Merge pull request #26 from 2OOP/Michiel

Merge michiel branche with ServerManager for updated, working UI.
This commit is contained in:
Bas Antonius de Jong
2025-09-18 13:01:49 +02:00
committed by GitHub
3 changed files with 132 additions and 69 deletions

23
.idea/workspace.xml generated
View File

@@ -4,7 +4,8 @@
<option name="autoReloadType" value="SELECTIVE" />
</component>
<component name="ChangeListManager">
<list default="true" id="997b32da-b4d4-48ac-ab51-52d65f364f81" name="Changes" comment="">
<list default="true" id="997b32da-b4d4-48ac-ab51-52d65f364f81" name="Changes" comment="nog een kleine fix waarbij die depth van 8 gebruikte in plaats van game.movesleft">
<change beforePath="$PROJECT_DIR$/.idea/misc.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/misc.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/src/main/java/org/toop/Main.java" beforeDir="false" afterPath="$PROJECT_DIR$/src/main/java/org/toop/Main.java" afterDir="false" />
<change beforePath="$PROJECT_DIR$/src/main/java/org/toop/UI/GameSelectorWindow.java" beforeDir="false" afterPath="$PROJECT_DIR$/src/main/java/org/toop/UI/GameSelectorWindow.java" afterDir="false" />
@@ -29,7 +30,7 @@
<component name="Git.Settings">
<option name="RECENT_BRANCH_BY_REPOSITORY">
<map>
<entry key="$PROJECT_DIR$" value="Ticho" />
<entry key="$PROJECT_DIR$" value="ServerManager" />
</map>
</option>
<option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" />
@@ -70,6 +71,7 @@
<component name="PropertiesComponent"><![CDATA[{
"keyToString": {
"Application.Main.executor": "Run",
"JUnit.MinMaxTicTacToeTest.executor": "Run",
"ModuleVcsDetector.initialDetectionPerformed": "true",
"RunOnceActivity.ShowReadmeOnStart": "true",
"RunOnceActivity.TerminalTabsStorage.copyFrom.TerminalArrangementManager": "true",
@@ -83,7 +85,10 @@
"node.js.selected.package.eslint": "(autodetect)",
"node.js.selected.package.tslint": "(autodetect)",
"nodejs_package_manager_path": "npm",
"settings.editor.selected.configurable": "preferences.editor",
"project.structure.last.edited": "Modules",
"project.structure.proportion": "0.0",
"project.structure.side.proportion": "0.0",
"settings.editor.selected.configurable": "reference.settings.project.statistic.project.settings",
"vue.rearranger.settings.migration": "true"
}
}]]></component>
@@ -102,14 +107,6 @@
</method>
</configuration>
</component>
<component name="SharedIndexes">
<attachedChunks>
<set>
<option value="bundled-jdk-9823dce3aa75-fbdcb00ec9e3-intellij.indexing.shared.core-IU-251.26927.53" />
<option value="bundled-js-predefined-d6986cc7102b-09060db00ec0-JavaScript-IU-251.26927.53" />
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<task active="true" id="Default" summary="Default task">
<changelist id="997b32da-b4d4-48ac-ab51-52d65f364f81" name="Changes" comment="" />
@@ -144,6 +141,10 @@
</map>
</option>
</component>
<component name="VcsManagerConfiguration">
<MESSAGE value="nog een kleine fix waarbij die depth van 8 gebruikte in plaats van game.movesleft" />
<option name="LAST_COMMIT_MESSAGE" value="nog een kleine fix waarbij die depth van 8 gebruikte in plaats van game.movesleft" />
</component>
<component name="XSLT-Support.FileAssociations.UIState">
<expand />
<select />

View File

@@ -4,19 +4,32 @@ import org.toop.game.*;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.toop.Main;
public class MinMaxTicTacToe {
private static final Logger logger = LogManager.getLogger(MinMaxTicTacToe.class);
public int findBestMove(TicTacToe game) {
/**
* This method tries to find the best move by seeing if it can set a winning move, if not, it will do a minimax.
*/
public int findBestMove(TicTacToe game) {
int bestVal = -100; // set bestval to something impossible
int bestMove = 10; // set bestmove to something impossible
boolean empty = true;
for (char cell : game.grid) {
if(!(cell == GameBase.EMPTY)) {
empty = false;
break;
}
}
if (empty && game.validateMove(4)) {
return 4;
}
// simulate all possible moves on the field
for (int i = 0; i < game.grid.length; i++) {
if (game.validateMove(i)) { // check if the move is legal here
@@ -28,9 +41,18 @@ public class MinMaxTicTacToe {
if (result == GameBase.State.WIN) {
return i; // just return right away if you can win on the next move
}
else {
thisMoveValue = doMinimax(copyGame, 8, false); // else look at other moves
for (int index = 0; index < game.grid.length; index++ ) {
if (game.validateMove(index)) {
TicTacToe opponentCopy = copyGame.copyBoard();
GameBase.State opponentResult = opponentCopy.play(index);
if (opponentResult == GameBase.State.WIN) {
return index;
}
}
}
thisMoveValue = doMinimax(copyGame, game.movesLeft, false); // else look at other moves
if (thisMoveValue > bestVal) { // if better move than the current best, change the move
bestVal = thisMoveValue;
bestMove = i;
@@ -40,10 +62,11 @@ public class MinMaxTicTacToe {
return bestMove; // return the best move when we've done everything
}
public int doMinimax(TicTacToe game, int depth, boolean maximizing) {
/**
* This method simulates all the possible future moves in the game through a copy in search of the best move.
*/
public int doMinimax(TicTacToe game, int depth, boolean maximizing) {
boolean state = game.checkWin(); // check for a win (base case stuff)
if (state) {
@@ -59,7 +82,7 @@ public class MinMaxTicTacToe {
else {
boolean empty = false;
for (char cell : game.grid) { // else, look at draw conditions. we check per cell if it's empty or not
if (cell == ' ') {
if (cell == GameBase.EMPTY) {
empty = true; // if a thing is empty, set to true
break; // break the loop
}

View File

@@ -1,76 +1,115 @@
import org.junit.jupiter.api.BeforeEach;
import org.junit.jupiter.api.Test;
import org.toop.game.tictactoe.*;
import org.toop.game.GameBase;
import org.toop.game.tictactoe.MinMaxTicTacToe;
import org.toop.game.tictactoe.TicTacToe;
import static org.junit.jupiter.api.Assertions.*;
class MinMaxTicTacToeTest {
/**
* Unit tests for MinMaxTicTacToe AI.
*/
public class MinMaxTicTacToeTest {
// makegame makes a board situation so we can test the AI. that's it really, the rest is easy to follow id say
private TicTacToe makeGame(String board, int currentPlayer) {
TicTacToe game = new TicTacToe("AI", "Human");
// Fill the board
for (int i = 0; i < board.length(); i++) {
char c = board.charAt(i);
game.grid[i] = c;
if (c != '-') game.movesLeft--;
}
game.currentPlayer = currentPlayer;
return game;
private MinMaxTicTacToe ai;
private TicTacToe game;
@BeforeEach // called before every test is done to make it work
void setUp() {
ai = new MinMaxTicTacToe();
game = new TicTacToe("AI", "Human");
}
@Test
void testFindBestMove_AIImmediateWin() {
TicTacToe game = makeGame("XX-OO----", 0);
MinMaxTicTacToe ai = new MinMaxTicTacToe();
void testBestMoveWinningMoveAvailable() {
// Setup board where AI can win immediately
// X = AI, O = player
// X | X | .
// O | O | .
// . | . | .
game.grid = new char[]{
'X', 'X', GameBase.EMPTY,
'O', 'O', GameBase.EMPTY,
GameBase.EMPTY, GameBase.EMPTY, GameBase.EMPTY
};
game.movesLeft = 4;
int bestMove = ai.findBestMove(game);
assertEquals(2, bestMove, "AI has to take winning move at 2");
// Ai is expected to place at index 2 to win
assertEquals(2, bestMove);
}
@Test
void testFindBestMove_BlockOpponentWin() {
TicTacToe game = makeGame("OO-X----", 0); // 0 = AI's turn
MinMaxTicTacToe ai = new MinMaxTicTacToe();
void testBestMoveBlocksOpponentWin() {
// Setup board where player could win next turn
// O | O | .
// X | . | .
// . | . | .
game.grid = new char[]{
'O', 'O', GameBase.EMPTY,
'X', GameBase.EMPTY, GameBase.EMPTY,
GameBase.EMPTY, GameBase.EMPTY, GameBase.EMPTY
};
game.movesLeft = 4;
int bestMove = ai.findBestMove(game);
assertEquals(2, bestMove, "AI should block opponent win at 2");
// AI block at index 2 to continue the game
assertEquals(2, bestMove);
}
@Test
void testFindBestMove_ChooseDrawIfNoWin() {
TicTacToe game = makeGame("XOXOX-O--", 0);
MinMaxTicTacToe ai = new MinMaxTicTacToe();
void testBestMoveCenterPreferredOnEmptyBoard() {
// On empty board, center (index 4) is strongest
int bestMove = ai.findBestMove(game);
assertTrue(bestMove == 6 || bestMove == 8, "AI should draw");
assertEquals(4, bestMove);
}
@Test
void testMinimax_ScoreWin() {
TicTacToe game = makeGame("XXX------", 0);
MinMaxTicTacToe ai = new MinMaxTicTacToe();
int score = ai.doMinimax(game, 5, false);
assertTrue(score > 0, "AI win scored positively");
void testDoMinimaxScoresWinPositive() {
// Simulate a game state where AI has already won
TicTacToe copy = game.copyBoard();
copy.grid = new char[]{
'X', 'X', 'X',
'O', 'O', GameBase.EMPTY,
GameBase.EMPTY, GameBase.EMPTY, GameBase.EMPTY
};
int score = ai.doMinimax(copy, 5, false);
assertTrue(score > 0, "AI win should yield positive score");
}
@Test
void testMinimax_ScoreLoss() {
TicTacToe game = makeGame("OOO------", 1);
MinMaxTicTacToe ai = new MinMaxTicTacToe();
int score = ai.doMinimax(game, 5, true);
assertTrue(score < 0, "AI loss is negative");
void testDoMinimaxScoresLossNegative() {
// Simulate a game state where human has already won
TicTacToe copy = game.copyBoard();
copy.grid = new char[]{
'O', 'O', 'O',
'X', 'X', GameBase.EMPTY,
GameBase.EMPTY, GameBase.EMPTY, GameBase.EMPTY
};
int score = ai.doMinimax(copy, 5, true);
assertTrue(score < 0, "Human win should yield negative score");
}
@Test
void testMinimax_ScoreDraw() {
TicTacToe game = makeGame("XOXOXOOXO", 0);
MinMaxTicTacToe ai = new MinMaxTicTacToe();
int score = ai.doMinimax(game, 5, true);
assertEquals(0, score, "Draw should be zero!");
}
void testDoMinimaxDrawReturnsZero() {
// Simulate a draw position
TicTacToe copy = game.copyBoard();
copy.grid = new char[]{
'X', 'O', 'X',
'X', 'O', 'O',
'O', 'X', 'X'
};
@Test
void testMiniMax_MultipleMoves() {
TicTacToe game = makeGame("-X-OX--O-", 0);
MinMaxTicTacToe ai = new MinMaxTicTacToe();
int bestMove = ai.findBestMove(game);
assertTrue(bestMove == 0 || bestMove == 2, "Can look at multiple moves!");
int score = ai.doMinimax(copy, 0, true);
assertEquals(0, score, "Draw should return 0 score");
}
}