'app-plug-in
'menu Games/Checkers
' Checkers program
' Written by KC Goldberg and Sons, November, 2004
' Written in SmallBASIC for Windows, 0.9.5.2
' This program was written as a teaching example with me and my sons
' We used SmallBASIC mostly because it is cool and free. For this particular
' application, the array structure (including nested arrays) and the ability
' of functions to return an array make this almost LISP-like, which is perfect
' for turn-based games and the MiniMax algorithm
' In addition to the rich array strucure, there is a simple mechanism to
' capture both console input and mouse clicks, and a very accessible
' graphics package.
' Finally, although I have not done this, the ability to port this to my
' PalmPilot is just too cool!
' The program here will either ask the user to make a move using a
' "click on the board" interface, or generate one itself using the
' MiniMax algorithm.
' To add different board evaluators, look into function EvaluateBoard
' and Function DetermineMove for different ply depths
' =====================================================================
' Data types:
' Board: Array Squares x Squares of pieces
' B(1,1) = lower left
' B(Squares,Squares) = upper right
' Piece: Integer; -2,2: King; -1,1 Piece; 0 Blank
' Move: Array of 4x1 listing coordinates (from, to) e.g. [x1,y1,x2,y2]
' MoveList: An array containing moves e.g. [[x1,y1,x2,y2],[x2,y2,x3,y3], ...]
' To move a piece, a move exists for each intermediate step as well; a jump
' will imply three elements - initial, the square of the piece being jumped,
' and the termination; a double jump will have five elements, etc.
' MoveListArray: An array of MoveLists
' MiniMaxResult: [Score, Move] where score is a numeric board evaluation Score
' ===========================================================================
' Procedures:
' DisplayBoard (Board) : Display a board
' Functions:
' MakeMove (Board, MoveList) = Board : Apply a MoveList to a Board
' GenerateMoveList (Board, Side) = MoveListArray : Generate list of all valid moves for Side
' GetUserMove (Board, Side) = MoveList : Ask user to move for Side
' InitBoard = Board : Return a new board with pieces in initial position
' Func MiniMax(Board, Side, Depth, DepthMax, Evaluator) = MiniMaxResult
' : Perform MiniMax algorithm search to find best move for Side (see declaration
' for description of all parameters)
' EvaluateBoard (Board, Side, Evaluator) = Score : Return a numeric score with positive
' numbers favoring Side using the evaluation function specified by Evaluator
' This should only be called from within MiniMax; technically I should probably make
' it a private function of Minimax, but as it too has private functions, that seemed
' like a lot of overhead for Minimax, which will be called recursively
' DetermineMove (Board, Side) = MoveList : Use the method stored in PlayerStrategy(Side)
' to determine the next move for Side to make
' Main : Main procedure loop
'
' ===================================================================
' Constants
' Size of the board (default = 8 for standard checkers)
Const Squares = 8
' Number of rows to fill in at start (default = 3 for standard checkers)
Const InitialRows = 3
' These constants denote what occupies a piece on any board square
Const Piece = 1
Const King = 2
Const Blank = 0
' This defines the sides
Const Black = -1
Const White = 1
' Figure out how big the boxes should be for graphical display, in pixels
' (board will be square)
Const BoxSize = Min(xmax, ymax) / Squares
' Colors for display
' Color of board squares (background)
Const ColorDarkSquare = 0 ' Black
Const ColorLightSquare = 4 ' Dark Red
Const ColorSelect = 1 ' Deep Blue
Const ColorSelectFinal = 9 ' Bright blue
' Color of pieces on squares
Const ColorBlack = 8 ' Dark Gray
Const ColorWhite = 15 ' White
' =========================================================================
' =========================================================================
' -------------------------------------------------------------------------
' This will Generate a Board to the game starting values
Func InitBoard
' Variables we will be using
Local x,y
Dim Board (1 to Squares, 1 to Squares)
' First, clear out board
For x = 1 to Squares
For y = 1 to Squares
Board(x,y) = Blank
Next y
Next x
' Now, put pieces in place
' We will only put pieces on the "dark" squares, which
' will be identified by the property that (x+y) is even
' i.e. (x+y) Mod = 2
' e.g. (1,1), (1,3), (2,2), ...
For y = 1 to InitialRows
For x = 1 to Squares
' White squares go on the "bottom" InitialRows squares
If (x+y) Mod 2 = 0 then
Board(x,y) = White
EndIf
' Black squares go on the "top" InitialRows squares
If (x + ((Squares+1) - y)) Mod 2 = 0 then
Board (x, ((Squares+1) - y)) = Black
Endif
Next x
Next y
InitBoard = Board
End
' -------------------------------------------------------------------
' This routine will display a graphic square with the checkers pieces
' kept in board B
Sub DisplayBoard (Board)
' Variables we will be using
' x and y for counters, FillColor a color
Local x, y, FillColor
' Clear screen
color 0,15
Cls
' Draw the background squares
For x = 1 to Squares
For y = 1 to Squares
Rect (x-1)*BoxSize, (Squares-y)*BoxSize, &
x*BoxSize, ((Squares + 1)-y)*BoxSize, &
Color IF((x+y) Mod 2 = 0, ColorDarkSquare, ColorLightSquare) &
Filled
Next y
Next x
' Draw the pieces as circles 75% the size of the squares
For x = 1 to Squares
For y = 1 to Squares
If Board(x,y) <> Blank then
' Choose color for circle
If Sgn(Board(x,y)) = White then
FillColor = ColorWhite
Elseif Sgn(Board(x,y)) = Black then
FillColor = ColorBlack
EndIf
' Draw the checker
Circle (x-0.5)*BoxSize, ((Squares+0.5)-y)*BoxSize, &
BoxSize*0.375, &
1 , Color FillColor Filled
' If the piece is a king, draw a black circle in the center
' and another colored concentric circle and a final central
' black circle
If Abs(Board(x,y)) = King then
Circle (x-0.5)*BoxSize, ((Squares+0.5)-y)*BoxSize, &
BoxSize*0.275, &
1 , Color 0 Filled
Circle (x-0.5)*BoxSize, ((Squares+0.5)-y)*BoxSize, &
BoxSize*0.175, &
1 , Color FillColor Filled
Circle (x-0.5)*BoxSize, ((Squares+0.5)-y)*BoxSize, &
BoxSize*0.075, &
1 , Color 0 Filled
Endif
EndIf
Next y
Next x
End
' -------------------------------------------------------------------
' This function is passed a Board and a MoveList and returns the
' board after that series of moves is made
' Note: When jumping, the MoveList should move the piece only one
' square at a time - which will include driving right over the
' enemy piece
' If ShowMoves = True, then display intermediate moves and play
' appropriate tunes, allowing the user to follow along
Func MakeMove(Board, MoveList, ShowMoves)
' Piece is the type of piece we are making
' Move is an array of four coordinates, from/to (x1, y1, x2, y2)
Local Piece, Move
' Step through each of the moves in ML
For Move in MoveList
If ShowMoves Then
Paint (Move(0)-1)*BoxSize + 1, (Squares-Move(1))*BoxSize + 1, &
ColorSelectFinal
EndIf
' Find out what kind of piece we are starting with
Piece = Board(Move(0), Move(1))
' Blank out the square where we started
Board(Move(0), Move(1)) = Blank
' Fill in the square we are moving to
Board(Move(2), Move(3)) = Piece
' See if it should be a king (should be if it lands in either
' row 1 or row Squares
If Move(3) = Squares or Move(3) = 1 then
Board(Move(2), Move(3)) = King * Sgn(Piece)
Endif
If ShowMoves Then
Paint (Move(2)-1)*BoxSize + 1, (Squares-Move(3))*BoxSize + 1, &
ColorSelectFinal
Play "V025O3C"
EndIf
Next Move
If ShowMoves Then
DisplayBoard Board
Play "O3G"
EndIf
' Return the new board
MakeMove = Board
End
' -------------------------------------------------------------------
' This function is passed a board and a color and returns a MoveListArray listing
' all valid moves that color Side can make
' If there are jumps, then only jumps will be in the movelist (which is to say,
' if you have a jump, you must take it!)
Func GenerateMoveList (Board, Side)
' -------------------------------------------------------------------
' Takes a board, starting position, and offset and will return TRUE
' if that is a valid move, and false if it is not
' abs(dx) must = abs(dy)
Func ValidSingleMove (x, y, dx, dy)
ValidSingleMove = False
' Check for single move
' There is a valid move if the square 1 square away from
' Board(x,y) in direction of dx,dy is Blank
If ((x+dx) >= 1) and ((x+dx) <= Squares) and &
((y+dy) >= 1) and ((y+dy) <= Squares) Then
If Board(x+dx, y+dy) = Blank then
ValidSingleMove = True
EndIf
EndIf
End
' -------------------------------------------------------------------
' This returns an array of Moves (a MoveList); however, these
' moves are NOT a sequence to be execute, just a list of up to
' four possible moves, which is then processed by FindAllJumps
Func FindJumps (Board, x, y)
Local MoveList, dx
Erase MoveList
For dx in [-1, 1]
' All pieces can jump "forward"
' First, check that coordinates of destination square are legal
If ((x + dx*2) >= 1) And ((x + dx*2) <= Squares) And &
((y+2*Side) >= 1) And ((y+2*Side) <= Squares) Then
' Then, check if destination square is open and
' that intermediate square is enemy piece
If (Board(x+dx*2,y+2*Side)=Blank) And &
(Sgn(Board(x+dx,y+side))=-Side) Then
' If we get here, we have a valid jump; add it
' to the movelist
MoveList << &
[[x, y, x+dx, y+Side], [x+dx, y+Side, x+dx*2, y+Side*2]]
EndIf
EndIf
' Only Kings can jump "backwards"
If Abs(Board(x,y)) = King then
If ((x + dx*2) >= 1) And ((x + dx*2) <= Squares) And &
((y-2*Side) >= 1) And ((y-2*Side) <= Squares) Then
' Then, check if destination square is open and
' that intermediate square is enemy piece
If (Board(x+dx*2,y-2*Side)=Blank) And &
(Sgn(Board(x+dx,y-side))=-Side) Then
' If we get here, we have a valid jump; add it
' to the movelist
MoveList << &
[[x, y, x+dx, y-Side], [x+dx, y-Side, x+dx*2, y-Side*2]]
EndIf
EndIf
EndIf
Next Dx
FindJumps = MoveList
End ' Func FindJumps
' -------------------------------------------------------------------
Func FindAllJumps (x, y)
Local MoveList, MoveListArray, Move, Board2
Local MoveList2, MoveListArray2
Local MoveList3
Local Counter
' Populate move list with first degree of available jumps
MoveListArray = FindJumps(Board, x,y)
If Not Empty (MoveListArray) Then
' For each jump, "make" the jump on a temporary Board and
' see if that leads to new jumps; if it does, then
' we have to make a list of NEW jumps with the original
' sequence as a base and delete the initiating sequence
Counter = 0
While Not Empty(MoveListArray(Counter))
' See if there is a move
If Not Empty(MoveListArray(Counter)) Then
' OK - start with this MoveList
MoveList = MoveListArray(Counter)
' Apply this MoveList to the current Board and
' find where the checker ends up (x2 and y2 from Move)
Board2 = MakeMove(Board, MoveList, False)
Move = MoveList(UBound(MoveList))
' Now, see if there are any more jumps from the now terminal
' position
MoveListArray2 = FindJumps(Board2, Move(2), Move(3))
' If there are any, then for each of the MoveLists in MoveListArray2,
' create a new entry in MoveListArray that adds the most recent
' position on to the move before at the end of the array, and
' then delete the current one
If Not Empty(MoveListArray2) Then
For MoveList2 in MoveListArray2
MoveList3 = MoveList
For Move in MoveList2
MoveList3 << Move
Next Move
MoveListArray << MoveList3
Next MoveList2
' Get rid of the current MoveList from MoveListArray
' Back counter by one because the initiating sequence
' was deleted
Delete MoveListArray, Counter
Counter = Counter - 1
EndIf
EndIf
Counter = Counter + 1
If Counter > UBound(MoveListArray) Then
Exit Loop ' The While Loop
EndIf
Wend
EndIf
FindAllJumps = MoveListArray
End ' Func FindAllJumps
' -------------------------------------------------------------------
' Function actually begins here
'
' MoveList is an array of Moves
Local MoveList
' MoveListArray is an array of MoveLists
Local MoveListArray
' MasterMoveListArray is used to keep track of final move lists
Local MasterMoveListArray
' Coordinates to move through the board
Local x, y, dx
Erase MasterMoveListArray
' Start by seeing if there are possible jumps
For x = 1 to Squares
For y = 1 to Squares
' Find a piece, then see if it can do a jump!
If Sgn(Board(x, y)) = Side Then
' Start adding legal jumps starting with [x,y]
MoveListArray = FindAllJumps(x, y)
' Copy MoveLists from MoveListArray into MasterMoveListArray
For MoveList in MoveListArray
MasterMoveListArray << MoveList
Next MoveList
EndIf
Next y
Next x
' Check to see if there are no jumps were found - only then look for non-jumping
' moves
If Empty (MasterMoveListArray) Then
' In this case, search for non-jumping moves
For x = 1 to Squares
For y = 1 to Squares
If Sgn(Board(x,y)) = Side Then
' Check to see if we can move a single square left or right
For dx in [-1, 1]
If ValidSingleMove (x, y, dx, Side) Then
MasterMoveListArray << [[x, y, x+dx, y+Side]]
EndIf
' If the piece is a King, also see if we can move backwards
If Abs(Board(x,y)) = King then
If ValidSingleMove (x, y, dx, -Side) Then
MasterMoveListArray << [[x, y, x+dx, y-Side]]
EndIf
EndIf
Next dx
EndIf
Next y
Next x
EndIf
' Return the MoveList
GenerateMoveList = MasterMoveListArray
End
' -------------------------------------------------------------------
' This function will allow the user to enter a move for a side
' It outputs a MoveList
' Basic sequence:
' 1. Get valid move list
' 2. Repeat until UserMoveList is a complete valid move list
' 3. Redraw board from scratch
' 4. Highlight squares chosen so far (UserMoveList)
' 5. Let user enter a new square (UserMove)
' 6. Confirm that the new move, when added on to growing UserMoveList, is valid
' The working sequence of user moves (kept in UserMoveList) is terminated
' by a Move with last two coordinates 0,0 (e.g. [1,1,0,0])
Func GetUserMove (Board, Side)
' Where the user is actually moving
Local UserMove, UserMoveList
' All valid Moves
Local ValidMoveListArray
' Working variables
Local Move, ClickMove, MoveList, IsValid, Counter, Done, OldClickMove
' --------------------------------------------------------
' Waits for the user to click on a square and returns
' the x,y board components as (x, y, 0, 0)
' (DataType = Move)
' Also, we will only accept clicks on Dark squares (X+Y) Mod 2 = 0
Func GetSquare
' Enable tracking of mouse
Pen on
' Loop until the left mouse button is pressed
Repeat
Until Pen(0)
' Convert mouse coordinates into Board coordinates
' Pen(1) = X of mouse position "Last mouse button down X"
' Pen(2) = Y of mouse position "Last mouse button down Y"
GetSquare = [1 + Int(Pen(1)/BoxSize),Squares - Int(Pen(2)/BoxSize),0,0]
' Stop Mouse mechanism
Pen Off
End
' ---------------------------------------------------------------
' This will change the background of a square to color SquareColor
Sub HighlightSquare (x, y, SquareColor)
' Only highlight a valid square
If (x >= 1) and (x <= Squares) And (y >= 1) And (y <= Squares) Then
Paint (x-1)*BoxSize + 1, (Squares-y)*BoxSize + 1, SquareColor
EndIf
End ' Sub HighLightSquare (x,y)
' ------------------------------------------------------------------
' Function actually starts here
' Initialize variables
Erase UserMoveList
Erase UserMove
ValidMoveListArray = GenerateMoveList (Board, Side)
OldClickMove = [0,0,0,0]
Done = False
Repeat
' Only redraw current board if we are starting with a fresh movelist
' to save time
If Empty(UserMoveList) Then
DisplayBoard Board
' Inform use of which side is to move
At BoxSize * (Squares + 0.25), TextHeight (PlayerName(Side))
' Set text color to match
If Side = Black Then
Color ColorBlack, ColorDarkSquare
Else
Color ColorWhite, ColorDarkSquare
EndIf
Print PlayerName(Side) ; " to move"
EndIf
' Highlight squares choses so far
' Although for an incomplete move, [Move(2),Move(3)]=0,0
' the HighlightSquare function checks for that and will
' only highlight valid coordinates
For Move in UserMoveList
HighlightSquare Move(0), Move(1), ColorSelect
HighlightSquare Move(2), Move(3), ColorSelect
Next Move
' Allow user to select a square and highlight it
' Users are only allowed to select "Dark", squares, which
' have the properties that the (x+y) coordinate sum is even
Repeat
Repeat
ClickMove = GetSquare
Until (ClickMove(0) + ClickMove(1)) Mod 2 = 0
Until ClickMove <> OldClickMove
OldClickMove = ClickMove
HighLightSquare ClickMove(0), ClickMove(1), ColorSelect
' If this is the first square selected, then just record it and make sure
' it is valid
' If it is the second, then start adding Moves into UserMoveList
' using the last square checked as the first square in this move
If Empty(UserMoveList) Then
' Make sure it is a valid Move
IsValid = False
' Compare this move against the opening sequences of all valid moves
For MoveList in ValidMoveListArray
If MoveList(0)(0)=ClickMove(0) And MoveList(0)(1)=ClickMove(1) Then
IsValid = True
EndIf
Next MoveList
' If this is a valid move, store the coordinates as the first
' move in UserMoveList
' Otherwise, leave UserMoveList Empty and beep and get a new choice
If IsValid Then
UserMoveList = [ClickMove]
Else
Beep
OldClickMove = [0,0,0,0]
EndIf
Else
' Check to see if this is the second coordinate in a Move
' If so, complete the first entry in UserMoveList
' If not, create a whole new move with the last coordinates
' in the last entry of UserMoveList serving as the first
' coordinates in the new move, and the just-clicked square
' serving as the second coordinates
If (UserMoveList(0)(2)=0) and (UserMoveList(0)(3)=0) then
' Check to see if this is a jump
If (Abs(ClickMove(0)-UserMoveList(0)(0)) > 1) Or &
(Abs(ClickMove(1)-UserMoveList(0)(1)) > 1) Then
UserMoveList(0)(2)=(ClickMove(0)+UserMoveList(0)(0))/2
UserMoveList(0)(3)=(ClickMove(1)+UserMoveList(0)(1))/2
UserMoveList << [UserMoveList(0)(2),UserMoveList(0)(3), &
ClickMove(0),ClickMove(1)]
Else
UserMoveList(0)(2)=ClickMove(0)
UserMoveList(0)(3)=ClickMove(1)
EndIf
Else
' Create a new move by adding on to the end
Move = UserMoveList(UBound(UserMoveList))
' If this is a jump, see if we need to insert an intermediate move
If (Abs(Move(2)-ClickMove(0))>1) Or (Abs(Move(3)-ClickMove(1))>1) Then
UserMoveList << [Move(2), Move(3), &
(Move(2)+ClickMove(0))/2, (Move(3)+ClickMove(1))/2]
UserMoveList << [(Move(2)+ClickMove(0))/2, (Move(3)+ClickMove(1))/2, &
ClickMove(0), ClickMove(1)]
Else
UserMoveList << [Move(2), Move(3), ClickMove(0), ClickMove(1)]
EndIf
EndIf
' Now, see if this is a valid sequence from ValidMoveListArray
' OK - at this point, we have UserMoveList containing
' moves that have been completed so far - test them to
' see if they represent a valid sequence
For MoveList in ValidMoveListArray
' Compare each MoveList against TempUserMoveList
' If we can get through one whole sequence, then
' it is valid
IsValid = True
For Counter = 0 to Min (UBound(MoveList), UBound(UserMoveList))
If MoveList(Counter) <> UserMoveList(Counter) Then
IsValid = False
EndIf
Next
' If we get here, then we have confirmed that there is a sequence
' of valid moves in TempUserMoveList so far - no need to check for
' more
If IsValid then
' Check to make sure that for this move, the UserMoveList is
' NOT a superset (ie UBound(UserMoveList) > UBound(MoveList))
' of MoveList
If UBound(UserMoveList) > UBound(MoveList) Then
IsValid = False
Else
Exit For
EndIf
EndIf
Next MoveList
' If we get to here and the move is not valid, beep and get a new
' sequence of moves
If Not IsValid Then
Beep
Erase UserMoveList
EndIf
EndIf
' Test to see if we have completed a sequence
If Not Empty(UserMoveList) Then
For MoveList in ValidMoveListArray
If UserMoveList = MoveList Then
Done = True
EndIf
Next
EndIf
Until Done
' Return the move list
GetUserMove = UserMoveList
End ' Func GetUserMove
' ------------------------------------------------------------------
' This function processes the Artificial Intelligence aspects for
' computer move generation, using the standard Minimax game algorithm
' recursively
' Because of the nature of MiniMax, it has to return two values:
' a MoveList and a Score. We will define a data structure of
' [Score, MoveList] to hold these
' Board is a board to process; Side is the side whose turn it is to move,
' Depth is CURRENT search depth (initally set to zero),
' DepthMax = Deepest level to explore, Evaluator is used to determine
' which board evaluation function to use (see EvaluateBoard)
' We keep all moves with same score in BestMoveList and choose randomly
' among them to try and avoid loops of repetitive moves
Func MiniMax(Board, Side, Depth, DepthMax, Evaluator)
Local MoveList, Move, Score, BestScore, NextMini, BestMoveList
If Depth > DepthMax Then
' If we have exceeded the specified search depth,
' return the value of our board at this point and
' a null movelist
MiniMax = [(EvaluateBoard (Board, Side, Evaluator)), 0]
Else
' Find all possible moves for Side with the current Board
MoveList = GenerateMoveList (Board, Side)
' If there are no moves, then return the score
' of the current board and a null MoveList
If Empty (MoveList) Then
MiniMax = [EvaluateBoard (Board, Side, Evaluator), 0]
Else
' Find the move that yields the best MiniMax score
' Set initial BestScore to lowest conceivable results, to
' guarantee it will be replaced with an actual result later
BestScore = -999999
Erase BestMoveList
' Step through each possible move
For Move in MoveList
' Recurse down the search tree for the board that
' would result from making that move
NextMini = MiniMax(MakeMove(Board,Move,False), &
-Side, Depth+1, DepthMax, Evaluator)
' If that move results in a better MiniMax score, then
' save that result
Score = -NextMini(0)
If Score >= BestScore Then
' If this ties the current best score, add to the list
If Score = BestScore Then
BestMoveList << Move
Else
' If this is a new best score, set the list to this
' move only and update best score
BestScore = Score
BestMoveList = [Move]
EndIf
EndIf
Next Move
' Return our best move
' Select randomly from the list of moves with an equal / best score
MiniMax = [BestScore, BestMoveList(Int(Rnd * UBound(BestMoveList)))]
EndIf
EndIf
End ' Func Minimax
' ------------------------------------------------------------------------
' This function applies a custom evaluator to be used by MiniMax
' There should be a private function for each different approach
' to scoring the boards, and the main function code will chose among
' them based on Evaluator
Func EvaluateBoard (Board, Side, Evaluator)
' ------------------------------------------------------------------
' This function just adds up the pieces in Board (1=piece,2=King)
' and returns the net sum
' It was the simplest one I could think of
Func ScoreSimple(Board, Side)
Local x, y, Score
Score = 0
For x = 1 to Squares
For y = 1 to Squares
Score = Score + Board(x,y)
Next y
Next x
ScoreSimple = Score * Side
End ' Func ScoreSimple
' ------------------------------------------------------------------------
' This score adds to SimpleScore by giving bonus for gutter squares
' and a bonus for advancing pieces
' Written by Nat
Func ScoreNat (Board, Side)
Local x, y, Score
' Start with neutral score
Score = 0
For x = 1 to Squares
For y = 1 to Squares
Score = Score + Board(x,y)
' Bonus for being x = 1 or Squares
If (x=1) or (x = Squares) Then
Score = Score + 0.5 * Board(x,y)
EndIf
' Bonus for advancing to final row for Pieces only
If Abs(Board(x,y)) = Piece then
If Side = 1 Then
Score = Score + 0.125 * y
Else
Score = Score - 0.125 * ((Squares + 1) - y)
EndIf
EndIf
Next y
Next x
ScoreNat = Score * Side
End ' Func ScoreNat
' ------------------------------------------------------------------------
' This score adds to SimpleScore by giving penalty for gutter squares
' Written by Sam
Func ScoreSam (Board, Side)
Local x, y, Score
' Start with neutral score
Score = 0
For x = 1 to Squares
For y = 1 to Squares
Score = Score + Board(x,y)
' Penalty for being x = 1 or Squares
If (x=1) or (x = Squares) Then
Score = Score - 0.5 * Board(x,y)
EndIf
' Penalty for being in corner
If ((x=1) or (x=Squares)) And ((y=1) or (y=Squares)) Then
Score = Score - 0.5 * Board(x,y)
EndIf
Next y
Next x
ScoreSam = Score * Side
End ' Func ScoreSam
' ------------------------------------------------------------------------
' Function begins here
' The idea is that we have multiple Evaluator functions as a test
' of different strategies
If Evaluator = 2 Then
EvaluateBoard = ScoreSimple (Board, Side)
ElseIf Evaluator = 3 Then
EvaluateBoard = ScoreNat (Board, Side)
ElseIf Evaluator = 4 Then
EvaluateBoard = ScoreSam (Board, Side)
EndIf
End ' Func EvaluateBoard
' -------------------------------------------------------------------
' This function will determine the next move for Side based on the
' strategy in PlayerStrategy(Side) and return a MoveList
Func DetermineMove (Board, Side)
Local Temp
' This will display text to the right (by 1/4 square) of the board
' listing who is currently moving
' The color of the text will match the color of the pieces
At BoxSize * (Squares + 0.25), TextHeight (PlayerName(Side))
' Set text color to match
If Side = Black Then
Color ColorBlack, ColorDarkSquare
Else
Color ColorWhite, ColorDarkSquare
EndIf
At BoxSize * (Squares + 0.25), TextHeight (PlayerName(Side))
Print PlayerName(Side) + " to move"
If PlayerStrategy(Side) = 1 Then
DetermineMove = GetUserMove (Board, Side)
ElseIf PlayerStrategy(Side) = 2 Then
Temp = MiniMax(Board, Side, 0, 2, 2)
DetermineMove = Temp(1)
ElseIf PlayerStrategy(Side) = 3 Then
Temp = MiniMax(Board, Side, 0, 3, 2)
DetermineMove = Temp(1)
ElseIf PlayerStrategy(Side) = 4 Then
Temp = MiniMax(Board, Side, 0, 4, 2)
DetermineMove = Temp(1)
ElseIf PlayerStrategy(Side) = 5 Then
Temp = MiniMax(Board, Side, 0, 5, 2)
DetermineMove = Temp(1)
ElseIf PlayerStrategy(Side) = 6 Then
Temp = MiniMax(Board, Side, 0, 4, 3)
DetermineMove = Temp(1)
At (Squares + 0.25) * BoxSize, TextHeight ("1") * 3
Print "Score :"; Temp(0)
ElseIf PlayerStrategy(Side) = 7 Then
Temp = MiniMax(Board, Side, 0, 4, 4)
DetermineMove = Temp(1)
At (Squares + 0.25) * BoxSize, TextHeight ("1") * 3
Print "Score :"; Temp(0)
EndIf
End ' Func DetermineMove
' -------------------------------------------------------------------
' This is the main control function for the checkers program
Sub Main
Local Board, MoveList, Winner, Counter
' Get User information:
' For each color, get a unique name for the player and
' a strategy for determining the move to make
For Counter in [White, Black]
' Get the name of the players
Print "Please enter the name for the ";
If Counter = White Then
Print "white";
Else
Print "black";
EndIf
Print " player :";
Input PlayerName (Counter)
Print
Repeat
' Get the strategy for each player to use
Print "1. Ask the user"
Print "2. Use SimpleScore Level 2"
Print "3. Use SimpleScore Level 3"
Print "4. Use SimpleScore Level 4"
Print "5. Use SimpleScore Level 5"
Print "6. Use NatScore Level 4"
Print "7. Use SamScore Level 4"
Print "Enter the strategy to use for "; PlayerName(Counter);
Input PlayerStrategy(Counter)
Until PlayerStrategy(Counter) in [1,2,3,4,5,6,7]
Print
Print
Next Counter
' Initialize the board
Board = InitBoard
' Display the board
DisplayBoard Board
' Loop until game is over - it is over when one side cannot
' make any more moves
While True
' Allow white to move is there is a move for White to make
If Empty(GenerateMoveList (Board, White)) Then
Winner = Black
Exit Loop
Else
' Get White Move
MoveList = DetermineMove (Board, White)
' Apply White Move
Board = MakeMove (Board, MoveList, True)
' Show the new board
DisplayBoard Board
EndIf
' Allow Black to move if there is a move for Black to make
If Empty(GenerateMoveList (Board,Black)) Then
Winner = White
Exit Loop
Else
' Get Black Move
MoveList = DetermineMove (Board, Black)
' Apply Black Move
Board = MakeMove (Board, MoveList, True)
' Show the new board
DisplayBoard Board
EndIf
Wend
' Now, display the winner
At BoxSize * (Squares + 0.25), TextHeight (PlayerName(Winner))
Print PlayerName(Winner) ; " wins!"
' Play a little fanfare and pause for 1 second
Play "O2CEGO3CP1"
Play "p1"
End
' -------------------------------------------------------------------
' Call the Main procedure, then exit the program
' Declare array of player names
Dim PlayerName (Black to White)
' Declare array of strategy choices
Dim PlayerStrategy (Black to White)
Main
End