File: pygadgets-products/unzipped/_PyToe/TicTacToe/tictactoe_lists.py
""" ======================================================================== [SA] Sep-2017: Standalone release of PyCalc, PyClock, PyPhoto, PyToe. Copyright 2017 M.Lutz, from book "Programming Python, 4th Edition". License: provided freely, but with no warranties of any kind. New in 2.0: configs scheme, Mac OS port, search tweaks, code typo fixes, demo mode that displays N-across boards via preset configs, customize quits for Tk (end session) and Toplevel (close window). Search on "[SA]" here and in tictactoe.py to find changes applied. [PP4E] this file has been updated for Python 3.X at least enough to run--I'd probably change more given time and need ======================================================================== """ import random, sys, time from tkinter import * from tkinter.messagebox import showinfo, askyesno from PP4E.Gui.Tools.guimaker import GuiMakerWindowMenu RunningOnMac = sys.platform.startswith('darwin') # [SA] Mac port User, Machine = 'user', 'machine' # players X, O, Empty = 'X', 'O', ' ' # board cell states # [SA] defunct defaults - see tictactoe.py for new scheme """ Fontsz = 50 # defaults if no constructor args Degree = 3 # default=3 rows/cols=tic-tac-toe Mode = 'Expert2' # default machine move strategy """ def helpdisplay(parent): """ help via dialog or scrolled text, used both here and in tictactoe.py; called for DemoMode label, '?' keypress, and menus on all platforms; """ from helpmessage import showhelp from windowicons import trySetWindowIcon # win/lin only showhelp(parent, 'PyToe', HelpText, forcetext=False, setwinicon=lambda win: trySetWindowIcon(win, 'icons', 'pygadgets')) #parent.focus_force() # now done in helpmessage HelpText = """PyToe 2.0 A Python/tkinter tic-tac-toe game. For Mac OS, Windows, and Linux. From the book Programming Python. Author and © M. Lutz 1999-2017. Click in the board's empty cells to move. The first player to claim all the cells in a row, column, or diagonal wins the game. Command-line arguments, also available and documented as settings in the file PyGadgets_configs.py, can customize: ▶ Number rows/columns ▶ Machine skill level ▶ Board colors ▶ Font and initial size ▶ First-move player and mark Set DemoMode=True for preset game boards, or configure one of your own. Version history: ● 2.0: Sep 2017, standalone release ● 1.1: Apr 2010, Python 3.X port, PP4E ● 1.0: Jul 1999, developed for PP2E For downloads and more apps, visit: http://learning-python.com/programs.html""" Debug = True trace = print def traceif(*args): if Debug: trace(*args) def pp(board): # display nicely if Debug: rows = (('\n\t' + str(row)) for row in board) # 3.x: was map/lambda in prior return ''.join(rows) class Record: def __init__(self): self.win = self.loss = self.draw = 0 ############################################################################### # Main class: manage GUI and gameplay, delegate move choice to subclasses. ############################################################################### class TicTacToeBase(GuiMakerWindowMenu): # a kind of Frame appname = 'PyToe' # [SA] new guimaker def __init__(self, parent=None, # with a menu bar FgColor='black', BgColor='white', Font=None, GoesFirst=User, UserMark=X, Degree=3, **ignoreothers): self.nextMove = GoesFirst self.userMark = UserMark self.machineMark = (UserMark==X and O) or X # or if/else expr self.degree = Degree self.record = Record() self.makeWidgets = lambda: self.drawBoard(FgColor, BgColor, Font) GuiMakerWindowMenu.__init__(self, parent=parent) self.master.title('PyToe 2.0') if GoesFirst == Machine: self.machineMove() # else wait for click def start(self): # [SA] quit=master.destroy: Tk ends, Toplevel closes self.helpButton = None self.toolBar = None self.menuBar = [ ('Board', 0, [('Stats', 0, self.onStats, '*-s'), ('Quit', 0, self.master.destroy, '?-q')]) ] # [SA] Mac OS help now automatic in guimaker if not RunningOnMac: self.menuBar.extend( [ ('Help', 0, [('About', 0, self.onAbout, '*-h')]) ]) def accBindWidget(self): # [SA] required for new guimaker if accelerators return self.master def drawBoard(self, fg, bg, font): self.coord = {} self.label = {} self.board = [] for i in range(self.degree): self.board.append([0] * self.degree) frm = Frame(self) frm.pack(expand=YES, fill=BOTH) for j in range(self.degree): widget = Label(frm, fg=fg, bg=bg, text=' ', font=font, relief=SUNKEN, bd=4, padx=10, pady=10) widget.pack(side=LEFT, expand=YES, fill=BOTH) widget.bind('<Button-1>', self.onLeftClick) self.coord[widget] = (i, j) self.label[(i, j)] = widget self.board[i][j] = Empty def onLeftClick(self, event): label = event.widget row, col = self.coord[label] if self.nextMove == User and self.board[row][col] == Empty: label.config(text=self.userMark) self.board[row][col] = self.userMark self.nextMove = Machine if not self.checkFinish(): # [SA] unless user quit self.machineMove() def machineMove(self): row, col = self.pickMove() self.board[row][col] = self.machineMark label = self.label[(row, col)] label.config(text=self.machineMark) self.checkFinish() self.nextMove = User # wait for next left click or quit def clearBoard(self): for row, col in self.label.keys(): self.label[(row, col)].config(text=' ') self.board[row][col] = Empty # # end test # def checkDraw(self, board=None): board = board or self.board for row in board: if Empty in row: return 0 # 3.x: True/False better return 1 # none empty = draw or win def checkWin(self, mark, board=None): board = board or self.board for row in board: if row.count(mark) == self.degree: # check across return 1 # row=all mark? for col in range(self.degree): for row in board: # check down if row[col] != mark: # break to next col break else: return 1 for row in range(self.degree): # check diag1 col = row # row == col if board[row][col] != mark: break else: return 1 for row in range(self.degree): # check diag2 col = (self.degree-1) - row # row+col = degree-1 if board[row][col] != mark: break else: return 1 def checkFinish(self): # [SA] Mac OS requires update() to display final move self.update() outcome = None if self.checkWin(self.userMark): outcome = "You've won!" self.record.win += 1 # 3.x: changed to use += globally elif self.checkWin(self.machineMark): # for both style and performance outcome = 'I win again :-)' self.record.loss += 1 elif self.checkDraw(): outcome = 'Looks like a draw' self.record.draw += 1 if outcome: result = 'Game Over: ' + outcome if not askyesno('PyToe', result + '\n\nPlay another game?'): self.onStats() self.master.destroy() # [SA] Tk (end) or Toplevel (close) return True # [SA] end caller (was sys.exit()) else: self.focus_force() # [SA] for Mac OS, Tk 8.5 self.clearBoard() # return and make move or wait for click # player who moved last moves second next return False # resume caller # # miscellaneous # def onAbout(self): helpdisplay(self) onHelp = onAbout # [SA] for Mac OS, new guimaker def onStats(self): showinfo('PyToe Stats', 'Your results:\n' 'wins: %(win)d, losses: %(loss)d, draws: %(draw)d' % self.record.__dict__) self.focus_force() # [SA] for Mac OS, Tk 8.5 ############################################################################### # Subclass to customize move selection per multiple schemes. ############################################################################### #------------------------------------------------------------------------------ # Pick empty slot at random #------------------------------------------------------------------------------ class TicTacToeRandom(TicTacToeBase): def pickMove(self): empties = [] for row in range(self.degree): # 3.x: could be a comprehension for col in range(self.degree): # [SA] added range() to fix if self.board[row][col] == Empty: empties.append((row, col)) return random.choice(empties) #------------------------------------------------------------------------------ # Pick imminent win or loss, else static score #------------------------------------------------------------------------------ class TicTacToeSmart(TicTacToeBase): def pickMove(self): self.update(); time.sleep(1) # too fast! countMarks = self.countAcrossDown(), self.countDiagonal() for row in range(self.degree): for col in range(self.degree): move = (row, col) if self.board[row][col] == Empty: if self.isWin(move, countMarks): return move for row in range(self.degree): for col in range(self.degree): move = (row, col) if self.board[row][col] == Empty: if self.isBlock(move, countMarks): return move best = 0 for row in range(self.degree): for col in range(self.degree): move = (row, col) if self.board[row][col] == Empty: score = self.scoreMove(move, countMarks) if score >= best: pick = move best = score trace('Picked', pick, 'score', best) return pick def countAcrossDown(self): countRows = {} # sparse data structure countCols = {} # zero counts aren't added for row in range(self.degree): for col in range(self.degree): mark = self.board[row][col] try: countRows[(row, mark)] += 1 except KeyError: countRows[(row, mark)] = 1 try: countCols[(col, mark)] += 1 except KeyError: countCols[(col, mark)] = 1 return countRows, countCols def countDiagonal(self): tally = {'X':0, 'O':0, ' ':0} countDiag1 = tally.copy() for row in range(self.degree): col = row mark = self.board[row][col] countDiag1[mark] += 1 # 3.x: use += 1, globally countDiag2 = tally.copy() for row in range(self.degree): col = (self.degree-1) - row mark = self.board[row][col] countDiag2[mark] += 1 return countDiag1, countDiag2 def isWin(self, T, countMarks): # 3.X drops tuple matching in arg lists (row, col) = T self.board[row][col] = self.machineMark isWin = self.checkWin(self.machineMark) self.board[row][col] = Empty return isWin def isBlock(self, T, countMarks): (row, col) = T self.board[row][col] = self.userMark isLoss = self.checkWin(self.userMark) self.board[row][col] = Empty return isLoss def scoreMove(self, T1, T2): (row, col) = T1 ((countRows, countCols), (countDiag1, countDiag2)) = T2 # 3.x: no arg tuples return ( countCols.get((col, self.machineMark), 0) * 11 + countRows.get((row, self.machineMark), 0) * 11 + countDiag1[self.machineMark] * 11 + countDiag2[self.machineMark] * 11 # [SA] not Diag1 + # see PP4E errata countCols.get((col, self.userMark), 0) * 10 + countRows.get((row, self.userMark), 0) * 10 + countDiag1[self.userMark] * 10 + countDiag2[self.userMark] * 10 # [SA] ditto + countCols.get((col, Empty), 0) * 11 + countRows.get((row, Empty), 0) * 11 + countDiag1[Empty] * 11 + countDiag2[Empty] * 11) # [SA] ditto #------------------------------------------------------------------------------ # Static score based on 1 or 2 move lookahead #------------------------------------------------------------------------------ class TicTacToeExpert1(TicTacToeSmart): def pickMove(self): self.update(); time.sleep(1) countMarks = self.countAcrossDown(), self.countDiagonal() best = 0 for row in range(self.degree): for col in range(self.degree): move = (row, col) if self.board[row][col] == Empty: score = self.scoreMove(move, countMarks) if score > best: pick = move best = score trace('Picked', pick, 'score', best) return pick def countAcrossDown(self): tally = {'X':0, 'O':0, ' ':0} # uniform with diagonals countRows = [] # no entries missing countCols = [] # tally * degree fails for row in range(self.degree): countRows.append(tally.copy()) countCols.append(tally.copy()) for row in range(self.degree): for col in range(self.degree): mark = self.board[row][col] countRows[row][mark] += 1 # 3.x: += 1 countCols[col][mark] += 1 return countRows, countCols def scoreMove(self, T1, T2): # 3.x: no arg tuples (row, col) = T1 ((countRows, countCols), (countDiag1, countDiag2)) = T2 score = 0 mine = self.machineMark user = self.userMark # for empty slot (r,c): partof = [countRows[row], countCols[col]] # check move row and col if row == col: # plus diagonals, if any partof.append(countDiag1) if row+col == self.degree-1: partof.append(countDiag2) for line in partof: if line[mine] == self.degree-1 and line[Empty] == 1: score += 51 # 1 move to win for line in partof: if line[user] == self.degree-1 and line[Empty] == 1: score += 25 # 1 move to loss for line in partof: if line[mine] == self.degree-2 and line[Empty] == 2: score += 10 # 2 moves to win for line in partof: if line[user] == self.degree-2 and line[Empty] == 2: score += 8 # 2 moves to loss for line in partof: if line[Empty] == self.degree: # prefer openness score += 1 if score: return score # detected pattern here? else: # else use weighted scoring for line in partof: score += line[mine] * 3 + line[user] + line[Empty] * 2 return score / float(self.degree) # 3.x: float not really needed for / #------------------------------------------------------------------------------ # Static score based on win or loss N moves ahead #------------------------------------------------------------------------------ class TicTacToeExpert2(TicTacToeExpert1): def scoreMove(self, T1, T2): # 3.x: no arg tuples (row, col) = T1 ((countRows, countCols), (countDiag1, countDiag2)) = T2 score = 0 mine = self.machineMark user = self.userMark # for empty slot (r,c): partof = [countRows[row], countCols[col]] # check move row and col if row == col: # plus diagonals, if any partof.append(countDiag1) if row+col == self.degree-1: partof.append(countDiag2) weight = 3 ** (self.degree * 2) # 3.x: not 3L, int does long for ahead in range(1, self.degree): for line in partof: if line[mine] == self.degree - ahead and line[Empty] == ahead: score += weight if line[user] == self.degree - ahead and line[Empty] == ahead: score += weight // 3 weight = weight // 9 # 3.x: need // for int div if score: return score # detected pattern here? else: # else use weighted scoring for line in partof: score += line[mine] * 3 + line[user] + line[Empty] * 2 return score / float(self.degree) # 3.x: float() not really needed #------------------------------------------------------------------------------ # Search ahead through moves and countermoves #------------------------------------------------------------------------------ class TicTacToeMinimax(TicTacToeExpert2): def pickMove(self): self.update() numMarks = self.degree ** 2 for row in self.board: numMarks -= row.count(Empty) if numMarks == 0: return (self.degree // 2, self.degree // 2) # 3.x: // for int div else: #traceif('\n\nPick move...') t1 = time.clock() if self.degree <= 3: maxdepth = numMarks + 4 # [SA] original 3x3 scheme else: maxdepth = 4 # [SA] else impossibly slow #traceif(numMarks, maxdepth) score, pick = self.findMax(self.board, maxdepth) trace('Time to move:', time.clock() - t1) if score == -1: # lookahead can be too pessimistic # if best is a loss, use static score pick = TicTacToeExpert2.pickMove(self) return pick def checkLeaf(self, board): if self.checkWin(self.machineMark, board): # score from machine's view return +1 # a win is good; a loss bad elif self.checkWin(self.userMark, board): return -1 elif self.checkDraw(board): return 0 else: return None def findMax(self, board, depth): # machine move level: find best case #traceif('max start', depth, pp(board)) if depth == 0: # find start of best move sequence return 0, None # could return static score here??? else: term = self.checkLeaf(board) if term != None: # depth cutoff #traceif('max term', term, pp(board)) return term, None # or endgame detected else: # or check countermoves best = -2 for row in range(self.degree): for col in range(self.degree): if board[row][col] == Empty: board[row][col] = self.machineMark below, m = self.findMin(board, depth-1) board[row][col] = Empty if below >= best: best = below pick = (row, col) #traceif('max best at', depth, best, pick) return best, pick def findMin(self, board, depth): # user move level: find worst case #traceif('min start', depth, pp(board)) if depth == 0: # assume she will do her best return 0, None else: term = self.checkLeaf(board) if term != None: # depth cutoff #traceif('min term', term, pp(board)) return term, None # or endgame detected else: # or check countermoves best = +2 for row in range(self.degree): for col in range(self.degree): if board[row][col] == Empty: board[row][col] = self.userMark below, m = self.findMax(board, depth-1) board[row][col] = Empty if below < best: best = below pick = (row, col) #traceif('min best at', depth, best, pick) return best, pick ############################################################################### # Moved to tictactoe.py: game object generator, command-line logic. ###############################################################################