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tictactoe.py
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tictactoe.py
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import sys
import pygame
import numpy as np
import copy
import random
# CONSTANTS
# Values in pixel
WIDTH = 500
HEIGHT = 500
ROWS = 3
COLS = 3
SQSIZE = WIDTH // COLS
LINE_WIDTH = 5
CIRC_WIDTH = 12
CROSS_WIDTH = 15
RADIUS = 40
OFFSET = 50
BG_COLOR = (10, 37, 61)
LINE_COLOR = (127, 179, 213)
CIRC_COLOR = (0, 158, 96)
CROSS_COLOR = (220,25,25)
# --- PYGAME SETUP ---
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('TIC TAC TOE with AI')
screen.fill(BG_COLOR)
# --- CLASSES ---
class Board:
def __init__(self):
self.squares = np.zeros((ROWS, COLS))
self.empty_sqrs = self.squares
self.marked_sqrs = 0
def final_state(self, show=False):
# vertical wins
for col in range(COLS):
if self.squares[0][col] == self.squares[1][col] == self.squares[2][col] != 0:
if show:
color = CIRC_COLOR if self.squares[0][col] == 2 else CROSS_COLOR
iPos = (col * SQSIZE + SQSIZE // 2, 20)
fPos = (col * SQSIZE + SQSIZE // 2, HEIGHT - 20)
pygame.draw.line(screen, color, iPos, fPos, LINE_WIDTH)
return self.squares[0][col]
# horizontal wins
for row in range(ROWS):
if self.squares[row][0] == self.squares[row][1] == self.squares[row][2] != 0:
if show:
color = CIRC_COLOR if self.squares[row][0] == 2 else CROSS_COLOR
iPos = (20, row * SQSIZE + SQSIZE // 2)
fPos = (WIDTH - 20, row * SQSIZE + SQSIZE // 2)
pygame.draw.line(screen, color, iPos, fPos, LINE_WIDTH)
return self.squares[row][0]
# descending diagonal
if self.squares[0][0] == self.squares[1][1] == self.squares[2][2] != 0:
if show:
color = CIRC_COLOR if self.squares[1][1] == 2 else CROSS_COLOR
iPos = (20, 20)
fPos = (WIDTH - 20, HEIGHT - 20)
pygame.draw.line(screen, color, iPos, fPos, CROSS_WIDTH)
return self.squares[1][1]
# ascending diagonal
if self.squares[2][0] == self.squares[1][1] == self.squares[0][2] != 0:
if show:
color = CIRC_COLOR if self.squares[1][1] == 2 else CROSS_COLOR
iPos = (20, HEIGHT - 20)
fPos = (WIDTH - 20, 20)
pygame.draw.line(screen, color, iPos, fPos, CROSS_WIDTH)
return self.squares[1][1]
return 0
def mark_sqr(self, row, col, player):
self.squares[row][col] = player
self.marked_sqrs += 1
def empty_sqr(self, row, col):
return self.squares[row][col] == 0
def get_empty_sqrs(self):
empty_sqrs = []
for row in range(ROWS):
for col in range(COLS):
if self.empty_sqr(row, col):
empty_sqrs.append((row, col))
return empty_sqrs
def isfull(self):
return self.marked_sqrs == 9
def isempty(self):
return self.marked_sqrs == 0
class AI:
def __init__(self, level=1, player=2):
self.level = level
self.player = player
# --- RANDOM ---
def random(self, board):
empty_sqrs = board.get_empty_sqrs()
idx = random.randrange(0, len(empty_sqrs))
return empty_sqrs[idx] # (row, col)
# --- MINIMAX ---
def minimax(self, board, maximizing):
# terminal case
case = board.final_state()
# player 1 wins
if case == 1:
return 1, None # eval, move
# player 2 wins
if case == 2:
return -1, None
# draw
elif board.isfull():
return 0, None
if maximizing:
max_eval = -100
best_move = None
empty_sqrs = board.get_empty_sqrs()
for (row, col) in empty_sqrs:
temp_board = copy.deepcopy(board)
temp_board.mark_sqr(row, col, 1)
eval = self.minimax(temp_board, False)[0]
if eval > max_eval:
max_eval = eval
best_move = (row, col)
return max_eval, best_move
elif not maximizing:
min_eval = 100
best_move = None
empty_sqrs = board.get_empty_sqrs()
for (row, col) in empty_sqrs:
temp_board = copy.deepcopy(board)
temp_board.mark_sqr(row, col, self.player)
eval = self.minimax(temp_board, True)[0]
if eval < min_eval:
min_eval = eval
best_move = (row, col)
return min_eval, best_move
def eval(self, main_board):
if self.level == 0:
# random choice
eval = 'random'
move = self.random(main_board)
else:
# Minmax Algorithm
eval, move = self.minimax(main_board, False)
print(f'AI chooses {move} with eval {eval}')
return move # row, col
class Game:
def __init__(self):
self.board = Board()
self.ai = AI()
self.player = 1 # 1-cross and 2-circles
self.gamemode = 'ai' # pvp or ai
self.running = True
self.show_lines()
# methods for draw
def show_lines(self):
# background colour
screen.fill(BG_COLOR)
# vertical line
pygame.draw.line(screen, LINE_COLOR, (SQSIZE, 0), (SQSIZE, HEIGHT), LINE_WIDTH)
pygame.draw.line(screen, LINE_COLOR, (WIDTH - SQSIZE, 0), (WIDTH - SQSIZE, HEIGHT), LINE_WIDTH)
# horizontal line
pygame.draw.line(screen, LINE_COLOR, (0, SQSIZE), (WIDTH, SQSIZE), LINE_WIDTH)
pygame.draw.line(screen, LINE_COLOR, (0, HEIGHT - SQSIZE), (WIDTH, HEIGHT - SQSIZE), LINE_WIDTH)
def draw_fig(self, row, col):
if self.player == 1:
# drawing cross
# descending line
start_desc = (col * SQSIZE + OFFSET, row * SQSIZE + OFFSET)
end_desc = (col * SQSIZE + SQSIZE - OFFSET, row * SQSIZE + SQSIZE - OFFSET)
pygame.draw.line(screen, CROSS_COLOR, start_desc, end_desc, CROSS_WIDTH)
# ascending line
start_asc = (col * SQSIZE + OFFSET, row * SQSIZE + SQSIZE - OFFSET)
end_asc = (col * SQSIZE + SQSIZE - OFFSET, row * SQSIZE + OFFSET)
pygame.draw.line(screen, CROSS_COLOR, start_asc, end_asc, CROSS_WIDTH)
elif self.player == 2:
# drawing circle
center = (col * SQSIZE + SQSIZE // 2, row * SQSIZE + SQSIZE // 2)
pygame.draw.circle(screen, CIRC_COLOR, center, RADIUS, CIRC_WIDTH)
def make_move(self, row, col):
self.board.mark_sqr(row, col, self.player)
self.draw_fig(row, col)
self.next_turn()
def next_turn(self):
self.player = self.player % 2 + 1
def change_gamemode(self):
# Toggle between AI and PvP mode
self.gamemode = 'ai' if self.gamemode == 'pvp' else 'pvp'
def isover(self):
return self.board.final_state(show=True) != 0 or self.board.isfull()
def display_message(self, message):
font = pygame.font.Font(None, 72)
text = font.render(message, True, (255, 255, 255))
text_rect = text.get_rect(center=(WIDTH // 2, HEIGHT // 2))
background = pygame.Surface((text_rect.width + 20, text_rect.height + 20))
background.fill((0, 0, 0))
background_rect = background.get_rect(center=(WIDTH // 2, HEIGHT // 2))
screen.blit(background, background_rect)
screen.blit(text, text_rect)
def reset(self):
self.__init__()
def main():
game = Game()
board = game.board
ai = game.ai
# --- MAINLOOP ---
while True:
# pygame events
for event in pygame.event.get():
# quit event
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# keydown event
if event.type == pygame.KEYDOWN:
# m - change gamemode
if event.key == pygame.K_m:
game.change_gamemode()
# r-restart
if event.key == pygame.K_r:
game.reset()
board = game.board
ai = game.ai
# 0-random ai
if event.key == pygame.K_0:
ai.level = 0
# 1-random ai
if event.key == pygame.K_1:
ai.level = 1
# click event
if event.type == pygame.MOUSEBUTTONDOWN:
pos = event.pos
row = pos[1] // SQSIZE
col = pos[0] // SQSIZE
# human mark sqr
if board.empty_sqr(row, col) and game.running:
game.make_move(row, col)
if game.isover():
game.running = False
winner = game.board.final_state()
if winner == 1:
game.display_message(" Player 1 Wins!")
elif winner == 2:
game.display_message(" Player 2 Wins!")
else:
game.display_message("It's a Draw!")
# AI call
if game.gamemode == 'ai' and game.player == ai.player and game.running:
# update the screen
pygame.display.update()
# eval
row, col = ai.eval(board)
game.make_move(row, col)
if game.isover():
game.running = False
winner = game.board.final_state()
if winner == 1:
game.display_message("Player 1 Wins!")
elif winner == 2:
game.display_message("Player 2 Wins!")
else:
game.display_message("It's a Draw!")
pygame.display.update()
main()