dos_compilers/Borland Turbo Pascal v55/TTT.PAS
2024-07-02 06:49:04 -07:00

390 lines
10 KiB
Plaintext
Raw Permalink Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

{ 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.