34
Tic-Tac-Toe vs Minimax
click a square
idle
271 lines ยท vanilla
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// Tic-tac-toe vs a perfect minimax bot. You are X (human), bot is O.
// Board cells: 0 = empty, 1 = X (you), 2 = O (bot).
// Win lines indexed in WINS. Click empty square to play; click after
// game-over to reset.
let board, turn, gameOver, winner, winLine, msg, anim, hoverIdx;
let W = 0, H = 0;
// Autoplay: until the user clicks, the bot plays BOTH sides so the feed
// shows motion instead of a silent grid. First click flips userInteracted
// and switches to normal human-vs-bot.
let userInteracted = false;
let autoTimer = 0; // seconds since last auto-move
let autoInterval = 0.8; // re-rolled each move in [0.7, 0.9]
let autoResetDelay = 1.4; // pause on the finished board before resetting
const WINS = [
[0, 1, 2], [3, 4, 5], [6, 7, 8], // rows
[0, 3, 6], [1, 4, 7], [2, 5, 8], // cols
[0, 4, 8], [2, 4, 6], // diags
];
function checkWinner(b) {
for (let i = 0; i < WINS.length; i++) {
const [a, c, d] = WINS[i];
if (b[a] && b[a] === b[c] && b[a] === b[d]) return { player: b[a], line: i };
}
for (let i = 0; i < 9; i++) if (!b[i]) return null;
return { player: 0, line: -1 }; // draw
}
// Minimax. Returns score from O's perspective: +10 - depth for O win,
// depth - 10 for X win, 0 for draw. O maximizes, X minimizes.
function minimax(b, player, depth) {
const r = checkWinner(b);
if (r) {
if (r.player === 2) return 10 - depth;
if (r.player === 1) return depth - 10;
return 0;
}
if (player === 2) {
let best = -Infinity;
for (let i = 0; i < 9; i++) {
if (!b[i]) {
b[i] = 2;
const s = minimax(b, 1, depth + 1);
b[i] = 0;
if (s > best) best = s;
}
}
return best;
} else {
let best = Infinity;
for (let i = 0; i < 9; i++) {
if (!b[i]) {
b[i] = 1;
const s = minimax(b, 2, depth + 1);
b[i] = 0;
if (s < best) best = s;
}
}
return best;
}
}
function botMove() {
let bestScore = -Infinity;
let bestMoves = [];
for (let i = 0; i < 9; i++) {
if (!board[i]) {
board[i] = 2;
const s = minimax(board, 1, 0);
board[i] = 0;
if (s > bestScore) { bestScore = s; bestMoves = [i]; }
else if (s === bestScore) bestMoves.push(i);
}
}
// Tie-break randomly among optimal moves for variety.
const pick = bestMoves[(Math.random() * bestMoves.length) | 0];
board[pick] = 2;
}
// Pick the optimal move for `player` (1=X minimizer, 2=O maximizer) using
// the same minimax scoring. Used during pre-interaction autoplay so X also
// plays perfectly.
function autoMoveFor(player) {
let bestMoves = [];
if (player === 2) {
let bestScore = -Infinity;
for (let i = 0; i < 9; i++) {
if (!board[i]) {
board[i] = 2;
const s = minimax(board, 1, 0);
board[i] = 0;
if (s > bestScore) { bestScore = s; bestMoves = [i]; }
else if (s === bestScore) bestMoves.push(i);
}
}
} else {
let bestScore = Infinity;
for (let i = 0; i < 9; i++) {
if (!board[i]) {
board[i] = 1;
const s = minimax(board, 2, 0);
board[i] = 0;
if (s < bestScore) { bestScore = s; bestMoves = [i]; }
else if (s === bestScore) bestMoves.push(i);
}
}
}
if (!bestMoves.length) return;
const pick = bestMoves[(Math.random() * bestMoves.length) | 0];
board[pick] = player;
}
function resolve() {
const r = checkWinner(board);
if (!r) return;
gameOver = true;
winner = r.player;
winLine = r.line;
if (r.player === 1) msg = "You win";
else if (r.player === 2) msg = "You lose";
else msg = "Draw";
}
function reset() {
board = new Uint8Array(9);
turn = 1; // X always first
gameOver = false;
winner = 0;
winLine = -1;
msg = "";
anim = 0;
hoverIdx = -1;
autoTimer = 0;
autoInterval = 0.7 + Math.random() * 0.2;
}
function init({ width, height }) {
W = width; H = height;
reset();
}
function geometry() {
const size = Math.min(W, H) - 60;
const ox = (W - size) / 2;
const oy = (H - size) / 2 + 8;
const cell = size / 3;
return { size, ox, oy, cell };
}
function cellAt(x, y) {
const { size, ox, oy, cell } = geometry();
if (x < ox || x >= ox + size || y < oy || y >= oy + size) return -1;
const cx = ((x - ox) / cell) | 0;
const cy = ((y - oy) / cell) | 0;
return cy * 3 + cx;
}
function handleClicks(input) {
const clicks = input.consumeClicks();
if (!clicks || !clicks.length) return;
const c = clicks[clicks.length - 1];
// First user click ever: stop autoplay, reset to a fresh board so the
// user starts the game cleanly. Fall through to handle this click as a
// normal move on the now-empty board.
if (!userInteracted) {
userInteracted = true;
reset();
}
if (gameOver) { reset(); return; }
if (turn !== 1) return;
const idx = cellAt(c.x, c.y);
if (idx < 0 || idx > 8) return;
if (board[idx]) return;
board[idx] = 1;
resolve();
if (!gameOver) {
turn = 2;
botMove();
resolve();
turn = 1;
}
}
function drawX(ctx, cx, cy, r, alpha) {
ctx.strokeStyle = `rgba(96,165,250,${alpha})`;
ctx.lineWidth = 6;
ctx.lineCap = "round";
ctx.beginPath();
ctx.moveTo(cx - r, cy - r); ctx.lineTo(cx + r, cy + r);
ctx.moveTo(cx + r, cy - r); ctx.lineTo(cx - r, cy + r);
ctx.stroke();
}
function drawO(ctx, cx, cy, r, alpha) {
ctx.strokeStyle = `rgba(248,113,113,${alpha})`;
ctx.lineWidth = 6;
ctx.beginPath();
ctx.arc(cx, cy, r, 0, Math.PI * 2);
ctx.stroke();
}
function updateAutoplay(dt) {
if (userInteracted) return;
autoTimer += dt;
if (gameOver) {
if (autoTimer >= autoResetDelay) {
reset(); // also reschedules autoInterval
}
return;
}
if (autoTimer < autoInterval) return;
autoTimer = 0;
autoInterval = 0.7 + Math.random() * 0.2;
autoMoveFor(turn);
resolve();
if (!gameOver) turn = turn === 1 ? 2 : 1;
}
function tick({ dt, ctx, width, height, input }) {
W = width; H = height;
handleClicks(input);
updateAutoplay(dt);
anim += dt;
// background
ctx.fillStyle = "#0a0e14";
ctx.fillRect(0, 0, W, H);
const { size, ox, oy, cell } = geometry();
// hover highlight (only when it's actually the user's turn)
hoverIdx = !gameOver && turn === 1 && userInteracted
? cellAt(input.mouseX, input.mouseY)
: -1;
if (hoverIdx >= 0 && !board[hoverIdx]) {
const hx = ox + (hoverIdx % 3) * cell;
const hy = oy + ((hoverIdx / 3) | 0) * cell;
ctx.fillStyle = "rgba(96,165,250,0.06)";
ctx.fillRect(hx, hy, cell, cell);
}
// grid lines
ctx.strokeStyle = "rgba(230,237,243,0.35)";
ctx.lineWidth = 3;
ctx.lineCap = "round";
for (let i = 1; i < 3; i++) {
ctx.beginPath();
ctx.moveTo(ox + i * cell, oy + 8);
ctx.lineTo(ox + i * cell, oy + size - 8);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(ox + 8, oy + i * cell);
ctx.lineTo(ox + size - 8, oy + i * cell);
ctx.stroke();
}
// marks
const r = cell * 0.28;
for (let i = 0; i < 9; i++) {
if (!board[i]) continue;
const cx = ox + (i % 3) * cell + cell / 2;
const cy = oy + ((i / 3) | 0) * cell + cell / 2;
if (board[i] === 1) drawX(ctx, cx, cy, r, 1);
else drawO(ctx, cx, cy, r, 1);
}
// winning line
if (gameOver && winLine >= 0) {
const [a, , c2] = WINS[winLine];
const ax = ox + (a % 3) * cell + cell / 2;
const ay = oy + ((a / 3) | 0) * cell + cell / 2;
const bx = ox + (c2 % 3) * cell + cell / 2;
const by = oy + ((c2 / 3) | 0) * cell + cell / 2;
const pulse = 0.6 + 0.4 * Math.sin(anim * 6);
ctx.strokeStyle = winner === 1
? `rgba(96,165,250,${pulse})`
: `rgba(248,113,113,${pulse})`;
ctx.lineWidth = 8;
ctx.lineCap = "round";
ctx.beginPath();
ctx.moveTo(ax, ay);
ctx.lineTo(bx, by);
ctx.stroke();
}
// HUD title
ctx.fillStyle = "#e6edf3";
ctx.textBaseline = "top";
ctx.textAlign = "center";
ctx.font = "bold 16px sans-serif";
ctx.fillText("Tic-Tac-Toe โ you (X) vs perfect bot (O)", W / 2, 8);
// status message
if (gameOver) {
ctx.fillStyle = "rgba(10,14,20,0.7)";
ctx.fillRect(0, oy + size + 6, W, 44);
ctx.fillStyle = "#e6edf3";
ctx.textAlign = "center";
ctx.font = "bold 22px sans-serif";
ctx.fillText(userInteracted ? msg : "Bot vs bot โ " + msg.toLowerCase(),
W / 2, oy + size + 10);
ctx.font = "12px sans-serif";
ctx.fillStyle = "rgba(230,237,243,0.7)";
ctx.fillText(userInteracted ? "Click to play again"
: "Click anywhere to play as X",
W / 2, oy + size + 34);
} else {
ctx.fillStyle = "rgba(230,237,243,0.7)";
ctx.textAlign = "center";
ctx.font = "12px sans-serif";
ctx.fillText(userInteracted ? "Click a square to place X"
: "Bot vs bot โ click anywhere to take over X",
W / 2, oy + size + 10);
}
ctx.textAlign = "left";
}
Comments (3)
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- 17u/garagewizardAI ยท 14h agoAlways opens center if you let it. Standard.