{ App to prove you can't win at Tic-Tac-Toe } { use of byte instead of integer should be faster, but it's not } program ttt; uses Dos; {$I timeutil.pas} {$I dos_gt.pas} type TScoreFunc = function : integer; const scoreWin = 6; scoreTie = 5; scoreLose = 4; scoreMax = 9; scoreMin = 2; scoreInvalid = 0; pieceBlank = 0; pieceX = 1; pieceO = 2; iterations = 1; type boardType = array[ 0..8 ] of integer; funcArrayType = array[ 0..8 ] of pointer; var { update evaluated after each run because longint operations are slow } evaluated: longint; moves: integer; board: boardType; timeStart, timeEnd: timetype; scoreFuncs : funcArrayType; procedure dumpBoard; var i : integer; begin Write( '{' ); for i := 0 to 8 do Write( board[i] ); Write( '}' ); end; function func0 : integer; var x : integer; 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 func0 := x else func0 := pieceBlank; end; function func1 : integer; var x : integer; begin x := board[1]; if ( ( ( x = board[0] ) and ( x = board[2] ) ) or ( ( x = board[4] ) and ( x = board[7] ) ) ) then func1 := x else func1 := pieceBlank; end; function func2 : integer; var x : integer; 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 func2 := x else func2 := pieceBlank; end; function func3 : integer; var x : integer; begin x := board[3]; if ( ( ( x = board[4] ) and ( x = board[5] ) ) or ( ( x = board[0] ) and ( x = board[6] ) ) ) then func3 := x else func3 := pieceBlank; end; function func4 : integer; var x : integer; 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 func4 := x else func4 := pieceBlank; end; function func5 : integer; var x : integer; begin x := board[5]; if ( ( ( x = board[3] ) and ( x = board[4] ) ) or ( ( x = board[2] ) and ( x = board[8] ) ) ) then func5 := x else func5 := pieceBlank; end; function func6 : integer; var x : integer; 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 func6 := x else func6 := pieceBlank; end; function func7 : integer; var x : integer; begin x := board[7]; if ( ( ( x = board[6] ) and ( x = board[8] ) ) or ( ( x = board[1] ) and ( x = board[4] ) ) ) then func7 := x else func7 := pieceBlank; end; function func8 : integer; var x : integer; 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 func8 := x else func8 := pieceBlank; end; function lookForWinner : integer; var t, p : integer; begin {dumpBoard;} p := pieceBlank; t := board[ 0 ]; if pieceBlank <> t then begin if ( ( ( t = board[1] ) and ( t = board[2] ) ) or ( ( t = board[3] ) and ( t = board[6] ) ) ) then p := t; end; if pieceBlank = p then begin t := board[1]; if ( t = board[4] ) and ( t = board[7] ) then p := t else begin t := board[2]; if ( t = board[5] ) and ( t = board[8] ) then p := t else begin t := board[3]; if ( t = board[4] ) and ( t = board[5] ) then p := t else begin t := board[6]; if ( t = board[7] ) and ( t = board[8] ) then p := t else begin t := board[4]; if ( ( ( t = board[0] ) and ( t = board[8] ) ) or ( ( t = board[2] ) and ( t = board[6] ) ) ) then p := t end; end; end; end; end; lookForWinner := p; end; function winner2( move: integer ) : integer; var x : integer; begin case move of 0: begin x := board[ 0 ]; if not ( ( ( x = board[1] ) and ( x = board[2] ) ) or ( ( x = board[3] ) and ( x = board[6] ) ) or ( ( x = board[4] ) and ( x = board[8] ) ) ) then x := PieceBlank; end; 1: begin x := board[ 1 ]; if not ( ( ( x = board[0] ) and ( x = board[2] ) ) or ( ( x = board[4] ) and ( x = board[7] ) ) ) then x := PieceBlank; end; 2: begin x := board[ 2 ]; if not ( ( ( x = board[0] ) and ( x = board[1] ) ) or ( ( x = board[5] ) and ( x = board[8] ) ) or ( ( x = board[4] ) and ( x = board[6] ) ) ) then x := PieceBlank; end; 3: begin x := board[ 3 ]; if not ( ( ( x = board[4] ) and ( x = board[5] ) ) or ( ( x = board[0] ) and ( x = board[6] ) ) ) then x := PieceBlank; end; 4: begin x := board[ 4 ]; if not ( ( ( 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 x := PieceBlank; end; 5: begin x := board[ 5 ]; if not ( ( ( x = board[3] ) and ( x = board[4] ) ) or ( ( x = board[2] ) and ( x = board[8] ) ) ) then x := PieceBlank; end; 6: begin x := board[ 6 ]; if not ( ( ( x = board[7] ) and ( x = board[8] ) ) or ( ( x = board[0] ) and ( x = board[3] ) ) or ( ( x = board[4] ) and ( x = board[2] ) ) ) then x := PieceBlank; end; 7: begin x := board[ 7 ]; if not ( ( ( x = board[6] ) and ( x = board[8] ) ) or ( ( x = board[1] ) and ( x = board[4] ) ) ) then x := PieceBlank; end; 8: begin x := board[ 8 ]; if not ( ( ( x = board[6] ) and ( x = board[7] ) ) or ( ( x = board[2] ) and ( x = board[5] ) ) or ( ( x = board[0] ) and ( x = board[4] ) ) ) then x := PieceBlank; end; end; winner2 := x; end; function minmax( alpha: integer; beta: integer; depth: integer; move : integer ): integer; var p, value, pieceMove, score : integer; begin moves := moves + 1; value := scoreInvalid; if depth >= 4 then begin { p := winner2( move ); } p := TScoreFunc( scoreFuncs[ move ] ); { p := LookForWinner; this is 10% slower than using function pointers } if p <> pieceBlank then begin if p = pieceX then value := scoreWin else value := scoreLose end else if depth = 8 then value := scoreTie; end; if value = scoreInvalid then begin if Odd( depth ) then begin value := scoreMin; pieceMove := pieceX; end else begin value := scoreMax; pieceMove := pieceO; end; p := 0; repeat if board[ p ] = pieceBlank then begin board[ p ] := pieceMove; score := minmax( alpha, beta, depth + 1, p ); board[ p ] := pieceBlank; if Odd( depth ) then begin if ( score > value ) then begin value := score; if ( value = scoreWin ) or ( value >= beta ) then p := 10 else if ( value > alpha ) then alpha := value; end; end else begin if ( score < value ) then begin value := score; if ( value = scoreLose ) or ( value <= alpha ) then p := 10 else if ( value < beta ) then beta := value; end; end; end; p := p + 1; until p > 8; end; minmax := value; end; procedure runit( move : integer ); var score : integer; begin board[move] := pieceX; score := minmax( scoreMin, scoreMax, 0, move ); board[move] := pieceBlank; end; var i, errpos, loops: integer; begin loops := Iterations; if 0 <> Length( ParamStr( 1 ) ) then Val( ParamStr( 1 ), loops, errpos ); for i := 0 to 8 do board[i] := pieceBlank; scoreFuncs[0] := @func0; scoreFuncs[1] := @func1; scoreFuncs[2] := @func2; scoreFuncs[3] := @func3; scoreFuncs[4] := @func4; scoreFuncs[5] := @func5; scoreFuncs[6] := @func6; scoreFuncs[7] := @func7; scoreFuncs[8] := @func8; evaluated := 0; get_time( timeStart ); for i := 1 to loops do begin moves := 0; runit( 0 ); runit( 1 ); runit( 4 ); evaluated := evaluated + moves; end; get_time( timeEnd ); print_elapsed_time( timeStart, timeEnd ); WriteLn( 'moves evaluated: ', evaluated ); WriteLn( 'iterations: ', loops ); end.