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-;; 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))
-
-