing the moves count
moves++;
//marking the square to be visited
board[x][y] = moves+1;
//backtracking
solve();
board[x][y] = 0;
x-=move_to[i][0];
y-=move_to[i][1];
moves--;
}
}
}
int main()
{
solve();
return 0;
}
I remember this problem from study. I do not fix them but I change initial position then the first path is found faster (that is how I passed this lab ;P). It is normal because
the number of path is too big.
But you can:
choose from move_to in random order
use multiple threads
Other hand you can read about "Constraint Programming"

Tic Tac Toe: Evaluating Heuristic Value of a Node

Pardon me if this question already exists, I've searched a lot but I haven't gotten the answer to the question I want to ask. So, basically, I'm trying to implement a Tic-Tac-Toe AI that uses the Minimax algorithm to make moves.
However, one thing I don't get is, that when Minimax is used on an empty board, the value returned is always 0 (which makes sense because the game always ends in a draw if both players play optimally).
So Minimax always chooses the first tile as the best move when AI is X (since all moves return 0 as value). Same happens for the second move and it always chooses the second tile instead. How can I fix this problem to make my AI pick the move with the higher probability of winning? Here is the evaluation and Minimax function I use (with Alpha-Beta pruning):
int evaluate(char board[3][3], char AI)
{
for (int row = 0; row<3; row++)
{
if (board[row][0] != '_' && board[row][0] == board[row][1] && board[row][1] == board[row][2])
{
if (board[row][0]==AI)
{
return +10;
}
else
{
return -10;
}
}
}
for (int col = 0; col<3; col++)
{
if (board[0][col] != '_' && board[0][col] == board[1][col] && board[1][col] == board[2][col])
{
if (board[0][col]==AI)
{
return +10;
}
else
{
return -10;
}
}
}
if (board[1][1] != '_' && ((board[0][0]==board[1][1] && board[1][1]==board[2][2]) || (board[0][2]==board[1][1] && board[1][1]==board[2][0])))
{
if (board[1][1]==AI)
{
return +10;
}
else
{
return -10;
}
}
return 0;
}
int Minimax(char board[3][3], bool AITurn, char AI, char Player, int depth, int alpha, int beta)
{
bool breakout = false;
int score = evaluate(board, AI);
if(score == 10)
{
return score - depth;
}
else if(score == -10)
{
return score + depth;
}
else if(NoTilesEmpty(board))
{
return 0;
}
if(AITurn == true)
{
int bestvalue = -1024;
for(int i = 0; i < 3; i++)
{
for(int j = 0; j<3; j++)
{
if(board[i][j] == '_')
{
board[i][j] = AI;
bestvalue = max(bestvalue, Minimax(board, false, AI, Player, depth+1, alpha, beta));
alpha = max(bestvalue, alpha);
board[i][j] = '_';
if(beta <= alpha)
{
breakout = true;
break;
}
}
}
if(breakout == true)
{
break;
}
}
return bestvalue;
}
else if(AITurn == false)
{
int bestvalue = +1024;
for(int i = 0; i < 3; i++)
{
for(int j = 0; j<3; j++)
{
if(board[i][j] == '_')
{
board[i][j] = Player;
bestvalue = min(bestvalue, Minimax(board, true, AI, Player, depth+1, alpha, beta));
beta = min(bestvalue, beta);
board[i][j] = '_';
if(beta <= alpha)
{
breakout = true;
break;
}
}
}
if(breakout == true)
{
break;
}
}
return bestvalue;
}
}
Minimax assumes optimal play, so maximizing "probability of winning" is not a meaningful notion: Since the other player can force a draw but cannot force a win, they will always force a draw. If you want to play optimally against a player who is not perfectly rational (which, of course, is one of the only two ways to win*), you'll need to assume some probability distribution over the opponent's moves and use something like ExpectMinimax, where with some probability the opponent's move is overridden by a random mistake. Alternatively, you can deliberately restrict the ply of the minimax search, using a heuristic for the opponent's play beyond a certain depth (but still searching the game tree for your own moves.)
* The other one is not to play.
Organize your code into smaller routines so that it looks tidier and easier to debug. Apart from the recursive minimax function, an all-possible-valid-move generation function and a robust evaluation sub-routine are essential ( which seems lacking here).
For example, at the beginning of the game, the evaluation algorithm should return a non-zero score, every position should have a relative scoring index ( eg middle position may have slightly higher weightage than the corners).
Your minimax boundary condition - return if there is no empty cell positions ; is flawed as it will evaluate even when a winning/losing move occurred in the preceding ply. Such conditions will aggravate in more complex AI games.
If you are new to minimax, you can find plenty of ready to compile sample codes on CodeReview

C++ : How do I only look at one dimension of a 2-Dimensional array?

I'm writing a battleship game in the console, and I'm writing a function that will draw one grid based on a 2-dimensional array. The approach I'm taking is such:
--> Draw 1 row which contains a character X amount of times (like 10)
--> Draw that row, putting a newline at the end of the drawing process, 10 times to get a nice field.
Now, I do need to insert a newline at the end of 1 row, right? But how do I compare only the x-element of the array, and not the y-element?
Here's my code:
// Includes
#include <iostream> // For IO
#include <cstdlib> // For rand()
// Important game stuff
const int empty = 0; // Water
const int occupied = 1; // Ship
const int hit = 2; // Hit a ship
const int missed = 3; // Missed
// Variables
const int fields = 10;
// We want a 10x10 field
int board[fields][fields]; // board[x][y]
// Initialize board
void initb(int array[fields][fields]);
// Draw board x-axis
void drawbx(int array[fields][fields]);
int main(void)
{
drawbx(board;)
// game(Players);
return 0;
}
// Initialize the board, make everything hit
void initb(int array[fields][fields])
{
for(int x = 1; x <= 10; x++)
{
for(int y = 1; y <= 10; y++)
{
array[x][y] = hit;
}
}
}
void drawbx(int array[fields][fields])
{
for(int i = 1; i <= fields; i++)
{
if(array[i][] == empty || array[i][] == occupied)
{
if(i == 10)
std::cout << " X\n";
else if(i == 1)
std::cout << "X ";
else
std::cout << " X ";
}
}
}
Take a look specifically at the drawbx() function. I want to draw something like
X X X X X X X X X X\n
The syntax that I tried, if(array[i][] == empty || array[i][] == occupied), doesn't work. There must be an expression in the second pair of square brackets. Can someone help me?
I see two major problems:
1) Array indexing is out of range. You use index 1 to 10. It shall be 0 to 9.
2) Code array[i][] == empty is illegal syntax. You can't leave one index empty.
If you want a function that draw one row, perhaps pass the row number to the function like:
void draw_one_row(int array[fields][fields], int row_to_draw)
{
for(int i = 0; i < fields; i++)
{
if(array[row_to_draw][i] == empty || array[row_to_draw][i] == occupied)
{
...
}
}
}
To draw the whole board:
void draw_board(int array[fields][fields])
{
for(int i = 0; i < fields; i++)
{
draw_one_row(array, i);
}
}
BTW: Since you write C++, I'll recommend that you use vector instead of arrays.

Algorithm to divide a black-and-white chocolate bar

Problem description:
There's a chocolate bar that consists of m x n squares. Some of the squares are black, some are white. Someone breaks the chocolate bar along its vertical axis or horizontal axis. Then it is broken again along its vertical or horizontal axis and it's being broken until it can broken into a single square or it can broken into squares that are only black or only white. Using a preferably divide-and-conquer algorithm, find the number of methods a chocolate bar can be broken.
Input:
The first line tells you the m x n dimensions of the chocolate bar. In the next m lines there are n characters that tell you how does the chocolate bar look. Letter w is a white square, letter b is a black square.
for example:
3 2
bwb
wbw
Output:
the number of methods the chocolate bar can be broken:
for the example above, it's 5 (take a look at the attached picture).
I tried to solve it using an iterative approach. Unfortunately, I couldn't finish the code as I'm not yet sure how to divide the the halves (see my code below). I was told that an recursive approach is much easier than this, but I have no idea how to do it. I'm looking for another way to solve this problem than my approach or I'm looking for some help with finishing my code.
I made two 2D arrays, first for white squares, second for black squares. I'm making a matrix out of the squares and if there's a chocolate of such or such color, then I'm marking it as 1 in the corresponding array.
Then I made two arrays of the two cumulative sums of the matrices above.
Then I created a 4D array of size [n][m][n][m] and I made four loops: first two (i, j) are increasing the size of an rectangular array that is the size of the searching array (it's pretty hard to explain...) and two more loops (k, l) are increasing the position of my starting points x and y in the array. Then the algorithm checks using the cumulative sum if in the area starting at position kxl and ending at k+i x l+j there is one black and one white square. If there is, then I'm creating two more loops that will divide the area in half. If in the two new halves there are still black and white squares, then I'm increasing the corresponding 4D array element by the number of combinations of the first halve * the number of combinations of the second halve.
#include <iostream>
#include <fstream>
using namespace std;
int main()
{
int counter=0;
int n, m;
ifstream in;
in.open("in.txt");
ofstream out;
out.open("out.txt");
if(!in.good())
{
cout << "No such file";
return 0;
}
in >> n >> m;
int whitesarray[m][n];
int blacksarray[m][n];
int methodsarray[m][n][m][n];
for(int i=0; i<m; i++)
{
for(int j=0; j<n; j++)
{
whitesarray[i][j] = 0;
blacksarray[i][j] = 0;
}
}
while(in)
{
string colour;
in >> colour;
for (int i=0; i < colour.length(); i++)
{
if(colour[i] == 'c')
{
blacksarray[counter][i] = 1;
}
if(colour[i] == 'b')
{
whitesarray[counter][i] = 1;
}
}
counter++;
}
int whitessum[m][n];
int blackssum[m][n];
for (int i=0; i<m; i++)
{
for (int j=0; j<n; j++)
{
if(i-1 == -1 && j-1 == -1)
{
whitessum[i][j] = whitesarray[i][j];
blackssum[i][j] = blacksarray[i][j];
}
if(i-1 == -1 && j-1 != -1)
{
whitessum[i][j] = whitessum[i][j-1] + whitesarray[i][j];
blackssum[i][j] = blackssum[i][j-1] + blacksarray[i][j];
}
if(j-1 == -1 && i-1 != -1)
{
whitessum[i][j] = whitessum[i-1][j] + whitesarray[i][j];
blackssum[i][j] = blackssum[i-1][j] + blacksarray[i][j];
}
if(j-1 != -1 && i-1 != -1)
{
whitessum[i][j] = whitessum[i-1][j] + whitessum[i][j-1] - whitessum[i-1][j-1] + whitesarray[i][j];
blackssum[i][j] = blackssum[i-1][j] + blackssum[i][j-1] - blackssum[i-1][j-1] + blacksarray[i][j];
}
}
}
int posx=0;
int posy=0;
int tempwhitessum=0;
int tempblackssum=0;
int k=0, l=0;
for (int i=0; i<=m; i++)
{
for (int j=0; j<=n; j++) // wielkosc wierszy
{
for (posx=0; posx < m - i; posx++)
{
for(posy = 0; posy < n - j; posy++)
{
k = i+posx-1;
l = j+posy-1;
if(k >= m || l >= n)
continue;
if(posx==0 && posy==0)
{
tempwhitessum = whitessum[k][l];
tempblackssum = blackssum[k][l];
}
if(posx==0 && posy!=0)
{
tempwhitessum = whitessum[k][l] - whitessum[k][posy-1];
tempblackssum = blackssum[k][l] - blackssum[k][posy-1];
}
if(posx!=0 && posy==0)
{
tempwhitessum = whitessum[k][l] - whitessum[posx-1][l];
tempblackssum = blackssum[k][l] - blackssum[posx-1][l];
}
if(posx!=0 && posy!=0)
{
tempwhitessum = whitessum[k][l] - whitessum[posx-1][l] - whitessum[k][posy-1] + whitessum[posx-1][posy-1];
tempblackssum = blackssum[k][l] - blackssum[posx-1][l] - blackssum[k][posy-1] + blackssum[posx-1][posy-1];
}
if(tempwhitessum >0 && tempblackssum > 0)
{
for(int e=0; e<n; e++)
{
//Somehow divide the previously found area by two and check again if there are black and white squares in this area
}
for(int r=0; r<m; r++)
{
//Somehow divide the previously found area by two and check again if there are black and white squares in this area
}
}
}
}
}}
return 0;
}
I strongly recommend recursion for this. In fact, Dynamic Programming (DP) would also be very useful, especially for larger bars. Recursion first ...
Recursion
Your recursive routine takes a 2-D array of characters (b and w). It returns the number of ways this can be broken.
First, the base cases: (1) if it's possible to break the given bar into a single piece (see my comment above, asking for clarification), return 1; (2) if the array is all one colour, return 1. For each of these, there's only one way for the bar to end up -- the way it was passed in.
Now, for the more complex case, when the bar can still be broken:
total_ways = 0
for each non-edge position in each dimension:
break the bar at that spot; form the two smaller bars, A and B.
count the ways to break each smaller bar: count(A) and count(B)
total_ways += count(A) * count(B)
return total_ways
Is that clear enough for the general approach? You still have plenty of coding to do, but using recursion allows you to think of only the two basic ideas when writing your function: (1) How do I know when I'm done, and what trivial result do I return then? (2) If I'm not done, how do I reduce the problem?
Dynamic Programming
This consists of keeping a record of situations you've already solved. The first thing you do in the routine is to check your "data base" to see whether you already know this case. If so, return the known result instead of recomputing. This includes the overhead of developing and implementing said data base, probably a look-up list (dictionary) of string arrays and integer results, such as ["bwb", "wbw"] => 5.

BFS maze help c++

I am attempting to make a maze-solver using a Breadth-first search, and mark the shortest path using a character '*'
The maze is actually just a bunch of text. The maze consists of an n x n grid, consisting of "#" symbols that are walls, and periods "." representing the walkable area/paths. An 'S' denotes start, 'F' is finish. Right now, this function does not seem to be finding the solution (it thinks it has the solution even when one is impossible). I am checking the four neighbors, and if they are 'unfound' (-1) they are added to the queue to be processed.
The maze works on several mazes, but not on this one:
...###.#....
##.#...####.
...#.#.#....
#.####.####.
#F..#..#.##.
###.#....#S.
#.#.####.##.
....#.#...#.
.####.#.#.#.
........#...
What could be missing in my logic?
int mazeSolver(char *maze, int rows, int cols)
{
int start = 0;
int finish = 0;
for (int i=0;i<rows*cols;i++) {
if (maze[i] == 'S') { start=i; }
if (maze[i] == 'F') { finish=i; }
}
if (finish==0 || start==0) { return -1; }
char* bfsq;
bfsq = new char[rows*cols]; //initialize queue array
int head = 0;
int tail = 0;
bool solved = false;
char* prd;
prd = new char[rows*cols]; //initialize predecessor array
for (int i=0;i<rows*cols;i++) {
prd[i] = -1;
}
prd[start] = -2; //set the start location
bfsq[tail] = start;
tail++;
int delta[] = {-cols,-1,cols,+1}; // North, West, South, East neighbors
while(tail>head) {
int front = bfsq[head];
head++;
for (int i=0; i<4; i++) {
int neighbor = front+delta[i];
if (neighbor/cols < 0 || neighbor/cols >= rows || neighbor%cols < 0 || neighbor%cols >= cols) {
continue;
}
if (prd[neighbor] == -1 && maze[neighbor]!='#') {
prd[neighbor] = front;
bfsq[tail] = neighbor;
tail++;
if (maze[neighbor] == 'F') { solved = true; }
}
}
}
if (solved == true) {
int previous = finish;
while (previous != start) {
maze[previous] = '*';
previous = prd[previous];
}
maze[finish] = 'F';
return 1;
}
else { return 0; }
delete [] prd;
delete [] bfsq;
}
Iterating through neighbours can be significantly simplified(I know this is somewhat similar to what kobra suggests but it can be improved further). I use a moves array defining the x and y delta of the given move like so:
int moves[4][2] = {{0,1},{1,0},{0,-1},{-1,0}};
Please note that not only tis lists all the possible moves from a given cell but it also lists them in clockwise direction which is useful for some problems.
Now to traverse the array I use a std::queue<pair<int,int> > This way the current position is defined by the pair of coordinates corresponding to it. Here is how I cycle through the neighbours of a gien cell c:
pair<int,int> c;
for (int l = 0;l < 4/*size of moves*/;++l){
int ti = c.first + moves[l][0];
int tj = c.second + moves[l][1];
if (ti < 0 || ti >= n || tj < 0 || tj >= m) {
// This move goes out of the field
continue;
}
// Do something.
}
I know this code is not really related to your code, but as I am teaching this kind of problems trust me a lot of students were really thankful when I showed them this approach.
Now back to your question - you need to start from the end position and use prd array to find its parent, then find its parent's parent and so on until you reach a cell with negative parent. What you do instead considers all the visited cells and some of them are not on the shortest path from S to F.
You can break once you set solved = true this will optimize the algorithm a bit.
I personally think you always find a solution because you have no checks for falling off the field. (the if (ti < 0 || ti >= n || tj < 0 || tj >= m) bit in my code).
Hope this helps you and gives you some tips how to improve your coding.
A few comments:
You can use queue container in c++, its much more easier in use
In this task you can write something like that:
int delta[] = {-1, cols, 1 -cols};
And then you simple can iterate through all four sides, you shouldn't copy-paste the same code.
You will have problems with boundaries of your array. Because you are not checking it.
When you have founded finish you should break from cycle
And in last cycle you have an error. It will print * in all cells in which you have been (not only in the optimal way). It should look:
while (finish != start)
{
maze[finish] = '*';
finish = prd[finish];
}
maze[start] = '*';
And of course this cycle should in the last if, because you don't know at that moment have you reach end or not
PS And its better to clear memory which you have allocate in function