(* Logitech Modula-2 version of proving you can't win at tic-tac-toe if the opponent is competent To build from the Modula-2 install directory: ntvdm m2 comp %1 ntvdm m2 link %1 ntvdm m2 %1 *) (*$S-*) (*$R-*) (*$T-*) MODULE ttt; FROM SYSTEM IMPORT WORD, BYTE, ADDRESS; FROM NumberConversion IMPORT StringToCard; FROM Strings IMPORT Assign; FROM InOut IMPORT WriteLn, WriteInt, WriteCard, WriteString; CONST scoreWin = 6; scoreTie = 5; scoreLose = 4; scoreMax = 9; scoreMin = 2; scoreInvalid = 0; pieceBlank = 0; pieceX = 1; pieceO = 2; defaultIterations = 10; TYPE boardType = ARRAY[ 0..8 ] OF CARDINAL; scoreProc = PROCEDURE() : CARDINAL; VAR evaluated: CARDINAL; (* # of board positions evaluated *) board: boardType; procs : ARRAY[ 0..8 ] OF scoreProc; PROCEDURE lookForWinner() : CARDINAL; VAR t : CARDINAL; BEGIN t := board[ 0 ]; IF pieceBlank <> t THEN IF ( ( ( t = board[1] ) AND ( t = board[2] ) ) OR ( ( t = board[3] ) AND ( t = board[6] ) ) ) THEN RETURN t; END; END; t := board[1]; IF ( t = board[4] ) AND ( t = board[7] ) THEN RETURN t; END; t := board[2]; IF ( t = board[5] ) AND ( t = board[8] ) THEN RETURN t; END; t := board[3]; IF ( t = board[4] ) AND ( t = board[5] ) THEN RETURN t; END; t := board[6]; IF ( t = board[7] ) AND ( t = board[8] ) THEN RETURN t; END; t := board[4]; IF pieceBlank <> t THEN IF ( ( ( t = board[0] ) AND ( t = board[8] ) ) OR ( ( t = board[2] ) AND ( t = board[6] ) ) ) THEN RETURN t; END; END; RETURN pieceBlank; END lookForWinner; PROCEDURE proc0() : CARDINAL; VAR x : CARDINAL; 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; RETURN pieceBlank; END proc0; PROCEDURE proc1() : CARDINAL; VAR x : CARDINAL; BEGIN x := board[1]; IF ( ( ( x = board[0] ) AND ( x = board[2] ) ) OR ( ( x = board[4] ) AND ( x = board[7] ) ) ) THEN RETURN x; END; RETURN pieceBlank; END proc1; PROCEDURE proc2() : CARDINAL; VAR x : CARDINAL; 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; RETURN pieceBlank; END proc2; PROCEDURE proc3() : CARDINAL; VAR x : CARDINAL; BEGIN x := board[3]; IF ( ( ( x = board[4] ) AND ( x = board[5] ) ) OR ( ( x = board[0] ) AND ( x = board[6] ) ) ) THEN RETURN x; END; RETURN pieceBlank; END proc3; PROCEDURE proc4() : CARDINAL; VAR x : CARDINAL; 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; RETURN pieceBlank; END proc4; PROCEDURE proc5() : CARDINAL; VAR x : CARDINAL; BEGIN x := board[5]; IF ( ( ( x = board[3] ) AND ( x = board[4] ) ) OR ( ( x = board[2] ) AND ( x = board[8] ) ) ) THEN RETURN x; END; RETURN pieceBlank; END proc5; PROCEDURE proc6() : CARDINAL; VAR x : CARDINAL; 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; RETURN pieceBlank; END proc6; PROCEDURE proc7() : CARDINAL; VAR x : CARDINAL; BEGIN x := board[7]; IF ( ( ( x = board[6] ) AND ( x = board[8] ) ) OR ( ( x = board[1] ) AND ( x = board[4] ) ) ) THEN RETURN x; END; RETURN pieceBlank; END proc7; PROCEDURE proc8() : CARDINAL; VAR x : CARDINAL; 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; RETURN pieceBlank; END proc8; PROCEDURE winner2( move: CARDINAL ) : CARDINAL; VAR x : CARDINAL; BEGIN x := board[ move ]; CASE move OF 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 RETURN pieceBlank; END; | 1: IF NOT ( ( ( x = board[0] ) AND ( x = board[2] ) ) OR ( ( x = board[4] ) AND ( x = board[7] ) ) ) THEN x := pieceBlank; END; | 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: IF NOT ( ( ( x = board[4] ) AND ( x = board[5] ) ) OR ( ( x = board[0] ) AND ( x = board[6] ) ) ) THEN x := pieceBlank; END; | 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: IF NOT ( ( ( x = board[3] ) AND ( x = board[4] ) ) OR ( ( x = board[2] ) AND ( x = board[8] ) ) ) THEN x := pieceBlank; END; | 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: IF NOT ( ( ( x = board[6] ) AND ( x = board[8] ) ) OR ( ( x = board[1] ) AND ( x = board[4] ) ) ) THEN x := pieceBlank; END; | 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; RETURN x; END winner2; PROCEDURE minmax( alpha: CARDINAL; beta: CARDINAL; move: CARDINAL; depth: CARDINAL ): CARDINAL; VAR p, value, pieceMove, score : CARDINAL; BEGIN evaluated := evaluated + 1; value := scoreInvalid; IF depth >= 4 THEN (* lookForWinner is >14% slower than using scoring procs, unlike Turbo Modula-2 on CP/M *) (* p := lookForWinner(); *) (* p := winner2( move ); *) p := procs[ move ](); IF p <> pieceBlank THEN IF p = pieceX THEN RETURN scoreWin; ELSE RETURN scoreLose; END; ELSIF depth = 8 THEN RETURN scoreTie; END; END; IF ODD( depth ) THEN value := scoreMin; pieceMove := pieceX; ELSE value := scoreMax; pieceMove := pieceO; END; p := 0; REPEAT IF board[ p ] = pieceBlank THEN board[ p ] := pieceMove; score := minmax( alpha, beta, p, depth + 1 ); board[ p ] := pieceBlank; IF ODD( depth ) THEN IF ( score = scoreWin ) THEN RETURN scoreWin; END; IF ( score > value ) THEN value := score; IF ( value >= beta ) THEN RETURN value; END; IF ( value > alpha ) THEN alpha := value; END; END; ELSE IF ( score = scoreLose ) THEN RETURN scoreLose; END; IF ( score < value ) THEN value := score; IF ( value <= alpha ) THEN RETURN value; END; IF ( value < beta ) THEN beta := value; END; END; END; END; p := p + 1 UNTIL p > 8; RETURN value; END minmax; PROCEDURE runit( move : CARDINAL ); VAR score : CARDINAL; BEGIN board[move] := pieceX; score := minmax( scoreMin, scoreMax, move, 0 ); board[move] := pieceBlank; END runit; VAR i, loops, tsstart, tsend : CARDINAL; cmd : ARRAY[0..127] OF CHAR; done : BOOLEAN; BEGIN loops := 0; IF ( loops = 0 ) THEN loops := defaultIterations; END; procs[ 0 ] := proc0; procs[ 1 ] := proc1; procs[ 2 ] := proc2; procs[ 3 ] := proc3; procs[ 4 ] := proc4; procs[ 5 ] := proc5; procs[ 6 ] := proc6; procs[ 7 ] := proc7; procs[ 8 ] := proc8; FOR i := 0 TO 8 DO board[i] := pieceBlank; END; FOR i := 1 TO loops DO evaluated := 0; (* once per loop to prevent overflow *) runit( 0 ); runit( 1 ); runit( 4 ); END; WriteString( "moves evaluated: " ); WriteInt( evaluated, 8 ); WriteLn; WriteString( "iterations: " ); WriteInt( loops, 8 ); WriteLn; END ttt.