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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Tic-Tac-Toe</title>
<style>
.row {
width: fit-content;
height: 4em;
}
.layer {
margin: 1em;
width: fit-content;
border: 1px solid black;
display: inline-block;
}
.cell {
width: 4em;
height: 4em;
display: inline-block;
border: 1px solid gray;
}
.cell-1 {
background: blue;
}
.cell-2 {
background: red;
}
.highlight {
background: yellow;
width: 50%;
height: 50%;
top: 25%;
left: 25%;
position: relative;
}
.view3d .layer {
display: block;
margin-bottom: 0;
margin-top: 0;
transform: rotateX(60deg) rotateZ(-45.8deg);
margin-left: 4em;
}
.view3d .layer + .layer {
margin-top: -4em;
}
.control, .control button, .control select {
border: 1px solid black;
border-radius: 0;
padding: 0.3em;
}
.control select {
transform: translateY(-1px)
}
#info {
font-size: 1.5em;
padding: 1rem;
}
</style>
</head>
<body>
<div id="screen"></div>
<div id="info"></div>
<div id="controls">
<button id="rotate" class="control">Rotate View</button>
<span class="control"><input type="checkbox" name="view3d" id="view3d"><label for="view3d">3D</label></span>
<span class="control"><input type="checkbox" name="lineassist" id="lineassist"><label for="lineassist">Line Assist</label></span>
<span class="control">
<select id="opponent">
<option value="ai1">"AI" v1</option>
<option value="ai2">"AI" v2</option>
<option value="human">Local Human</option>
</select>
Select Opponent
</span>
</div>
<script id="game-logic">
var size = 4
var gsize = size ** 3
var grid = new Uint8Array(gsize)
var range = Array(size).fill(null).map((_, index) => index)
function packCoord([l, r, c]) {
return l + r * size + c * size * size
}
function cartesianProduct(xss) {
var prods = [[]]
for (const xs of xss) {
prods = xs.flatMap(x => prods.map(p => p.concat([x])))
}
return prods
}
function rotateArray(xs, by) {
return xs.slice(by).concat(xs.slice(0, by))
}
function zip(xs, ys) {
return xs.map((x, i) => [x, ys[i]])
}
var inPlaneDiagonals = cartesianProduct([[zip(range, range), zip(range, range.map(x => x).reverse())], range]).map(([diag, a]) => diag.map(([b, c]) => [a, b, c]))
var throughLayerLines = cartesianProduct([range, range]).map(withinLayerPosition => range.map(i => withinLayerPosition.concat([i]))).concat(inPlaneDiagonals)
var winConditions = throughLayerLines.concat(throughLayerLines.map(l => l.map(c => rotateArray(c, 1))), throughLayerLines.map(l => l.map(c => rotateArray(c, 2))))
function insertDiagonalFrom(row, cell) {
var diagonal = []
var dirR = row == 0 ? 1 : -1
var dirC = cell == 0 ? 1 : -1
for (var layer = 0; layer < size; layer++) {
diagonal.push([layer, row, cell])
row += dirR
cell += dirC
}
winConditions.push(diagonal)
}
insertDiagonalFrom(0, 0)
insertDiagonalFrom(0, size - 1)
insertDiagonalFrom(size - 1, 0)
insertDiagonalFrom(size - 1, size - 1)
winConditions = winConditions.map(w => w.map(packCoord))
var lineLookup = Array(gsize).fill(null).map((_, index) => winConditions.map((w, c) => [w, c]).filter(([w, c]) => w.includes(index)).map(x => x[0]))
function containsWin(grid, last) {
outer: for (var winCondition of (last ? lineLookup[last] : winConditions)) {
var fst = grid[winCondition[0]]
for (var i = 1; i < winCondition.length; i++) {
var val = grid[winCondition[i]]
if (val != fst || val == 0) {
continue outer
}
}
return fst
}
}
function unfilledLineLocation(grid, player, last) {
outer: for (var winCondition of (last ? lineLookup[last] : winConditions)) {
var count = 0
var last = null
for (var i = 0; i < winCondition.length; i++) {
if (grid[winCondition[i]] === player) {
count++
} else if (grid[winCondition[i]] == 0) {
last = winCondition[i]
} else {
continue outer
}
}
if (count == size - 1) { return last }
}
}
// heuristic score for minmax - rate position based on difference in uncontested lines
function heuristicScore(grid, player) {
var self = 0
var other = 0
outer: for (var winCondition of winConditions) {
var count = 0
var fst = null
for (var i = 0; i < winCondition.length; i++) {
var val = grid[winCondition[i]]
if (val != 0) {
if (!fst) {
fst = val
}
if (val != fst) {
continue outer
} else {
count++
}
}
}
if (count > 0) {
if (fst === player) {
self += 1 << count
} else {
other += 1 << count
}
}
}
return self - other
}
function possibleMoves(grid) {
var out = []
for (var i = 0; i < gsize; i++) {
if (!grid[i]) {
out.push(i)
}
}
return out
}
function set(grid, cell, val) {
var out = new Uint8Array(grid.length)
out.set(grid)
out[cell] = val
return out
}
function otherPlayer(p) {
return 3 - p
}
function randomPick(xs) {
return xs[Math.floor(xs.length * Math.random())]
}
function hash(ar, seed=0) {
let h1 = 0xdeadbeef ^ seed, h2 = 0x41c6ce57 ^ seed
for (let i = 0, ch; i < ar.length; i++) {
ch = ar[i]
h1 = Math.imul(h1 ^ ch, 2654435761)
h2 = Math.imul(h2 ^ ch, 1597334677)
}
h1 = Math.imul(h1 ^ (h1>>>16), 2246822507) ^ Math.imul(h2 ^ (h2>>>13), 3266489909)
//h2 = Math.imul(h2 ^ (h2>>>16), 2246822507) ^ Math.imul(h1 ^ (h1>>>13), 3266489909)
return /*4294967296 * (2097151 & h2) + */(h1>>>0)
}
function runRandomGame(grid, player) {
var targetPlayer = player
while (true) {
var moves = possibleMoves(grid)
if (moves.length === 0) {
return 0
}
var move = randomPick(moves)
grid = set(grid, move, player)
var winner = containsWin(grid, move)
if (winner === targetPlayer) {
return 1
} else if (winner === otherPlayer(targetPlayer) || unfilledLineLocation(grid, otherPlayer(player), move)) {
return -1
}
player = otherPlayer(player)
}
}
function scoreGrid(grid, player) {
let score = 0
for (let i = 0; i < 128; i++) {
score += runRandomGame(grid, player)
}
return score
}
function brokenMctsPolicy(grid, player) {
// hardcoded limited nonstupidity
var nextLoc = unfilledLineLocation(grid, player)
if (nextLoc != null) { return nextLoc }
nextLoc = unfilledLineLocation(grid, otherPlayer(player))
if (nextLoc != null) { return nextLoc }
var bestscore = -Infinity
var best = null
var moves = possibleMoves(grid)
for (const p of moves) {
var optn = scoreGrid(set(grid, p, player), player)
if (optn > bestscore) {
bestscore = optn
best = p
}
}
return best
}
function minimax(grid, depth, forPlayer, maximizingPlayer, alpha, beta, last=null) {
var winner = containsWin(grid, last)
if (winner) {
return winner === forPlayer ? 100000 : -100000
}
if (depth === 0) {
return heuristicScore(grid, forPlayer)
}
var moves = possibleMoves(grid)
if (moves.length === 0) { // draw
return 99999
}
if (maximizingPlayer) {
var value = -Infinity
for (var move of moves) {
value = Math.max(value, minimax(set(grid, move, forPlayer), depth - 1, forPlayer, false, alpha, beta, move))
if (value >= beta) {
break
}
alpha = Math.max(alpha, value)
}
return value
}
else {
value = Infinity
for (var move of moves) {
value = Math.min(value, minimax(set(grid, move, otherPlayer(forPlayer)), depth - 1, forPlayer, true, alpha, beta, move))
if (value <= alpha) {
break
}
beta = Math.min(beta, value)
}
return value
}
}
function minimaxPolicy(grid, player) {
var best = -Infinity
var optn = null
for (var move of possibleMoves(grid)) {
var r = minimax(set(grid, move, player), 3, player, false, -Infinity, Infinity)
if (r > best) {
optn = move
best = r
}
}
return optn
}
var policies = {
ai1: brokenMctsPolicy,
ai2: minimaxPolicy
}
</script>
<script>
// copyright (2022 CE) © © © osmarks.net hypercomputational tetrational metahexagonal industrial - unsigned integer division
var workerGlue = `
onmessage = event => {
var [policy, ...args] = event.data
postMessage(policies[policy](...args))
}
`
var highlight = new Uint8Array(gsize)
var worker = new Worker(`data:application/javascript;base64,${btoa(document.getElementById("game-logic").innerHTML + workerGlue)}`)
var screen = document.getElementById("screen")
var info = document.getElementById("info")
var rotation = 0
document.getElementById("rotate").onclick = () => {
rotation += 1
rotation %= 3
render()
}
function set3D() {
if (document.getElementById("view3d").checked) {
screen.classList.add("view3d")
} else {
screen.classList.remove("view3d")
}
}
document.getElementById("view3d").onclick = set3D
set3D()
var currentPlayer = 1
var gameOver = false
function render() {
var html = ""
for (var l = 0; l < size; l++) {
html += '<div class="layer">'
for (var r = 0; r < size; r++) {
html += '<div class="row">'
for (var c = 0; c < size; c++) {
var coord = packCoord(rotateArray([l, r, c], rotation))
var hl = ""
if (highlight[coord]) {
hl = `<div class="highlight" style="background: hsl(${highlight[coord] * 20 + 40}deg, 100%, 60%)"></div>`
}
html += `<div class="cell cell-${grid[coord]}" id="cell-${coord}">${hl}</div>`
}
html += '</div>'
}
html += '</div>'
}
screen.innerHTML = html
if (!gameOver) info.innerHTML = `Player ${currentPlayer}'s turn`
}
function reset() {
gameOver = false
grid = new Uint8Array(gsize)
currentPlayer = 1
render()
}
var opponent = document.querySelector("#opponent")
function opponentIsAI() {
return opponent.value.startsWith("ai")
}
function onTurn(move) {
if (gameOver) return true
grid[move] = currentPlayer
currentPlayer = otherPlayer(currentPlayer)
render()
var winner = containsWin(grid)
var isDraw = possibleMoves(grid).length === 0
if (winner != null || isDraw) {
setTimeout(() => {
if (winner) {
info.innerHTML = `${winner} wins! Click to reset.`
} else {
info.innerHTML = "Draw! Click to reset."
}
var el = () => {
reset()
info.removeEventListener("click", el)
}
info.addEventListener("click", el)
gameOver = true
})
return true
}
}
function findTarget(ev) {
var target = ev.target
if (target.classList.contains("highlight")) {
return target.parentNode
} else {
return target
}
}
worker.onmessage = event => {
onTurn(event.data)
}
var holdHighlight = false
screen.onmousemove = event => {
var [start, coord] = findTarget(event).id.split("-")
var coord = parseInt(coord)
if (holdHighlight) {
if (event.shiftKey) {
holdHighlight = !holdHighlight
}
return
}
highlight = new Uint8Array(gsize)
if (!isNaN(coord) && typeof coord == "number" && start == "cell" && document.getElementById("lineassist").checked) {
highlight = new Uint8Array(gsize)
for (var [line, id] of lineLookup[coord].map((x, i) => [x, i])) {
for (var pos of line) {
highlight[pos] = id + 1
}
}
}
if (event.shiftKey) {
holdHighlight = true
}
render()
return
}
screen.onclick = event => {
if (gameOver) return
holdHighlight = false
if (currentPlayer != 1 && opponentIsAI()) { return }
var [start, coord] = findTarget(event).id.split("-")
var coord = parseInt(coord)
if (isNaN(coord) || typeof coord != "number" || start != "cell") { return }
if (grid[coord]) { return }
if (!onTurn(coord) && opponentIsAI()) {
worker.postMessage([opponent.value, grid, currentPlayer])
}
}
render()
</script>
</body>
</html>