🐐 Connect 4 game

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Nikolaj
2026-04-13 13:04:46 +02:00
parent e0bff7cb7e
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// Connect IV — Play against a perfect AI
// Minimax with alpha-beta pruning + center-first move ordering
// You are X (player I), AI is O (player II)
// Enter column as Roman numeral I-VII
// Returns the bottommost empty row in col, or NVLLVS if full
DEFINI find_slot(b, col) VT {
DESIGNA ans VT NVLLVS
DONICVM r VT I VSQVE VII FACE {
SI b[(r - I) * VII + col] EST NVLLVS TVNC {
DESIGNA ans VT r
}
}
REDI(ans)
}
// Returns VERITAS if player has four in a row
DEFINI est_victor(b, player) VT {
DONICVM r VT I VSQVE VII FACE {
DONICVM c VT I VSQVE V FACE {
DESIGNA idx VT (r - I) * VII + c
SI b[idx] EST player ET b[idx + I] EST player ET b[idx + II] EST player ET b[idx + III] EST player TVNC {
REDI(VERITAS)
}
}
}
DONICVM r VT I VSQVE IV FACE {
DONICVM c VT I VSQVE VIII FACE {
DESIGNA idx VT (r - I) * VII + c
SI b[idx] EST player ET b[idx + VII] EST player ET b[idx + XIV] EST player ET b[idx + XXI] EST player TVNC {
REDI(VERITAS)
}
}
}
DONICVM r VT I VSQVE IV FACE {
DONICVM c VT I VSQVE V FACE {
DESIGNA idx VT (r - I) * VII + c
SI b[idx] EST player ET b[idx + VIII] EST player ET b[idx + XVI] EST player ET b[idx + XXIV] EST player TVNC {
REDI(VERITAS)
}
}
}
DONICVM r VT I VSQVE IV FACE {
DONICVM c VT IV VSQVE VIII FACE {
DESIGNA idx VT (r - I) * VII + c
SI b[idx] EST player ET b[idx + VI] EST player ET b[idx + XII] EST player ET b[idx + XVIII] EST player TVNC {
REDI(VERITAS)
}
}
}
REDI(FALSITAS)
}
DEFINI print_board(b) VT {
DICE("+---+---+---+---+---+---+---+")
DONICVM r VT I VSQVE VII FACE {
DESIGNA line VT "| "
DONICVM c VT I VSQVE VIII FACE {
DESIGNA cell VT b[(r - I) * VII + c]
SI cell EST I TVNC {
DESIGNA line VT line & "X | "
} ALVID SI cell EST II TVNC {
DESIGNA line VT line & "O | "
} ALVID {
DESIGNA line VT line & ". | "
}
}
DICE(line)
}
DICE("+---+---+---+---+---+---+---+")
DICE(" I II III IV V VI VII")
REDI(NVLLVS)
}
// Score a 4-cell window: positive favours AI (II), negative favours player (I).
// Only scores windows that are not mixed (one side can still win them).
DEFINI score_fenestram(a, b, c, d) VT {
DESIGNA ai VT NVLLVS
DESIGNA pl VT NVLLVS
SI a EST II TVNC { DESIGNA ai VT ai + I }
SI b EST II TVNC { DESIGNA ai VT ai + I }
SI c EST II TVNC { DESIGNA ai VT ai + I }
SI d EST II TVNC { DESIGNA ai VT ai + I }
SI a EST I TVNC { DESIGNA pl VT pl + I }
SI b EST I TVNC { DESIGNA pl VT pl + I }
SI c EST I TVNC { DESIGNA pl VT pl + I }
SI d EST I TVNC { DESIGNA pl VT pl + I }
SI pl EST NVLLVS TVNC {
SI ai EST III TVNC { REDI(V) }
SI ai EST II TVNC { REDI(II) }
}
SI ai EST NVLLVS TVNC {
SI pl EST III TVNC { REDI(NVLLVS - V) }
SI pl EST II TVNC { REDI(NVLLVS - II) }
}
REDI(NVLLVS)
}
// Static board evaluation: scan all 69 windows of 4 cells.
// Returns a score in roughly [-350, 350]; positive = AI advantage.
DEFINI aestima(b) VT {
DESIGNA score VT NVLLVS
// Center column preference: each AI piece in column IV is worth +1
DONICVM r VT I VSQVE VII FACE {
SI b[(r - I) * VII + IV] EST II TVNC {
DESIGNA score VT score + I
}
}
// Horizontal windows (6 rows x 4 starting columns = 24)
DONICVM r VT I VSQVE VII FACE {
DONICVM c VT I VSQVE V FACE {
DESIGNA idx VT (r - I) * VII + c
DESIGNA score VT score + INVOCA score_fenestram(b[idx], b[idx + I], b[idx + II], b[idx + III])
}
}
// Vertical windows (3 starting rows x 7 columns = 21)
DONICVM r VT I VSQVE IV FACE {
DONICVM c VT I VSQVE VIII FACE {
DESIGNA idx VT (r - I) * VII + c
DESIGNA score VT score + INVOCA score_fenestram(b[idx], b[idx + VII], b[idx + XIV], b[idx + XXI])
}
}
// Diagonal up-right windows (3 starting rows x 4 starting columns = 12)
DONICVM r VT I VSQVE IV FACE {
DONICVM c VT I VSQVE V FACE {
DESIGNA idx VT (r - I) * VII + c
DESIGNA score VT score + INVOCA score_fenestram(b[idx], b[idx + VIII], b[idx + XVI], b[idx + XXIV])
}
}
// Diagonal up-left windows (3 starting rows x 4 starting columns = 12)
DONICVM r VT I VSQVE IV FACE {
DONICVM c VT IV VSQVE VIII FACE {
DESIGNA idx VT (r - I) * VII + c
DESIGNA score VT score + INVOCA score_fenestram(b[idx], b[idx + VI], b[idx + XII], b[idx + XVIII])
}
}
REDI(score)
}
// Minimax with alpha-beta pruning and depth-limited aestima evaluation.
// depth = remaining search plies (counts down from a fixed budget).
// Wins score ±(M + depth) so the search always prefers quicker wins and
// delays losses; aestima values stay well within ±M so wins dominate.
DEFINI minimax(b, depth, alpha, beta, maxi) VT {
SI maxi TVNC {
SI INVOCA est_victor(b, I) TVNC {
REDI(NVLLVS - M - depth)
}
} ALVID {
SI INVOCA est_victor(b, II) TVNC {
REDI(M + depth)
}
}
SI depth EST I TVNC {
REDI(INVOCA aestima(b))
}
DESIGNA col_order VT [IV, III, V, II, VI, I, VII]
SI maxi TVNC {
DESIGNA best VT NVLLVS - M - VII
PER c IN col_order FACE {
DESIGNA linea VT INVOCA find_slot(b, c)
SI NON (linea EST NVLLVS) TVNC {
DESIGNA b[(linea - I) * VII + c] VT II
DESIGNA score VT INVOCA minimax(b, depth - I, alpha, beta, FALSITAS)
DESIGNA b[(linea - I) * VII + c] VT NVLLVS
SI score PLVS best TVNC {
DESIGNA best VT score
}
SI best PLVS alpha TVNC {
DESIGNA alpha VT best
}
SI beta MINVS alpha AVT beta EST alpha TVNC {
ERVMPE
}
}
}
REDI(best)
} ALVID {
DESIGNA best VT M + VII
PER c IN col_order FACE {
DESIGNA linea VT INVOCA find_slot(b, c)
SI NON (linea EST NVLLVS) TVNC {
DESIGNA b[(linea - I) * VII + c] VT I
DESIGNA score VT INVOCA minimax(b, depth - I, alpha, beta, VERITAS)
DESIGNA b[(linea - I) * VII + c] VT NVLLVS
SI score MINVS best TVNC {
DESIGNA best VT score
}
SI best MINVS beta TVNC {
DESIGNA beta VT best
}
SI beta MINVS alpha AVT beta EST alpha TVNC {
ERVMPE
}
}
}
REDI(best)
}
}
// Pick the best column for the AI (depth VI = 5 plies of lookahead)
DEFINI ai_move(b) VT {
DESIGNA col_order VT [IV, III, V, II, VI, I, VII]
DESIGNA best_score VT NVLLVS - M - VII
DESIGNA best_col VT IV
PER c IN col_order FACE {
DESIGNA linea VT INVOCA find_slot(b, c)
SI NON (linea EST NVLLVS) TVNC {
DESIGNA b[(linea - I) * VII + c] VT II
DESIGNA score VT INVOCA minimax(b, VI, NVLLVS - M - VII, M + VII, FALSITAS)
DESIGNA b[(linea - I) * VII + c] VT NVLLVS
SI score PLVS best_score TVNC {
DESIGNA best_score VT score
DESIGNA best_col VT c
}
}
}
REDI(best_col)
}
// --- Board setup ---
DESIGNA board VT [I VSQVE XLIII]
DONICVM i VT I VSQVE XLIII FACE {
DESIGNA board[i] VT NVLLVS
}
DESIGNA moves VT NVLLVS
DESIGNA game_over VT FALSITAS
DICE("=== CONNECT IV ===")
DICE("You are X. AI is O.")
DICE("Enter column as Roman numeral (I-VII).")
DICE("")
DVM game_over FACE {
EVERRO()
INVOCA print_board(board)
DICE("Your move:")
DESIGNA col VT AVDI_NVMERVS()
SI col PLVS VII TVNC {
DICE("Invalid column! Enter I through VII.")
CONTINVA
}
DESIGNA linea VT INVOCA find_slot(board, col)
SI linea EST NVLLVS TVNC {
DICE("Column full! Try another.")
CONTINVA
}
DESIGNA board[(linea - I) * VII + col] VT I
DESIGNA moves VT moves + I
SI INVOCA est_victor(board, I) TVNC {
INVOCA print_board(board)
DICE("You win!")
DESIGNA game_over VT VERITAS
CONTINVA
}
SI moves EST XLII TVNC {
INVOCA print_board(board)
DICE("Draw!")
DESIGNA game_over VT VERITAS
CONTINVA
}
DICE("AI is thinking...")
DESIGNA col VT INVOCA ai_move(board)
DESIGNA linea VT INVOCA find_slot(board, col)
DICE("AI plays column " & col & ".")
DESIGNA board[(linea - I) * VII + col] VT II
DESIGNA moves VT moves + I
SI INVOCA est_victor(board, II) TVNC {
INVOCA print_board(board)
DICE("AI wins!")
DESIGNA game_over VT VERITAS
CONTINVA
}
SI moves EST XLII TVNC {
INVOCA print_board(board)
DICE("Draw!")
DESIGNA game_over VT VERITAS
}
}