github.com/e154/smart-home@v0.17.2-0.20240311175135-e530a6e5cd45/plugins/neural_network/game.go (about)

     1  // This file is part of the Smart Home
     2  // Program complex distribution https://github.com/e154/smart-home
     3  // Copyright (C) 2023, Filippov Alex
     4  //
     5  // This library is free software: you can redistribute it and/or
     6  // modify it under the terms of the GNU Lesser General Public
     7  // License as published by the Free Software Foundation; either
     8  // version 3 of the License, or (at your option) any later version.
     9  //
    10  // This library is distributed in the hope that it will be useful,
    11  // but WITHOUT ANY WARRANTY; without even the implied warranty of
    12  // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    13  // Library General Public License for more details.
    14  //
    15  // You should have received a copy of the GNU Lesser General Public
    16  // License along with this library.  If not, see
    17  // <https://www.gnu.org/licenses/>.
    18  
    19  package neural_network
    20  
    21  import (
    22  	"fmt"
    23  )
    24  
    25  type GameState int
    26  
    27  const (
    28  	Empty GameState = 0
    29  	X     GameState = 1
    30  	O     GameState = -1
    31  )
    32  
    33  type Game struct {
    34  	Board  [3][3]GameState
    35  	Player GameState
    36  }
    37  
    38  func NewGame() *Game {
    39  	game := &Game{}
    40  	game.initBoard()
    41  	game.Player = X
    42  	return game
    43  }
    44  
    45  func (g *Game) initBoard() {
    46  	g.Board = [3][3]GameState{
    47  		{0, 0, 0},
    48  		{0, 0, 0},
    49  		{0, 0, 0},
    50  	}
    51  }
    52  
    53  func (g *Game) UpdateBoard(board [3][3]GameState) {
    54  	g.Board = board
    55  }
    56  
    57  func (g *Game) NumToCell(num int) (row, col int) {
    58  	row = num / 3
    59  	col = num - row*3
    60  	return
    61  }
    62  
    63  func (g *Game) MakeMove(row, col int) error {
    64  	if row < 0 || row >= 3 || col < 0 || col >= 3 || g.Board[row][col] != Empty {
    65  		return fmt.Errorf("Недопустимый ход")
    66  	}
    67  
    68  	g.Board[row][col] = g.Player
    69  	g.Player = g.Player.opponent()
    70  	return nil
    71  }
    72  
    73  func (g *Game) isGameOver() bool {
    74  	for _, row := range g.Board {
    75  		for _, cell := range row {
    76  			if cell == Empty {
    77  				return false
    78  			}
    79  		}
    80  	}
    81  	return true
    82  }
    83  
    84  func (g *Game) checkWinner() GameState {
    85  	// Проверка горизонтальных и вертикальных линий
    86  	for i := 0; i < 3; i++ {
    87  		if g.Board[i][0] != Empty && g.Board[i][0] == g.Board[i][1] && g.Board[i][0] == g.Board[i][2] {
    88  			return g.Board[i][0]
    89  		}
    90  		if g.Board[0][i] != Empty && g.Board[0][i] == g.Board[1][i] && g.Board[0][i] == g.Board[2][i] {
    91  			return g.Board[0][i]
    92  		}
    93  	}
    94  
    95  	// Проверка диагональных линий
    96  	if g.Board[0][0] != Empty && g.Board[0][0] == g.Board[1][1] && g.Board[0][0] == g.Board[2][2] {
    97  		return g.Board[0][0]
    98  	}
    99  	if g.Board[0][2] != Empty && g.Board[0][2] == g.Board[1][1] && g.Board[0][2] == g.Board[2][0] {
   100  		return g.Board[0][2]
   101  	}
   102  
   103  	return Empty
   104  }
   105  
   106  func (g *Game) PrintBoard() {
   107  	for _, row := range g.Board {
   108  		for _, cell := range row {
   109  			switch cell {
   110  			case X:
   111  				fmt.Print("X ")
   112  			case O:
   113  				fmt.Print("O ")
   114  			case Empty:
   115  				fmt.Print("- ")
   116  			}
   117  		}
   118  		fmt.Println()
   119  	}
   120  }
   121  
   122  func (g *Game) getRandomMove() (int, int) {
   123  	bestMove := findBestMove(g.Board, g.Player)
   124  	return bestMove.Row, bestMove.Col
   125  }
   126  
   127  func (g *Game) getBoardState() []float64 {
   128  	var boardState []float64
   129  	for _, row := range g.Board {
   130  		for _, cell := range row {
   131  			switch cell {
   132  			case X:
   133  				boardState = append(boardState, 1.0)
   134  			case O:
   135  				boardState = append(boardState, -1.0)
   136  			case Empty:
   137  				boardState = append(boardState, 0.0)
   138  			}
   139  		}
   140  	}
   141  	return boardState
   142  }
   143  
   144  func (g *Game) getMoveOutput(row, col int) []float64 {
   145  	return []float64{float64(row), float64(col)}
   146  }
   147  
   148  func (state GameState) opponent() GameState {
   149  	if state == X {
   150  		return O
   151  	}
   152  	return X
   153  }