make a TTT.ADA that works with the buggy a86 compiler

This commit is contained in:
davidly 2024-07-08 13:22:02 -07:00
parent 52c763c19b
commit b4d04e44b4
2 changed files with 104 additions and 114 deletions

View File

@ -1,6 +1,7 @@
-- Note: The AI interpreter produces correct results.
-- The a86 compiler produces inconsistent offsets for accessing "board" and ttt fails to run properly.
-- I tried a variety of work-arounds, but they all failed to actually work.
-- Note: this code passes "board" as an arguments instead of using a global variable because
-- while the AI interpreter produces correct results both ways, the A86 compiler produces
-- inconsistent offsets for accessing "board" as a global variable and ttt fails to run properly.
-- Ada (well, this version) prohibits in+out arguments to functions, so procedures are used instead.
with TEXT_IO; use TEXT_IO;
@ -20,154 +21,144 @@ PieceBlank : Constant := 0;
moves : integer;
type TTTBoardType is array (integer range 0..8) of integer;
board : TTTBoardType;
function LookForWinner return integer is
p : integer;
procedure LookForWinner( board : in TTTBoardType; p : in out integer ) is
begin
p := board(0);
if ( PieceBlank /= p and p = board(1) and p = board(2) ) then return p; end if;
if ( PieceBlank /= p and p = board(3) and p = board(6) ) then return p; end if;
if ( PieceBlank /= p ) then
if ( p = board(1) and p = board(2) ) then return; end if;
if ( p = board(3) and p = board(6) ) then return; end if;
end if;
p := board(3);
if ( ( PieceBlank /= p ) and ( p = board(4) ) and ( p = board(5) ) ) then return p; end if;
if ( ( PieceBlank /= p ) and ( p = board(4) ) and ( p = board(5) ) ) then return; end if;
p := board(6);
if ( ( PieceBlank /= p ) and ( p = board(7) ) and ( p = board(8) ) ) then return p; end if;
if ( ( PieceBlank /= p ) and ( p = board(7) ) and ( p = board(8) ) ) then return; end if;
p := board(1);
if ( PieceBlank /= p and p = board(4) and p = board(7) ) then return p; end if;
if ( PieceBlank /= p and p = board(4) and p = board(7) ) then return; end if;
p := board(2);
if ( PieceBlank /= p and p = board(5) and p = board(8) ) then return p; end if;
if ( PieceBlank /= p and p = board(5) and p = board(8) ) then return; end if;
p := board(4);
if ( PieceBlank /= p and p = board(0) and p = board(8) ) then return p; end if;
if ( PieceBlank /= p and p = board(2) and p = board(6) ) then return p; end if;
if ( PieceBlank /= p ) then
if ( p = board(0) and p = board(8) ) then return; end if;
if ( p = board(2) and p = board(6) ) then return; end if;
end if;
return PieceBlank;
p := PieceBlank;
end LookForWinner;
function pos0func return integer is
x : integer;
procedure pos0func( board : in TTTBoardType; p : in out integer ) is
begin
x := board( 0 );
if ( ( x = board(1) and x = board(2) ) or
( x = board(3) and x = board(6) ) or
( x = board(4) and x = board(8) ) ) then return x; end if;
return PieceBlank;
p := board( 0 );
if ( ( p = board(1) and p = board(2) ) or
( p = board(3) and p = board(6) ) or
( p = board(4) and p = board(8) ) ) then return; end if;
p := PieceBlank;
end pos0func;
function pos1func return integer is
x : integer;
procedure pos1func( board : in TTTBoardType; p : in out integer ) is
begin
x := board( 1 );
if ( ( x = board(0) and x = board(2) ) or
( x = board(4) and x = board(7) ) ) then return x; end if;
return PieceBlank;
p := board( 1 );
if ( ( p = board(0) and p = board(2) ) or
( p = board(4) and p = board(7) ) ) then return; end if;
p := PieceBlank;
end pos1func;
function pos2func return integer is
x : integer;
procedure pos2func( board : in TTTBoardType; p : in out integer ) is
begin
x := board( 2 );
if ( ( x = board(0) and x = board(1) ) or
( x = board(5) and x = board(8) ) or
( x = board(4) and x = board(6) ) ) then return x; end if;
return PieceBlank;
p := board( 2 );
if ( ( p = board(0) and p = board(1) ) or
( p = board(5) and p = board(8) ) or
( p = board(4) and p = board(6) ) ) then return; end if;
p := PieceBlank;
end pos2func;
function pos3func return integer is
x : integer;
procedure pos3func( board : in TTTBoardType; p : in out integer ) is
begin
x := board( 3 );
if ( ( x = board(4) and x = board(5) ) or
( x = board(0) and x = board(6) ) ) then return x; end if;
return PieceBlank;
p := board( 3 );
if ( ( p = board(4) and p = board(5) ) or
( p = board(0) and p = board(6) ) ) then return; end if;
p := PieceBlank;
end pos3func;
function pos4func return integer is
x : integer;
procedure pos4func( board : in TTTBoardType; p : in out integer ) is
begin
x := board( 4 );
if ( ( x = board(0) and x = board(8) ) or
( x = board(2) and x = board(6) ) or
( x = board(1) and x = board(7) ) or
( x = board(3) and x = board(5) ) ) then return x; end if;
return PieceBlank;
p := board( 4 );
if ( ( p = board(0) and p = board(8) ) or
( p = board(2) and p = board(6) ) or
( p = board(1) and p = board(7) ) or
( p = board(3) and p = board(5) ) ) then return; end if;
p := PieceBlank;
end pos4func;
function pos5func return integer is
x : integer;
procedure pos5func( board : in TTTBoardType; p : in out integer ) is
begin
x := board( 5 );
if ( ( x = board(3) and x = board(4) ) or
( x = board(2) and x = board(8) ) ) then return x; end if;
return PieceBlank;
p := board( 5 );
if ( ( p = board(3) and p = board(4) ) or
( p = board(2) and p = board(8) ) ) then return; end if;
p := PieceBlank;
end pos5func;
function pos6func return integer is
x : integer;
procedure pos6func( board : in TTTBoardType; p : in out integer ) is
begin
x := board( 6 );
if ( ( x = board(7) and x = board(8) ) or
( x = board(0) and x = board(3) ) or
( x = board(4) and x = board(2) ) ) then return x; end if;
return PieceBlank;
p := board( 6 );
if ( ( p = board(7) and p = board(8) ) or
( p = board(0) and p = board(3) ) or
( p = board(4) and p = board(2) ) ) then return; end if;
p := PieceBlank;
end pos6func;
function pos7func return integer is
x : integer;
procedure pos7func( board : in TTTBoardType; p : in out integer ) is
begin
x := board( 7 );
if ( ( x = board(6) and x = board(8) ) or
( x = board(1) and x = board(4) ) ) then return x; end if;
return PieceBlank;
p := board( 7 );
if ( ( p = board(6) and p = board(8) ) or
( p = board(1) and p = board(4) ) ) then return; end if;
p := PieceBlank;
end pos7func;
function pos8func return integer is
x : integer;
procedure pos8func( board : in TTTBoardType; p : in out integer ) is
begin
x := board( 8 );
if ( ( x = board(6) and x = board(7) ) or
( x = board(2) and x = board(5) ) or
( x = board(0) and x = board(4) ) ) then return x; end if;
return PieceBlank;
p := board( 8 );
if ( ( p = board(6) and p = board(7) ) or
( p = board(2) and p = board(5) ) or
( p = board(0) and p = board(4) ) ) then return; end if;
p := PieceBlank;
end pos8func;
function MinMax( alphaarg : in integer; betaarg : in integer; depth : in integer;
move : in integer ) return integer is
alpha, beta, p, value, score, pieceMove : integer;
procedure MinMax( alphaarg : in integer; betaarg : in integer;
depth : in integer; move : in integer;
board : in out TTTBoardType; score : out integer ) is
sc, alpha, beta, p, value, pieceMove : integer;
begin
-- Put( "Moves: " ); Put( INTEGER'IMAGE( moves ) ); New_line;
-- Put( " Depth: " ); Put( INTEGER'IMAGE( depth ) ); New_line;
-- Put( " Move: " ); Put( INTEGER'IMAGE( move ) ); New_line;
-- ShowBoard;
moves := moves + 1;
if ( depth >= 4 ) then
-- p := LookForWinner; -- this is much slower than the posXfunc solution
--LookForWinner( board, p ); -- this is much slower than the posXfunc solution
case move is
when 0 => p := pos0func;
when 1 => p := pos1func;
when 2 => p := pos2func;
when 3 => p := pos3func;
when 4 => p := pos4func;
when 5 => p := pos5func;
when 6 => p := pos6func;
when 7 => p := pos7func;
when 8 => p := pos8func;
when others => Put( "invalid move!" );
when 0 => pos0func( board, p );
when 1 => pos1func( board, p );
when 2 => pos2func( board, p );
when 3 => pos3func( board, p );
when 4 => pos4func( board, p );
when 5 => pos5func( board, p );
when 6 => pos6func( board, p );
when 7 => pos7func( board, p );
when 8 => pos8func( board, p );
when others => Put( "invalid move!" ); -- the compiler needs a when others
end case;
if ( PieceBlank /= p ) then
if ( PieceX = p ) then return ScoreWin; end if;
return ScoreLose;
if ( PieceX = p ) then score := ScoreWin; return; end if;
score := ScoreLose;
return;
end if;
if ( 8 = depth ) then return ScoreTie; end if;
if ( 8 = depth ) then score := ScoreTie; return; end if;
end if;
alpha := alphaarg;
@ -184,39 +175,38 @@ begin
for p in 0..8 loop
if ( PieceBlank = board( p ) ) then
board( p ) := pieceMove;
score := MinMax( alpha, beta, depth + 1, p );
MinMax( alpha, beta, depth + 1, p, board, sc );
board( p ) := pieceBlank;
if ( PieceX = pieceMove ) then
if ( score = ScoreWin ) then return ScoreWin; end if;
if ( score > value ) then
if ( score >= beta ) then return score; end if;
value := score;
if ( sc = ScoreWin ) then score := ScoreWin; return; end if;
if ( sc > value ) then
if ( sc >= beta ) then score := sc; return; end if;
value := sc;
if ( value > alpha ) then alpha := value; end if;
end if;
else
if ( score = ScoreLose ) then return ScoreLose; end if;
if ( score < value ) then
if ( score <= alpha ) then return score; end if;
value := score;
if ( sc = ScoreLose ) then score := ScoreLose; return; end if;
if ( sc < value ) then
if ( sc <= alpha ) then score := sc; return; end if;
value := sc;
if ( value < beta ) then beta := value; end if;
end if;
end if;
end if;
end loop;
return value;
score := value;
end MinMax;
procedure FindSolution( move : in integer ) is
z, x, score : integer;
board : TTTBoardType;
score : integer;
begin
for z in board'range loop
board( z ) := PieceBlank;
end loop;
board := ( others => PieceBlank );
board( move ) := PieceX;
score := MinMax( ScoreMin, ScoreMax, 0, move );
MinMax( ScoreMin, ScoreMax, 0, move, board, score );
end FindSolution;
i, iterations : integer;

View File

@ -9,8 +9,8 @@ rem interpreter
ntvdm -c -p ai %1
rem native code. I've found a86 to be buggy.
rem note: a86 produces bad code for ttt.ada. it uses inconsistent addresses for the "board" array.
rem note2: a86 produces bad code for e.ada but the workaround to use more local variables worked.
rem note: a86 produces bad code for the stock ttt.ada so the board is passed as an argument.
rem note2: a86 produces bad code for the stock e.ada so more locals were added to reduce complexity.
del %1.exe 2>nul
ntvdm a86 %1.axe /n
ntvdm -c -p %1.exe