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TTTClient.py
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#!/usr/bin/env python
"""
TCPClient.py:
Connects to a "Tic Tac Toe Server" and plays through sending and
receiving strings of the form "---|---|---".
Alpha-Beta Pruning implementation and Tic class design adapted from
Cecil Woebker's @ https://cwoebker.com/posts/tic-tac-toe
UNM Fall 2017
ECE 440: Computer Networks
Hans Hofner
"""
__author__ = "Hans Hofner, Cecil Woebker"
from socket import *
import sys
import time
import random
import argparse
################################
# Create connection with Server
serverAddress = (sys.argv[1], 10000)
clientSocket = socket(AF_INET, SOCK_STREAM)
try:
clientSocket.connect(serverAddress)
except:
print('Err: Socket not socketing')
sys.exit()
###################################
class Tic(object):
winning_combos = (
[0, 1, 2], [3, 4, 5], [6, 7, 8],
[0, 3, 6], [1, 4, 7], [2, 5, 8],
[0, 4, 8], [2, 4, 6])
winners = ('X-win', 'Draw', 'O-win')
def __init__(self, squares=[]):
if len(squares) == 0:
self.squares = [None for i in range(9)]
else:
self.squares = squares
def show(self):
stringBoard = ''
counter = 1
for element in self.squares:
if counter == 4 or counter == 8:
stringBoard += '|'
counter += 1
if element == None:
stringBoard += '-'
counter += 1
elif element == 'X':
stringBoard += 'X'
counter += 1
elif element == 'O':
stringBoard += 'O'
counter += 1
stringBoard += '\n'
return stringBoard
def available_moves(self):
"""what spots are left empty?"""
return [k for k, v in enumerate(self.squares) if v is None]
def available_combos(self, player):
"""what combos are available?"""
return self.available_moves() + self.get_squares(player)
def complete(self):
"""is the game over?"""
if None not in [v for v in self.squares]:
return True
if self.winner() != None:
return True
return False
def X_won(self):
return self.winner() == 'X'
def O_won(self):
return self.winner() == 'O'
def tied(self):
return self.complete() == True and self.winner() is None
def winner(self):
for player in ('X', 'O'):
positions = self.get_squares(player)
for combo in self.winning_combos:
win = True
for pos in combo:
if pos not in positions:
win = False
if win:
return player
return None
def get_squares(self, player):
"""squares that belong to a player"""
return [k for k, v in enumerate(self.squares) if v == player]
def make_move(self, position, player):
"""place on square on the board"""
self.squares[position] = player
def alphabeta(self, node, player, alpha, beta):
if node.complete():
if node.X_won():
return 1
elif node.tied():
return 0
elif node.O_won():
return -1
for move in node.available_moves():
node.make_move(move, player)
val = self.alphabeta(node, get_enemy(player), alpha, beta)
node.make_move(move, None)
if player == 'X':
if val > alpha:
alpha = val
if alpha >= beta:
return beta
else:
if val < beta:
beta = val
if beta <= alpha:
return alpha
if player == 'X':
return alpha
else:
return beta
def determine(board, player):
a = -2
choices = []
if len(board.available_moves()) == 9:
return random.randint(0,9)
for move in board.available_moves():
board.make_move(move, player)
val = board.alphabeta(board, get_enemy(player), -2, 2)
board.make_move(move, None)
# print "move:", move + 1, "causes:", board.winners[val + 1]
if val > a:
a = val
choices = [move]
elif val == a:
choices.append(move)
return random.choice(choices)
def get_enemy(player):
if player == 'X':
return 'O'
elif player == 'O':
return 'X'
# Returns an int
def deconstruct(board, previousBoard):
sq = board.split('|')
sq2 = previousBoard.split('|')
for i in range(3):
if not sq[i][0] == sq2[i][0]: return (i*3)
elif not sq[i][1] == sq2[i][1]: return (i*3+1)
elif not sq[i][2] == sq2[i][2]: return (i*3+2)
allowed = set('XO|-\n')
def allow(tst):
str = tst[:11]
if str=='' or len(str) < 11:
return False
for c in str.upper():
if c not in allowed:
return False
if len(str) < 11:
return False
return True
first = True
board = Tic()
previousBoard = ''
while not board.complete():
player = 'O'
if first:
player = 'X'
client_move = determine(board, player)
board.make_move(client_move, player)
clientSocket.sendall(board.show())
print('Sent: ' + board.show())
player = 'O'
first = False
previousBoard = board.show()
serverResponse = clientSocket.recv(2048)
print('Received: ' + serverResponse)
if 'illegal' in (serverResponse.lower()):
print('illegal move, conn. closed')
clientSocket.close()
break
# elif not allow(serverResponse):
# print('illegal response, conn. closed')
# try:
# clientSocket.send('illegal response, conn. closed')
# except:
# print('Couldnt send error message. Conn. closed')
# clientSocket.close()
# break
server_move = deconstruct(serverResponse, previousBoard)
if not server_move in board.available_moves():
continue
board.make_move(server_move, player)
if board.complete():
break # TODO: HERE!!!!!!
player = get_enemy(player)
client_move = determine(board, player)
board.make_move(client_move, player)
previousBoard = board.show()
clientSocket.send(board.show())
print('Sent: ' + board.show())
try:
clientSocket.send(board.winner().lower() + ' win')
print(board.winner() + ' win')
except:
if board.winner() == None:
print('tie')
clientSocket.close()