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connect_four.R
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connect_four.R
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# CONNECT FOUR #
### RKOPRIK ####
# checks one move
one_move <- function(cells_possible) {
cell_valid <- FALSE
while (!cell_valid) {
cell <- scan(what = numeric(), n = 1, quiet = TRUE)
# Check validity of input
if (!(cell %in% cells_possible)|length(cell) == 0) {
cat("Column not valid. Again:")
} else{
cell_valid <- TRUE
}
}
return(cell)
}
# checks if all elements in a vector are equal
check_vector <- function(vector) {
if (sum(vector) == 0) { # vector contains only 0s
return(FALSE)
} else if (any(vector != vector[1])) { # not all elements identical
return(FALSE)
} else { # all elements identical
return(TRUE)
}
}
# check win for iterating subgrids of 4x4
check_win <- function(board, n_row, n_col) {
win <- FALSE
# if winning min is different than 4, could be added as an extra argument
max_i <- n_row - 4 + 1
max_j <- n_col - 4 + 1
for (i in 1:max_i) {
for (j in 1:max_j) {
subgrid <- board[i:(i + 4 - 1), j:(j + 4 - 1)]
if (any(apply(subgrid, 1, check_vector)) | # checks for win in rows
any(apply(subgrid, 2, check_vector)) | # checks for win in columns
check_vector(diag(subgrid)) | # checks for win in diagonal
check_vector(diag(subgrid[, rev(seq_len(ncol(subgrid)))]))
)
{ # checks for win in opposite diagonal
win <- TRUE
}
}
}
return(win)
}
# checks the highest row possible to play - for marking the move on the grid
check_hightest_poss <- function(board, n_row, n_col) {
poss <- matrix(NA, nrow = 1, ncol = n_col)
dif <- n_col - n_row
for (j in 1:n_col) {
c <- board[,j]
count <- 1
for (i in 1:n_row) {
if (c[i] != 0)
count <- count +1
}
poss[j] <- count
}
return(poss)
}
# checks the columns still available to pick
check_poss_col <- function(board, n_row, n_col) {
col_poss <- matrix(NA, nrow = 1, ncol = n_col)
for (j in 1:n_col) {
c <- board[,j]
count <- n_col
for (i in 1:n_row) {
if (c[i] == 0)
count <- count - 1
}
col_poss[j] <- count
if (col_poss[1,j] < n_col) {
col_poss[1,j] <- j
} else {
col_poss[1,j] <- 1000
}
}
col_poss <- col_poss[which(col_poss != 1000)]
return(col_poss)
}
# should work for pc moves, but not implemented (first function not working properly)
pc_move <- function(board, n_row, n_col) {
# check for sequences of 3 in columns
col_win <- FALSE
max_i <- n_row - 3 + 1
for (i in 1:max_i) {
for (j in 1:n_col) {
subgrid_pc <- as.matrix(board[i:(i + 3 - 1), j])
if (any(apply(subgrid_pc, 2, check_vector)))
{
col_win <- TRUE
break
}
}
}
if(col_win == TRUE | board[i-1,j] == 0){
return(j)
} else {
return(sample(cells_possible, size = 1, replace = TRUE))
}
}
# 2 real players
connect_four_2_players <- function(n_row, n_col, n_player = 2) {
par_original <- par(no.readonly = TRUE)
on.exit(par(par_original))
# These arguments prevent the adding of extra space at the axis intervals
par(xaxs = "i", yaxs = "i")
plot.new()
# plot arbitrary plot based on n_col and n_row
plot.window(xlim = c(0.5, n_col+0.5), ylim = c(0.5, n_row+0.5))
grid(nx = n_col, ny = n_row, col = "black")
box(lwd = 2)
axis(2, at = 1:n_row, las = 1)
axis(3, at = 1:n_col)
title(main = "Connect Four")
# random player selection
start_move <- sample(c(1,2), size = 1)
cat(paste0("Player ", start_move , " starts! \n"))
if(start_move == 1){
# initiates the board
# check possible columns still free
board <- matrix(0, nrow = n_row, ncol = n_col)
cells_possible <- check_poss_col(board, n_row, n_col)
move_count <- 1
which_player <- rep(c(1, 2), length = n_row*n_col)
cat(paste0("In each move you have to choose one column.\n"))
while (move_count < n_row*n_col+1) {
# execute one move - player 1
cat(paste0("Player ", which_player[move_count], ":"))
cell <- one_move(cells_possible)
# get coordinates for plot and mark cell in plot
column <- cell
row <- check_hightest_poss(board, n_row, n_col)[1,cell]
points(column, row, cex = n_col/n_row+4, pch = c(19, 19)[which_player[move_count]],
col = c("black", rgb(1,0.4,0.4))[which_player[move_count]], adj = 1)
# update board matrix
board[row, column] <- which_player[move_count]
# check if the current player won (we check for a win after every move, i.e.,
# if win == TRUE the player who performed the last move is the winner)
win <- check_win(board, n_row, n_col)
if (win) { # terminate function with corresponding message if player won
message <- paste0("Player ", which_player[move_count], " wins!")
return(message)
} else { # update the valid cells and the move count, if the player didn't win
cells_possible <- check_poss_col(board, n_row, n_col)
move_count <- move_count + 1
}
}
return("Game ends in a tie!") # When no valid cells are left, the game ends in a tie.
}
if (start_move == 2) {
# initiates the board
board <- matrix(0, nrow = n_row, ncol = n_col)
cells_possible <- check_poss_col(board, n_row, n_col)
move_count <- 2
which_player <- rep(c(1, 2), length = n_row*n_col)
cat(paste0("In each move you have to choose one column.\n"))
while (move_count < n_row*n_col+1) {
# execute one move - player 2
cat(paste0("Player ", which_player[move_count], ":"))
cell <- one_move(cells_possible)
# get coordinates for plot and mark cell in plot
column <- cell
row <- check_hightest_poss(board, n_row, n_col)[1,cell]
points(column, row, cex = n_col/n_row+4, pch = c(19, 19)[which_player[move_count]],
col = c("black", rgb(1,0.4,0.4))[which_player[move_count]], adj = 1)
# update board matrix
board[row, column] <- which_player[move_count]
# check if the current player won (we check for a win after every move, i.e.,
# if win == TRUE the player who performed the last move is the winner)
win <- check_win(board, n_row, n_col)
if (win) { # terminate function with corresponding message if player won
message <- paste0("Player ", which_player[move_count], " wins!")
return(message)
} else { # update the valid cells and the move count, if the player didn't win
cells_possible <- check_poss_col(board, n_row, n_col)
move_count <- move_count + 1
}
}
return("Game ends in a tie!") # When no valid cells are left, the game ends in a tie.
}
}
# 1 real vs PC
playing_against_computer <- function(n_row, n_col) {
par_original <- par(no.readonly = TRUE)
on.exit(par(par_original))
# These arguments prevent the adding of extra space at the axis intervals
par(xaxs = "i", yaxs = "i")
plot.new()
# plot arbitraty grid depending on n_col and n_row
plot.window(xlim = c(0.5, n_col+0.5), ylim = c(0.5, n_row+0.5))
grid(nx = n_col, ny = n_row, col = "black")
box(lwd = 2)
axis(2, at = 1:n_row, las = 1)
axis(3, at = 1:n_col)
title(main = "Connect Four")
# random player start
start_move <- sample(c(1,2), size = 1)
cat(paste0("Player ", start_move , " starts! \n"))
if(start_move == 1){
# initiates the board
board <- matrix(0, nrow = n_row, ncol = n_col)
cells_possible <- check_poss_col(board, n_row, n_col)
move_count <- 1
which_player <- rep(c(1, 2), length = n_row*n_col)
cat(paste0("In each move you have to choose one column.\n"))
while (move_count < n_row*n_col+1) {
# execute one move - player 1
cat(paste0("Player 1:"))
cell <- one_move(cells_possible)
# get coordinates for plot and mark cell in plot
column <- cell
row <- check_hightest_poss(board, n_row, n_col)[1,cell]
points(column, row, cex = n_col/n_row+4, pch = c(19, 19)[which_player[move_count]],
col = c("black", rgb(1,0.4,0.4))[which_player[move_count]], adj = 1)
# update board matrix
board[row, column] <- which_player[move_count]
# check if the current player won (we check for a win after every move, i.e.,
# if win == TRUE the player who performed the last move is the winner)
win <- check_win(board, n_row, n_col)
if (win) { # terminate function with corresponding message if player won
message <- paste0("Player ", which_player[move_count], " wins!")
return(message)
} else { # update the valid cells and the move count, if the player didn't win
cells_possible <- check_poss_col(board, n_row, n_col)
move_count <- move_count + 1
}
# execute one move - PC
cell <- sample(cells_possible, size = 1, replace = TRUE)
cat(paste("Player 2 chose column",cell,"\n"))
# get coordinates for plot and mark cell in plot
column <- cell
row <- check_hightest_poss(board, n_row, n_col)[1,cell]
points(column, row, cex = n_col/n_row+4, pch = c(19, 19)[which_player[move_count]],
col = c("black", rgb(1,0.4,0.4))[which_player[move_count]], adj = 1)
# update board matrix
board[row, column] <- which_player[move_count]
# check if the current player won (we check for a win after every move, i.e.,
# if win == TRUE the player who performed the last move is the winner)
win <- check_win(board, n_row, n_col)
if (win) { # terminate function with corresponding message if player won
message <- paste0("Player ", which_player[move_count], " wins!")
return(message)
} else { # update the valid cells and the move count, if the player didn't win
cells_possible <- check_poss_col(board, n_row, n_col)
move_count <- move_count + 1
}
}
return("Game ends in a tie!") # When no valid cells are left, the game ends in a tie.
}
if(start_move == 2){
board <- matrix(0, nrow = n_row, ncol = n_col)
cells_possible <- check_poss_col(board, n_row, n_col)
move_count <- 1
which_player <- rep(c(1, 2), length = n_row*n_col)
cat(paste0("In each move you have to choose one column.\n"))
while (move_count < n_row*n_col+1) {
# execute one move - PC
cell <- sample(cells_possible, size = 1, replace = TRUE)
cat(paste("Player 2 chose column",cell,"\n"))
# get coordinates for plot and mark cell in plot
column <- cell
row <- check_hightest_poss(board, n_row, n_col)[1,cell]
points(column, row, cex = n_col/n_row+4, pch = c(19, 19)[which_player[move_count]],
col = c("black", rgb(1,0.4,0.4))[which_player[move_count]], adj = 1)
# update board matrix
board[row, column] <- which_player[move_count]
# check if the current player won (we check for a win after every move, i.e.,
# if win == TRUE the player who performed the last move is the winner)
win <- check_win(board, n_row, n_col)
if (win) { # terminate function with corresponding message if player won
message <- paste0("Player ", which_player[move_count], " wins!")
return(message)
} else { # update the valid cells and the move count, if the player didn't win
cells_possible <- check_poss_col(board, n_row, n_col)
move_count <- move_count + 1
}
# execute one move
cat(paste0("Player 1:"))
cell <- one_move(cells_possible)
# get coordinates for plot and mark cell in plot
column <- cell
row <- check_hightest_poss(board, n_row, n_col)[1,cell]
points(column, row, cex = n_col/n_row+4, pch = c(19, 19)[which_player[move_count]],
col = c("black", rgb(1,0.4,0.4))[which_player[move_count]], adj = 1)
# update board matrix
board[row, column] <- which_player[move_count]
# check if the current player won (we check for a win after every move, i.e.,
# if win == TRUE the player who performed the last move is the winner)
win <- check_win(board, n_row, n_col)
if (win) { # terminate function with corresponding message if player won
message <- paste0("Player ", which_player[move_count], " wins!")
return(message)
} else { # update the valid cells and the move count, if the player didn't win
cells_possible <- check_poss_col(board, n_row, n_col)
move_count <- move_count + 1
}
}
return("Game ends in a tie!") # When no valid cells are left, the game ends in a tie.
}
}
# start function - console will ask for inputs of players, rows and col
# inputs will be taken to the respective functions
connect_four <- function(){
# select number of players
cat("How many players? (1 or 2 - Type 1 to play against computer):")
n_play_control <- scan(what = numeric(), n = 1, quiet = TRUE)
# select rows
cat("What's the size of the grid? Rows:")
n_row <- scan(what = numeric(), n = 1, quiet = TRUE)
# select col
cat("What's the size of the grid? Columns:")
n_col <- scan(what = numeric(), n = 1, quiet = TRUE)
# control for number of players
if (n_play_control == 1){
playing_against_computer(n_row, n_col)
}
else if(n_play_control == 2) {
cat("Note: empty inputs will stop the game! \n")
connect_four_2_players(n_row, n_col, n_player = 2)
} else {
message2 <- paste0("Error in connect_four(): n_player must be 1 or 2.")
return(message2)
}
}
connect_four()
# use connect_four() function to start
# select number of players
# select grid size
# obs: it works for any size of grid