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diff --git a/lisp/play/gomoku.el b/lisp/play/gomoku.el deleted file mode 100644 index c40c108895f..00000000000 --- a/lisp/play/gomoku.el +++ /dev/null @@ -1,1161 +0,0 @@ -;; Gomoku game between you and Emacs -;; Copyright (C) 1988 Free Software Foundation, Inc. - -;; This file is part of GNU Emacs. - -;; GNU Emacs is free software; you can redistribute it and/or modify -;; it under the terms of the GNU General Public License as published by -;; the Free Software Foundation; either version 1, or (at your option) -;; any later version. - -;; GNU Emacs is distributed in the hope that it will be useful, -;; but WITHOUT ANY WARRANTY; without even the implied warranty of -;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -;; GNU General Public License for more details. - -;; You should have received a copy of the GNU General Public License -;; along with GNU Emacs; see the file COPYING. If not, write to -;; the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. - -;;; Gomoku game between you and GNU Emacs. Last modified on 13 Sep 1988 -;;; -;;; Written by Ph. Schnoebelen (phs@lifia.imag.fr), 1987, 1988 -;;; with precious advices from J.-F. Rit. -;;; This has been tested with GNU Emacs 18.50. - -(provide 'gomoku) - - -;; RULES: -;; -;; Gomoku is a game played between two players on a rectangular board. Each -;; player, in turn, marks a free square of its choice. The winner is the first -;; one to mark five contiguous squares in any direction (horizontally, -;; vertically or diagonally). -;; -;; I have been told that, in "The TRUE Gomoku", some restrictions are made -;; about the squares where one may play, or else there is a known forced win -;; for the first player. This program has no such restriction, but it does not -;; know about the forced win, nor do I. Furthermore, you probably do not know -;; it yourself :-). - - -;; HOW TO INSTALL: -;; -;; There is nothing specific w.r.t. installation: just put this file in the -;; lisp directory and add an autoload for command gomoku in site-init.el. If -;; you don't want to rebuild Emacs, then every single user interested in -;; Gomoku will have to put the autoload command in its .emacs file. Another -;; possibility is to define in your .emacs some command using (require -;; 'gomoku). -;; -;; The most important thing is to BYTE-COMPILE gomoku.el because it is -;; important that the code be as fast as possible. -;; -;; There are two main places where you may want to customize the program: key -;; bindings and board display. These features are commented in the code. Go -;; and see. - - -;; HOW TO USE: -;; -;; Once this file has been installed, the command "M-x gomoku" will display a -;; board, the size of which depends on the size of the current window. The -;; size of the board is easily modified by giving numeric arguments to the -;; gomoku command and/or by customizing the displaying parameters. -;; -;; Emacs plays when it is its turn. When it is your turn, just put the cursor -;; on the square where you want to play and hit RET, or X, or whatever key you -;; bind to the command gomoku-human-plays. When it is your turn, Emacs is -;; idle: you may switch buffers, read your mail, ... Just come back to the -;; *Gomoku* buffer and resume play. - - -;; ALGORITHM: -;; -;; The algorithm is briefly described in section "THE SCORE TABLE". Some -;; parameters may be modified if you want to change the style exhibited by the -;; program. - -;;; -;;; GOMOKU MODE AND KEYMAP. -;;; -(defvar gomoku-mode-hook nil - "If non-nil, its value is called on entry to Gomoku mode.") - -(defvar gomoku-mode-map nil - "Local keymap to use in Gomoku mode.") - -(if gomoku-mode-map nil - (setq gomoku-mode-map (make-sparse-keymap)) - - ;; Key bindings for cursor motion. Arrow keys are just "function" - ;; keys, see below. - (define-key gomoku-mode-map "y" 'gomoku-move-nw) ; Y - (define-key gomoku-mode-map "u" 'gomoku-move-ne) ; U - (define-key gomoku-mode-map "b" 'gomoku-move-sw) ; B - (define-key gomoku-mode-map "n" 'gomoku-move-se) ; N - (define-key gomoku-mode-map "h" 'gomoku-move-left) ; H - (define-key gomoku-mode-map "l" 'gomoku-move-right) ; L - (define-key gomoku-mode-map "j" 'gomoku-move-down) ; J - (define-key gomoku-mode-map "k" 'gomoku-move-up) ; K - (define-key gomoku-mode-map "\C-n" 'gomoku-move-down) ; C-N - (define-key gomoku-mode-map "\C-p" 'gomoku-move-up) ; C-P - (define-key gomoku-mode-map "\C-f" 'gomoku-move-right) ; C-F - (define-key gomoku-mode-map "\C-b" 'gomoku-move-left) ; C-B - - ;; Key bindings for entering Human moves. - ;; If you have a mouse, you may also bind some mouse click ... - (define-key gomoku-mode-map "X" 'gomoku-human-plays) ; X - (define-key gomoku-mode-map "x" 'gomoku-human-plays) ; x - (define-key gomoku-mode-map "\C-m" 'gomoku-human-plays) ; RET - (define-key gomoku-mode-map "\C-cp" 'gomoku-human-plays) ; C-C P - (define-key gomoku-mode-map "\C-cb" 'gomoku-human-takes-back) ; C-C B - (define-key gomoku-mode-map "\C-cr" 'gomoku-human-resigns) ; C-C R - (define-key gomoku-mode-map "\C-ce" 'gomoku-emacs-plays) ; C-C E - - ;; Key bindings for "function" keys. If your terminal has such - ;; keys, make sure they are declared through the function-keymap - ;; keymap (see file keypad.el). - ;; One problem with keypad.el is that the function-key-sequence - ;; function is really slow, so slow that you may want to comment out - ;; the following lines ... - (if (featurep 'keypad) - (let (keys) - (if (setq keys (function-key-sequence ?u)) ; Up Arrow - (define-key gomoku-mode-map keys 'gomoku-move-up)) - (if (setq keys (function-key-sequence ?d)) ; Down Arrow - (define-key gomoku-mode-map keys 'gomoku-move-down)) - (if (setq keys (function-key-sequence ?l)) ; Left Arrow - (define-key gomoku-mode-map keys 'gomoku-move-left)) - (if (setq keys (function-key-sequence ?r)) ; Right Arrow - (define-key gomoku-mode-map keys 'gomoku-move-right)) -;; (if (setq keys (function-key-sequence ?e)) ; Enter -;; (define-key gomoku-mode-map keys 'gomoku-human-plays)) -;; (if (setq keys (function-key-sequence ?I)) ; Insert -;; (define-key gomoku-mode-map keys 'gomoku-human-plays)) - ))) - - - -(defun gomoku-mode () - "Major mode for playing Gomoku against Emacs. -You and Emacs play in turn by marking a free square. You mark it with X -and Emacs marks it with O. The winner is the first to get five contiguous -marks horizontally, vertically or in diagonal. - -You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays]. - -Other useful commands: -\\{gomoku-mode-map} -Entry to this mode calls the value of `gomoku-mode-hook' if that value -is non-nil." - (interactive) - (setq major-mode 'gomoku-mode - mode-name "Gomoku") - (gomoku-display-statistics) - (use-local-map gomoku-mode-map) - (run-hooks 'gomoku-mode-hook)) - -;;; -;;; THE BOARD. -;;; - -;; The board is a rectangular grid. We code empty squares with 0, X's with 1 -;; and O's with 6. The rectangle is recorded in a one dimensional vector -;; containing padding squares (coded with -1). These squares allow us to -;; detect when we are trying to move out of the board. We denote a square by -;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The -;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2. -;; Similarly, vectors between squares may be given by two DX, DY coords or by -;; one DEPL (the difference between indexes). - -(defvar gomoku-board-width nil - "Number of columns on the Gomoku board.") - -(defvar gomoku-board-height nil - "Number of lines on the Gomoku board.") - -(defvar gomoku-board nil - "Vector recording the actual state of the Gomoku board.") - -(defvar gomoku-vector-length nil - "Length of gomoku-board vector.") - -(defvar gomoku-draw-limit nil - ;; This is usually set to 70% of the number of squares. - "After how many moves will Emacs offer a draw?") - - -(defun gomoku-xy-to-index (x y) - "Translate X, Y cartesian coords into the corresponding board index." - (+ (* y gomoku-board-width) x y)) - -(defun gomoku-index-to-x (index) - "Return corresponding x-coord of board INDEX." - (% index (1+ gomoku-board-width))) - -(defun gomoku-index-to-y (index) - "Return corresponding y-coord of board INDEX." - (/ index (1+ gomoku-board-width))) - -(defun gomoku-init-board () - "Create the gomoku-board vector and fill it with initial values." - (setq gomoku-board (make-vector gomoku-vector-length 0)) - ;; Every square is 0 (i.e. empty) except padding squares: - (let ((i 0) (ii (1- gomoku-vector-length))) - (while (<= i gomoku-board-width) ; The squares in [0..width] and in - (aset gomoku-board i -1) ; [length - width - 1..length - 1] - (aset gomoku-board ii -1) ; are padding squares. - (setq i (1+ i) - ii (1- ii)))) - (let ((i 0)) - (while (< i gomoku-vector-length) - (aset gomoku-board i -1) ; and also all k*(width+1) - (setq i (+ i gomoku-board-width 1))))) - -;;; -;;; THE SCORE TABLE. -;;; - -;; Every (free) square has a score associated to it, recorded in the -;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having -;; the highest score. - -(defvar gomoku-score-table nil - "Vector recording the actual score of the free squares.") - - -;; The key point point about the algorithm is that, rather than considering -;; the board as just a set of squares, we prefer to see it as a "space" of -;; internested 5-tuples of contiguous squares (called qtuples). -;; -;; The aim of the program is to fill one qtuple with its O's while preventing -;; you from filling another one with your X's. To that effect, it computes a -;; score for every qtuple, with better qtuples having better scores. Of -;; course, the score of a qtuple (taken in isolation) is just determined by -;; its contents as a set, i.e. not considering the order of its elements. The -;; highest score is given to the "OOOO" qtuples because playing in such a -;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because -;; not playing in it is just loosing the game, and so on. Note that a -;; "polluted" qtuple, i.e. one containing at least one X and at least one O, -;; has score zero because there is no more any point in playing in it, from -;; both an attacking and a defending point of view. -;; -;; Given the score of every qtuple, the score of a given free square on the -;; board is just the sum of the scores of all the qtuples to which it belongs, -;; because playing in that square is playing in all its containing qtuples at -;; once. And it is that function which takes into account the internesting of -;; the qtuples. -;; -;; This algorithm is rather simple but anyway it gives a not so dumb level of -;; play. It easily extends to "n-dimensional Gomoku", where a win should not -;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !) -;; should be preferred. - - -;; Here are the scores of the nine "non-polluted" configurations. Tuning -;; these values will change (hopefully improve) the strength of the program -;; and may change its style (rather aggressive here). - -(defconst nil-score 7 "Score of an empty qtuple.") -(defconst Xscore 15 "Score of a qtuple containing one X.") -(defconst XXscore 400 "Score of a qtuple containing two X's.") -(defconst XXXscore 1800 "Score of a qtuple containing three X's.") -(defconst XXXXscore 100000 "Score of a qtuple containing four X's.") -(defconst Oscore 35 "Score of a qtuple containing one O.") -(defconst OOscore 800 "Score of a qtuple containing two O's.") -(defconst OOOscore 15000 "Score of a qtuple containing three O's.") -(defconst OOOOscore 800000 "Score of a qtuple containing four O's.") - -;; These values are not just random: if, given the following situation: -;; -;; . . . . . . . O . -;; . X X a . . . X . -;; . . . X . . . X . -;; . . . X . . . X . -;; . . . . . . . b . -;; -;; you want Emacs to play in "a" and not in "b", then the parameters must -;; satisfy the inequality: -;; -;; 6 * XXscore > XXXscore + XXscore -;; -;; because "a" mainly belongs to six "XX" qtuples (the others are less -;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other -;; conditions are required to obtain sensible moves, but the previous example -;; should illustrate the point. If you manage to improve on these values, -;; please send me a note. Thanks. - - -;; As we choosed values 0, 1 and 6 to denote empty, X and O squares, the -;; contents of a qtuple is uniquely determined by the sum of its elements and -;; we just have to set up a translation table. - -(defconst gomoku-score-trans-table - (vector nil-score Xscore XXscore XXXscore XXXXscore 0 - Oscore 0 0 0 0 0 - OOscore 0 0 0 0 0 - OOOscore 0 0 0 0 0 - OOOOscore 0 0 0 0 0 - 0) - "Vector associating qtuple contents to their score.") - - -;; If you do not modify drastically the previous constants, the only way for a -;; square to have a score higher than OOOOscore is to belong to a "OOOO" -;; qtuple, thus to be a winning move. Similarly, the only way for a square to -;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX" -;; qtuple. We may use these considerations to detect when a given move is -;; winning or loosing. - -(defconst gomoku-winning-threshold OOOOscore - "Threshold score beyond which an Emacs move is winning.") - -(defconst gomoku-loosing-threshold XXXXscore - "Threshold score beyond which a human move is winning.") - - -(defun gomoku-strongest-square () - "Compute index of free square with highest score, or nil if none." - ;; We just have to loop other all squares. However there are two problems: - ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed - ;; up future searches, we set the score of padding or occupied squares - ;; to -1 whenever we meet them. - ;; 2/ We want to choose randomly between equally good moves. - (let ((score-max 0) - (count 0) ; Number of equally good moves - (square (gomoku-xy-to-index 1 1)) ; First square - (end (gomoku-xy-to-index gomoku-board-width gomoku-board-height)) - best-square score) - (while (<= square end) - (cond - ;; If score is lower (i.e. most of the time), skip to next: - ((< (aref gomoku-score-table square) score-max)) - ;; If score is better, beware of non free squares: - ((> (setq score (aref gomoku-score-table square)) score-max) - (if (zerop (aref gomoku-board square)) ; is it free ? - (setq count 1 ; yes: take it ! - best-square square - score-max score) - (aset gomoku-score-table square -1))) ; no: kill it ! - ;; If score is equally good, choose randomly. But first check freeness: - ((not (zerop (aref gomoku-board square))) - (aset gomoku-score-table square -1)) - ((= count (random-number (setq count (1+ count)))) - (setq best-square square - score-max score))) - (setq square (1+ square))) ; try next square - best-square)) - -(defun random-number (n) - "Return a random integer between 0 and N-1 inclusive." - (setq n (% (random) n)) - (if (< n 0) (- n) n)) - -;;; -;;; INITIALIZING THE SCORE TABLE. -;;; - -;; At initialization the board is empty so that every qtuple amounts for -;; nil-score. Therefore, the score of any square is nil-score times the number -;; of qtuples that pass through it. This number is 3 in a corner and 20 if you -;; are sufficiently far from the sides. As computing the number is time -;; consuming, we initialize every square with 20*nil-score and then only -;; consider squares at less than 5 squares from one side. We speed this up by -;; taking symmetry into account. -;; Also, as it is likely that successive games will be played on a board with -;; same size, it is a good idea to save the initial SCORE-TABLE configuration. - -(defvar gomoku-saved-score-table nil - "Recorded initial value of previous score table.") - -(defvar gomoku-saved-board-width nil - "Recorded value of previous board width.") - -(defvar gomoku-saved-board-height nil - "Recorded value of previous board height.") - - -(defun gomoku-init-score-table () - "Create the score table vector and fill it with initial values." - (if (and gomoku-saved-score-table ; Has it been stored last time ? - (= gomoku-board-width gomoku-saved-board-width) - (= gomoku-board-height gomoku-saved-board-height)) - (setq gomoku-score-table (copy-sequence gomoku-saved-score-table)) - ;; No, compute it: - (setq gomoku-score-table - (make-vector gomoku-vector-length (* 20 nil-score))) - (let (i j maxi maxj maxi2 maxj2) - (setq maxi (/ (1+ gomoku-board-width) 2) - maxj (/ (1+ gomoku-board-height) 2) - maxi2 (min 4 maxi) - maxj2 (min 4 maxj)) - ;; We took symmetry into account and could use it more if the board - ;; would have been square and not rectangular ! - ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U - ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the - ;; board may well be less than 8 by 8 ! - (setq i 1) - (while (<= i maxi2) - (setq j 1) - (while (<= j maxj) - (gomoku-init-square-score i j) - (setq j (1+ j))) - (setq i (1+ i))) - (while (<= i maxi) - (setq j 1) - (while (<= j maxj2) - (gomoku-init-square-score i j) - (setq j (1+ j))) - (setq i (1+ i)))) - (setq gomoku-saved-score-table (copy-sequence gomoku-score-table) - gomoku-saved-board-width gomoku-board-width - gomoku-saved-board-height gomoku-board-height))) - -(defun gomoku-nb-qtuples (i j) - "Return the number of qtuples containing square I,J." - ;; This function is complicated because we have to deal - ;; with ugly cases like 3 by 6 boards, but it works. - ;; If you have a simpler (and correct) solution, send it to me. Thanks ! - (let ((left (min 4 (1- i))) - (right (min 4 (- gomoku-board-width i))) - (up (min 4 (1- j))) - (down (min 4 (- gomoku-board-height j)))) - (+ -12 - (min (max (+ left right) 3) 8) - (min (max (+ up down) 3) 8) - (min (max (+ (min left up) (min right down)) 3) 8) - (min (max (+ (min right up) (min left down)) 3) 8)))) - -(defun gomoku-init-square-score (i j) - "Give initial score to square I,J and to its mirror images." - (let ((ii (1+ (- gomoku-board-width i))) - (jj (1+ (- gomoku-board-height j))) - (sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0)))) - (aset gomoku-score-table (gomoku-xy-to-index i j) sc) - (aset gomoku-score-table (gomoku-xy-to-index ii j) sc) - (aset gomoku-score-table (gomoku-xy-to-index i jj) sc) - (aset gomoku-score-table (gomoku-xy-to-index ii jj) sc))) - -;;; -;;; MAINTAINING THE SCORE TABLE. -;;; - -;; We do not provide functions for computing the SCORE-TABLE given the -;; contents of the BOARD. This would involve heavy nested loops, with time -;; proportional to the size of the board. It is better to update the -;; SCORE-TABLE after each move. Updating needs not modify more than 36 -;; squares: it is done in constant time. - -(defun gomoku-update-score-table (square dval) - "Update score table after SQUARE received a DVAL increment." - ;; The board has already been updated when this function is called. - ;; Updating scores is done by looking for qtuples boundaries in all four - ;; directions and then calling update-score-in-direction. - ;; Finally all squares received the right increment, and then are up to - ;; date, except possibly for SQUARE itself if we are taking a move back for - ;; its score had been set to -1 at the time. - (let* ((x (gomoku-index-to-x square)) - (y (gomoku-index-to-y square)) - (imin (max -4 (- 1 x))) - (jmin (max -4 (- 1 y))) - (imax (min 0 (- gomoku-board-width x 4))) - (jmax (min 0 (- gomoku-board-height y 4)))) - (gomoku-update-score-in-direction imin imax - square 1 0 dval) - (gomoku-update-score-in-direction jmin jmax - square 0 1 dval) - (gomoku-update-score-in-direction (max imin jmin) (min imax jmax) - square 1 1 dval) - (gomoku-update-score-in-direction (max (- 1 y) -4 - (- x gomoku-board-width)) - (min 0 (- x 5) - (- gomoku-board-height y 4)) - square -1 1 dval))) - -(defun gomoku-update-score-in-direction (left right square dx dy dval) - "Update scores for all squares in the qtuples starting between the LEFTth -square and the RIGHTth after SQUARE, along the DX, DY direction, considering -that DVAL has been added on SQUARE." - ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well - ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that - ;; DX,DY direction. - (cond - ((> left right)) ; Quit - (t ; Else .. - (let (depl square0 square1 square2 count delta) - (setq depl (gomoku-xy-to-index dx dy) - square0 (+ square (* left depl)) - square1 (+ square (* right depl)) - square2 (+ square0 (* 4 depl))) - ;; Compute the contents of the first qtuple: - (setq square square0 - count 0) - (while (<= square square2) - (setq count (+ count (aref gomoku-board square)) - square (+ square depl))) - (while (<= square0 square1) - ;; Update the squares of the qtuple beginning in SQUARE0 and ending - ;; in SQUARE2. - (setq delta (- (aref gomoku-score-trans-table count) - (aref gomoku-score-trans-table (- count dval)))) - (cond ((not (zerop delta)) ; or else nothing to update - (setq square square0) - (while (<= square square2) - (if (zerop (aref gomoku-board square)) ; only for free squares - (aset gomoku-score-table square - (+ (aref gomoku-score-table square) delta))) - (setq square (+ square depl))))) - ;; Then shift the qtuple one square along DEPL, this only requires - ;; modifying SQUARE0 and SQUARE2. - (setq square2 (+ square2 depl) - count (+ count (- (aref gomoku-board square0)) - (aref gomoku-board square2)) - square0 (+ square0 depl))))))) - -;;; -;;; GAME CONTROL. -;;; - -;; Several variables are used to monitor a game, including a GAME-HISTORY (the -;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back -;; (anti-updating the score table) and to compute the table from scratch in -;; case of an interruption. - -(defvar gomoku-game-in-progress nil - "Non-nil if a game is in progress.") - -(defvar gomoku-game-history nil - "A record of all moves that have been played during current game.") - -(defvar gomoku-number-of-moves nil - "Number of moves already played in current game.") - -(defvar gomoku-number-of-human-moves nil - "Number of moves already played by human in current game.") - -(defvar gomoku-emacs-played-first nil - "Non-nil if Emacs played first.") - -(defvar gomoku-human-took-back nil - "Non-nil if Human took back a move during the game.") - -(defvar gomoku-human-refused-draw nil - "Non-nil if Human refused Emacs offer of a draw.") - -(defvar gomoku-emacs-is-computing nil - ;; This is used to detect interruptions. Hopefully, it should not be needed. - "Non-nil if Emacs is in the middle of a computation.") - - -(defun gomoku-start-game (n m) - "Initialize a new game on an N by M board." - (setq gomoku-emacs-is-computing t) ; Raise flag - (setq gomoku-game-in-progress t) - (setq gomoku-board-width n - gomoku-board-height m - gomoku-vector-length (1+ (* (+ m 2) (1+ n))) - gomoku-draw-limit (/ (* 7 n m) 10)) - (setq gomoku-game-history nil - gomoku-number-of-moves 0 - gomoku-number-of-human-moves 0 - gomoku-emacs-played-first nil - gomoku-human-took-back nil - gomoku-human-refused-draw nil) - (gomoku-init-display n m) ; Display first: the rest takes time - (gomoku-init-score-table) ; INIT-BOARD requires that the score - (gomoku-init-board) ; table be already created. - (setq gomoku-emacs-is-computing nil)) - -(defun gomoku-play-move (square val &optional dont-update-score) - "Go to SQUARE, play VAL and update everything." - (setq gomoku-emacs-is-computing t) ; Raise flag - (cond ((= 1 val) ; a Human move - (setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves))) - ((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ? - (setq gomoku-emacs-played-first t))) - (setq gomoku-game-history - (cons (cons square (aref gomoku-score-table square)) - gomoku-game-history) - gomoku-number-of-moves (1+ gomoku-number-of-moves)) - (gomoku-plot-square square val) - (aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE ! - (if dont-update-score nil - (gomoku-update-score-table square val) ; previous val was 0: dval = val - (aset gomoku-score-table square -1)) - (setq gomoku-emacs-is-computing nil)) - -(defun gomoku-take-back () - "Take back last move and update everything." - (setq gomoku-emacs-is-computing t) - (let* ((last-move (car gomoku-game-history)) - (square (car last-move)) - (oldval (aref gomoku-board square))) - (if (= 1 oldval) - (setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves))) - (setq gomoku-game-history (cdr gomoku-game-history) - gomoku-number-of-moves (1- gomoku-number-of-moves)) - (gomoku-plot-square square 0) - (aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE ! - (gomoku-update-score-table square (- oldval)) - (aset gomoku-score-table square (cdr last-move))) - (setq gomoku-emacs-is-computing nil)) - -;;; -;;; SESSION CONTROL. -;;; - -(defvar gomoku-number-of-wins 0 - "Number of games already won in this session.") - -(defvar gomoku-number-of-losses 0 - "Number of games already lost in this session.") - -(defvar gomoku-number-of-draws 0 - "Number of games already drawn in this session.") - - -(defun gomoku-terminate-game (result) - "Terminate the current game with RESULT." - (let (message) - (cond - ((eq result 'emacs-won) - (setq gomoku-number-of-wins (1+ gomoku-number-of-wins)) - (setq message - (cond ((< gomoku-number-of-moves 20) - "This was a REALLY QUICK win.") - (gomoku-human-refused-draw - "I won... Too bad you refused my offer of a draw !") - (gomoku-human-took-back - "I won... Taking moves back will not help you !") - ((not gomoku-emacs-played-first) - "I won... Playing first did not help you much !") - ((and (zerop gomoku-number-of-losses) - (zerop gomoku-number-of-draws) - (> gomoku-number-of-wins 1)) - "I'm becoming tired of winning...") - (t - "I won.")))) - ((eq result 'human-won) - (setq gomoku-number-of-losses (1+ gomoku-number-of-losses)) - (setq message - (cond - (gomoku-human-took-back - "OK, you won this one. I, for one, never take my moves back...") - (gomoku-emacs-played-first - "OK, you won this one... so what ?") - (t - "OK, you won this one. Now, let me play first just once.")))) - ((eq result 'human-resigned) - (setq gomoku-number-of-wins (1+ gomoku-number-of-wins)) - (setq message "So you resign. That's just one more win for me.")) - ((eq result 'nobody-won) - (setq gomoku-number-of-draws (1+ gomoku-number-of-draws)) - (setq message - (cond - (gomoku-human-took-back - "This is a draw. I, for one, never take my moves back...") - (gomoku-emacs-played-first - "This is a draw. Just chance, I guess.") - (t - "This is a draw. Now, let me play first just once.")))) - ((eq result 'draw-agreed) - (setq gomoku-number-of-draws (1+ gomoku-number-of-draws)) - (setq message - (cond - (gomoku-human-took-back - "Draw agreed. I, for one, never take my moves back...") - (gomoku-emacs-played-first - "Draw agreed. You were lucky.") - (t - "Draw agreed. Now, let me play first just once.")))) - ((eq result 'crash-game) - (setq message - "Sorry, I have been interrupted and cannot resume that game..."))) - - (gomoku-display-statistics) - (if message (message message)) - (ding) - (setq gomoku-game-in-progress nil))) - -(defun gomoku-crash-game () - "What to do when Emacs detects it has been interrupted." - (setq gomoku-emacs-is-computing nil) - (gomoku-terminate-game 'crash-game) - (sit-for 4) ; Let's see the message - (gomoku-prompt-for-other-game)) - -;;; -;;; INTERACTIVE COMMANDS. -;;; - -(defun gomoku (&optional n m) - "Start a Gomoku game between you and Emacs. -If a game is in progress, this command allow you to resume it. -If optional arguments N and M are given, an N by M board is used. - -You and Emacs play in turn by marking a free square. You mark it with X -and Emacs marks it with O. The winner is the first to get five contiguous -marks horizontally, vertically or in diagonal. - -You play by moving the cursor over the square you choose and hitting -\\<gomoku-mode-map>\\[gomoku-human-plays]. -Use \\[describe-mode] for more info." - (interactive) - (gomoku-switch-to-window) - (cond - (gomoku-emacs-is-computing - (gomoku-crash-game)) - ((not gomoku-game-in-progress) - (let ((max-width (gomoku-max-width)) - (max-height (gomoku-max-height))) - (or n (setq n max-width)) - (or m (setq m max-height)) - (cond ((< n 1) - (error "I need at least 1 column")) - ((< m 1) - (error "I need at least 1 row")) - ((> n max-width) - (error "I cannot display %d columns in that window" n))) - (if (and (> m max-height) - (not (equal m gomoku-saved-board-height)) - ;; Use EQUAL because SAVED-BOARD-HEIGHT may be nil - (not (y-or-n-p (format "Do you really want %d rows " m)))) - (setq m max-height))) - (message "One moment, please...") - (gomoku-start-game n m) - (if (y-or-n-p "Do you allow me to play first ") - (gomoku-emacs-plays) - (gomoku-prompt-for-move))) - ((y-or-n-p "Shall we continue our game ") - (gomoku-prompt-for-move)) - (t - (gomoku-human-resigns)))) - -(defun gomoku-emacs-plays () - "Compute Emacs next move and play it." - (interactive) - (gomoku-switch-to-window) - (cond - (gomoku-emacs-is-computing - (gomoku-crash-game)) - ((not gomoku-game-in-progress) - (gomoku-prompt-for-other-game)) - (t - (message "Let me think...") - (let (square score) - (setq square (gomoku-strongest-square)) - (cond ((null square) - (gomoku-terminate-game 'nobody-won)) - (t - (setq score (aref gomoku-score-table square)) - (gomoku-play-move square 6) - (cond ((>= score gomoku-winning-threshold) - (gomoku-find-filled-qtuple square 6) - (gomoku-cross-winning-qtuple) - (gomoku-terminate-game 'emacs-won)) - ((zerop score) - (gomoku-terminate-game 'nobody-won)) - ((and (> gomoku-number-of-moves gomoku-draw-limit) - (not gomoku-human-refused-draw) - (gomoku-offer-a-draw)) - (gomoku-terminate-game 'draw-agreed)) - (t - (gomoku-prompt-for-move))))))))) - -(defun gomoku-human-plays () - "Signal to the Gomoku program that you have played. -You must have put the cursor on the square where you want to play. -If the game is finished, this command requests for another game." - (interactive) - (gomoku-switch-to-window) - (cond - (gomoku-emacs-is-computing - (gomoku-crash-game)) - ((not gomoku-game-in-progress) - (gomoku-prompt-for-other-game)) - (t - (let (square score) - (setq square (gomoku-point-square)) - (cond ((null square) - (error "Your point is not on a square. Retry !")) - ((not (zerop (aref gomoku-board square))) - (error "Your point is not on a free square. Retry !")) - (t - (setq score (aref gomoku-score-table square)) - (gomoku-play-move square 1) - (cond ((and (>= score gomoku-loosing-threshold) - ;; Just testing SCORE > THRESHOLD is not enough for - ;; detecting wins, it just gives an indication that - ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE. - (gomoku-find-filled-qtuple square 1)) - (gomoku-cross-winning-qtuple) - (gomoku-terminate-game 'human-won)) - (t - (gomoku-emacs-plays))))))))) - -(defun gomoku-human-takes-back () - "Signal to the Gomoku program that you wish to take back your last move." - (interactive) - (gomoku-switch-to-window) - (cond - (gomoku-emacs-is-computing - (gomoku-crash-game)) - ((not gomoku-game-in-progress) - (message "Too late for taking back...") - (sit-for 4) - (gomoku-prompt-for-other-game)) - ((zerop gomoku-number-of-human-moves) - (message "You have not played yet... Your move ?")) - (t - (message "One moment, please...") - ;; It is possible for the user to let Emacs play several consecutive - ;; moves, so that the best way to know when to stop taking back moves is - ;; to count the number of human moves: - (setq gomoku-human-took-back t) - (let ((number gomoku-number-of-human-moves)) - (while (= number gomoku-number-of-human-moves) - (gomoku-take-back))) - (gomoku-prompt-for-move)))) - -(defun gomoku-human-resigns () - "Signal to the Gomoku program that you may want to resign." - (interactive) - (gomoku-switch-to-window) - (cond - (gomoku-emacs-is-computing - (gomoku-crash-game)) - ((not gomoku-game-in-progress) - (message "There is no game in progress")) - ((y-or-n-p "You mean, you resign ") - (gomoku-terminate-game 'human-resigned)) - ((y-or-n-p "You mean, we continue ") - (gomoku-prompt-for-move)) - (t - (gomoku-terminate-game 'human-resigned)))) ; OK. Accept it - -;;; -;;; PROMPTING THE HUMAN PLAYER. -;;; - -(defun gomoku-prompt-for-move () - "Display a message asking for Human's move." - (message (if (zerop gomoku-number-of-human-moves) - "Your move ? (move to a free square and hit X, RET ...)" - "Your move ?")) - ;; This may seem silly, but if one omits the following line (or a similar - ;; one), the cursor may very well go to some place where POINT is not. - (save-excursion (set-buffer (other-buffer)))) - -(defun gomoku-prompt-for-other-game () - "Ask for another game, and start it." - (if (y-or-n-p "Another game ") - (gomoku gomoku-board-width gomoku-board-height) - (message "Chicken !"))) - -(defun gomoku-offer-a-draw () - "Offer a draw and return T if Human accepted it." - (or (y-or-n-p "I offer you a draw. Do you accept it ") - (prog1 (setq gomoku-human-refused-draw t) - nil))) - -;;; -;;; DISPLAYING THE BOARD. -;;; - -;; You may change these values if you have a small screen or if the squares -;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1). - -(defconst gomoku-square-width 4 - "*Horizontal spacing between squares on the Gomoku board.") - -(defconst gomoku-square-height 2 - "*Vertical spacing between squares on the Gomoku board.") - -(defconst gomoku-x-offset 3 - "*Number of columns between the Gomoku board and the side of the window.") - -(defconst gomoku-y-offset 1 - "*Number of lines between the Gomoku board and the top of the window.") - - -(defun gomoku-max-width () - "Largest possible board width for the current window." - (1+ (/ (- (window-width (selected-window)) - gomoku-x-offset gomoku-x-offset 1) - gomoku-square-width))) - -(defun gomoku-max-height () - "Largest possible board height for the current window." - (1+ (/ (- (window-height (selected-window)) - gomoku-y-offset gomoku-y-offset 2) - ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line ! - gomoku-square-height))) - -(defun gomoku-point-x () - "Return the board column where point is, or nil if it is not a board column." - (let ((col (- (current-column) gomoku-x-offset))) - (if (and (>= col 0) - (zerop (% col gomoku-square-width)) - (<= (setq col (1+ (/ col gomoku-square-width))) - gomoku-board-width)) - col))) - -(defun gomoku-point-y () - "Return the board row where point is, or nil if it is not a board row." - (let ((row (- (count-lines 1 (point)) gomoku-y-offset 1))) - (if (and (>= row 0) - (zerop (% row gomoku-square-height)) - (<= (setq row (1+ (/ row gomoku-square-height))) - gomoku-board-height)) - row))) - -(defun gomoku-point-square () - "Return the index of the square point is on, or nil if not on the board." - (let (x y) - (and (setq x (gomoku-point-x)) - (setq y (gomoku-point-y)) - (gomoku-xy-to-index x y)))) - -(defun gomoku-goto-square (index) - "Move point to square number INDEX." - (gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index))) - -(defun gomoku-goto-xy (x y) - "Move point to square at X, Y coords." - (goto-line (+ 1 gomoku-y-offset (* gomoku-square-height (1- y)))) - (move-to-column (+ gomoku-x-offset (* gomoku-square-width (1- x))))) - -(defun gomoku-plot-square (square value) - "Draw 'X', 'O' or '.' on SQUARE (depending on VALUE), leave point there." - (gomoku-goto-square square) - (gomoku-put-char (cond ((= value 1) ?X) - ((= value 6) ?O) - (t ?.))) - (sit-for 0)) ; Display NOW - -(defun gomoku-put-char (char) - "Draw CHAR on the Gomoku screen." - (if buffer-read-only (toggle-read-only)) - (insert char) - (delete-char 1) - (backward-char 1) - (toggle-read-only)) - -(defun gomoku-init-display (n m) - "Display an N by M Gomoku board." - (buffer-disable-undo (current-buffer)) - (if buffer-read-only (toggle-read-only)) - (erase-buffer) - (let (string1 string2 string3 string4) - ;; We do not use gomoku-plot-square which would be too slow for - ;; initializing the display. Rather we build STRING1 for lines where - ;; board squares are to be found, and STRING2 for empty lines. STRING1 is - ;; like STRING2 except for dots every DX squares. Empty lines are filled - ;; with spaces so that cursor moving up and down remains on the same - ;; column. - (setq string1 (concat (make-string (1- gomoku-square-width) ? ) ".") - string1 (apply 'concat - (make-list (1- n) string1)) - string1 (concat (make-string gomoku-x-offset ? ) "." string1 "\n") - string2 (make-string (+ 1 gomoku-x-offset - (* (1- n) gomoku-square-width)) - ? ) - string2 (concat string2 "\n") - string3 (apply 'concat - (make-list (1- gomoku-square-height) string2)) - string3 (concat string3 string1) - string3 (apply 'concat - (make-list (1- m) string3)) - string4 (apply 'concat - (make-list gomoku-y-offset string2))) - (insert string4 string1 string3)) - (toggle-read-only) - (gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board - (sit-for 0)) ; Display NOW - -(defun gomoku-display-statistics () - "Obnoxiously display some statistics about previous games in mode line." - ;; We store this string in the mode-line-process local variable. - ;; This is certainly not the cleanest way out ... - (setq mode-line-process - (cond - ((not (zerop gomoku-number-of-draws)) - (format ": Won %d, lost %d, drew %d" - gomoku-number-of-wins - gomoku-number-of-losses - gomoku-number-of-draws)) - ((not (zerop gomoku-number-of-losses)) - (format ": Won %d, lost %d" - gomoku-number-of-wins - gomoku-number-of-losses)) - ((zerop gomoku-number-of-wins) - "") - ((= 1 gomoku-number-of-wins) - ": Already won one") - (t - (format ": Won %d in a row" - gomoku-number-of-wins)))) - ;; Then a (standard) kludgy line will force update of mode line. - (set-buffer-modified-p (buffer-modified-p))) - -(defun gomoku-switch-to-window () - "Find or create the Gomoku buffer, and display it." - (interactive) - (let ((buff (get-buffer "*Gomoku*"))) - (if buff ; Buffer exists: - (switch-to-buffer buff) ; no problem. - (if gomoku-game-in-progress - (gomoku-crash-game)) ; buffer has been killed or something - (switch-to-buffer "*Gomoku*") ; Anyway, start anew. - (gomoku-mode)))) - -;;; -;;; CROSSING WINNING QTUPLES. -;;; - -;; When someone succeeds in filling a qtuple, we draw a line over the five -;; corresponding squares. One problem is that the program does not know which -;; squares ! It only knows the square where the last move has been played and -;; who won. The solution is to scan the board along all four directions. - -(defvar gomoku-winning-qtuple-beg nil - "First square of the winning qtuple.") - -(defvar gomoku-winning-qtuple-end nil - "Last square of the winning qtuple.") - -(defvar gomoku-winning-qtuple-dx nil - "Direction of the winning qtuple (along the X axis).") - -(defvar gomoku-winning-qtuple-dy nil - "Direction of the winning qtuple (along the Y axis).") - - -(defun gomoku-find-filled-qtuple (square value) - "Return T if SQUARE belongs to a qtuple filled with VALUEs." - (or (gomoku-check-filled-qtuple square value 1 0) - (gomoku-check-filled-qtuple square value 0 1) - (gomoku-check-filled-qtuple square value 1 1) - (gomoku-check-filled-qtuple square value -1 1))) - -(defun gomoku-check-filled-qtuple (square value dx dy) - "Return T if SQUARE belongs to a qtuple filled with VALUEs along DX, DY." - ;; And record it in the WINNING-QTUPLE-... variables. - (let ((a 0) (b 0) - (left square) (right square) - (depl (gomoku-xy-to-index dx dy)) - a+4) - (while (and (> a -4) ; stretch tuple left - (= value (aref gomoku-board (setq left (- left depl))))) - (setq a (1- a))) - (setq a+4 (+ a 4)) - (while (and (< b a+4) ; stretch tuple right - (= value (aref gomoku-board (setq right (+ right depl))))) - (setq b (1+ b))) - (cond ((= b a+4) ; tuple length = 5 ? - (setq gomoku-winning-qtuple-beg (+ square (* a depl)) - gomoku-winning-qtuple-end (+ square (* b depl)) - gomoku-winning-qtuple-dx dx - gomoku-winning-qtuple-dy dy) - t)))) - -(defun gomoku-cross-winning-qtuple () - "Cross winning qtuple, as found by `gomoku-find-filled-qtuple'." - (gomoku-cross-qtuple gomoku-winning-qtuple-beg - gomoku-winning-qtuple-end - gomoku-winning-qtuple-dx - gomoku-winning-qtuple-dy)) - -(defun gomoku-cross-qtuple (square1 square2 dx dy) - "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction." - (save-excursion ; Not moving point from last square - (let ((depl (gomoku-xy-to-index dx dy))) - ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1 - (while (not (= square1 square2)) - (gomoku-goto-square square1) - (setq square1 (+ square1 depl)) - (cond - ((and (= dx 1) (= dy 0)) ; Horizontal - (let ((n 1)) - (while (< n gomoku-square-width) - (setq n (1+ n)) - (forward-char 1) - (gomoku-put-char ?-)))) - ((and (= dx 0) (= dy 1)) ; Vertical - (let ((n 1)) - (while (< n gomoku-square-height) - (setq n (1+ n)) - (next-line 1) - (gomoku-put-char ?|)))) - ((and (= dx -1) (= dy 1)) ; 1st Diagonal - (backward-char (/ gomoku-square-width 2)) - (next-line (/ gomoku-square-height 2)) - (gomoku-put-char ?/)) - ((and (= dx 1) (= dy 1)) ; 2nd Diagonal - (forward-char (/ gomoku-square-width 2)) - (next-line (/ gomoku-square-height 2)) - (gomoku-put-char ?\\)))))) - (sit-for 0)) ; Display NOW - -;;; -;;; CURSOR MOTION. -;;; -(defun gomoku-move-left () - "Move point backward one column on the Gomoku board." - (interactive) - (let ((x (gomoku-point-x))) - (backward-char (cond ((null x) 1) - ((> x 1) gomoku-square-width) - (t 0))))) - -(defun gomoku-move-right () - "Move point forward one column on the Gomoku board." - (interactive) - (let ((x (gomoku-point-x))) - (forward-char (cond ((null x) 1) - ((< x gomoku-board-width) gomoku-square-width) - (t 0))))) - -(defun gomoku-move-down () - "Move point down one row on the Gomoku board." - (interactive) - (let ((y (gomoku-point-y))) - (next-line (cond ((null y) 1) - ((< y gomoku-board-height) gomoku-square-height) - (t 0))))) - -(defun gomoku-move-up () - "Move point up one row on the Gomoku board." - (interactive) - (let ((y (gomoku-point-y))) - (previous-line (cond ((null y) 1) - ((> y 1) gomoku-square-height) - (t 0))))) - -(defun gomoku-move-ne () - "Move point North East on the Gomoku board." - (interactive) - (gomoku-move-up) - (gomoku-move-right)) - -(defun gomoku-move-se () - "Move point South East on the Gomoku board." - (interactive) - (gomoku-move-down) - (gomoku-move-right)) - -(defun gomoku-move-nw () - "Move point North West on the Gomoku board." - (interactive) - (gomoku-move-up) - (gomoku-move-left)) - -(defun gomoku-move-sw () - "Move point South West on the Gomoku board." - (interactive) - (gomoku-move-down) - (gomoku-move-left)) - - |