Wednesday, 22 May 2013

Nim game

Today I'll write about the NIM game, it's a simple game:



There are some piles of tokens, every turn can remove any number of token from a pile, the player loose if he remove the last token from the last pile.

Sunada wrote the following script that permits you to play against your PC:

rebol [
        title: "Nim engine"
      purpose: "Calculate the best move in a game of NIM"
      author: "Sunanda"
        date:   1-sep-2004
      version:   0.0.0
        file:   %nim-engine.r
        license: 'bsd        
      history: [   [0.0.0 1-sep-2004 "written"]   ]
      credits: {Analysis and terminology taken from
                "The Mathematics of Games"
                John D. Beasley
                Oxford University Press, 1989
                }
]
;; --------------------------------------------------------------------------
;; See documentation:
;;   http://www.rebol.org/documentation.r?script=nim-engine.r
;; --------------------------------------------------------------------------

nim-engine: make object! [
;; Game types:
;; **   Common:   take last and lose
;; ** Straight: take last and win

res: none             ;; make available to whole nim-move object
piles-copy: none     ;; caller's original piles
player-names: none   ;; name of the two players

test-trace: none   ;; test driver output

game-types: ["common"   "lose if you take the last counter"
              "straight" "win if you take the last counter"
            ]
;; =====
  move: func [
;; =====
              game-type [string!]   "Common or Straight"
              piles [block!]         "1 or more piles"
              /names names-block [block!] ;; [this player + other player]
  /local
  cp           ;; count of piles
  temp
][
if 0 = length? piles [make error! "nim-move: need at least 1 pile"]
if not any [
            game-type = "common"
            game-type = "straight"
            ]
            [make error! "nim-move: game type must be common or straight"]
if all [names 2 <> length? names-block]
        [make error! "nim-move: name refinement -- 2 names needed"]
either names
    [player-names: copy names-block]
    [player-names: copy ["nim-engine" "human"]]
res: make object!
    [game-type: none
      game-over?: false
      winner?: none
      move: none
      piles: copy []
      winning?: none
    ]
res/game-type: game-type
;; Make the piles make sense
;; -------------------------
;; * Set any negative ones to
;;   zero
;; * Make sure they are all
;; * integers (reduce [2 ** 5]
;;   would be a decimal, and
;;   that breaks the find in
;;   check-for-win

res/piles: copy []
foreach p piles
    [append res/piles maximum 0 to-integer p]
;; ------------------------------------------------
;; Check for game over already (all piles are zero)
;; ------------------------------------------------

if all [res/piles/1 = 0
        (skip res/piles 1) = copy/part res/piles -1 + length? res/piles
        ]
        [
        res/game-over?: true
        res/winner?: either res/game-type = "common" [player-names/1] [player-names/2]
        res/winning?: res/winner?
        return res
        ]
;; ------------------------
;; check for common end game
;; -------------------------

  if all[game-type = "common"
        common-end-game-reached?
        ]
      [
        make-common-end-game-move
        check-for-win
        return res
      ]
;; ----------------------
;; Handle all other cases
;; ----------------------
;; This is for all straight
;; games, and non-end game
;; common games

cp: find-balance piles
res/winning?: cp <> 0
either res/winning?
  [make-winning-move cp]
  [make-random-move]
check-for-win
return res
]
;; ==============
  check-for-win: func [
;; ==============
  /local
    target-size
][
if pair? res/move
    [
    target-size: pick res/piles res/move/1
    res/move/1: random-entry res/piles target-size
    poke res/piles res/move/1 (pick res/piles res/move/1) - res/move/2
    ]
;; Check for game over
;; -------------------

if all [res/piles/1 = 0
        (skip res/piles 1) = copy/part res/piles -1 + length? res/piles
        ]
        [
        res/game-over?: true
        res/winner?:   either   res/game-type = "common"
              [player-names/2]
              [player-names/1]
        res/winning?: res/winner?
        ]
return true
]
;; =============
  random-entry: func [piles [block!]   target [integer!]
;; =============
    /local
    target-positions
][
;; -------------------------
;; We've got a set of piles,
;; eg:
;; [1 3 0 0 11 3 7 5 9]
;; and a target, eg:
;; 6
;;
;; We now want to return the
;; index of a pile with at
;; least 6 counters in it --
;; eg
;; 5 or 7 or 9
;; in the example

target-positions: copy []
repeat n length? piles
    [if piles/:n = target
        [append target-positions n]
    ]
return random/secure/only target-positions
]
;; ============
  find-balance: func [piles [block!]
;; ============
  /local
    bal
][
bal: 0
foreach p piles [bal: xor bal p]
return bal
]
;; =========================
  common-end-game-reached?: func [
;; =========================
  /local
    count
][
;; The end game is when either:
;; * all non-empty piles have 1 counter; or
;; * all non-empty piles but 1 have 1 counter.
;; eg:
;; [1 0 0 1 1 1 0 0 ]   ;; all have 1 counter
;; [1 1 0   1 0 0 88]   ;; all but 1 have one counter

count: 0
foreach p res/piles
  [
  if p > 1 [count: count + 1]
  ]
return any [count = 0 count = 1]
]
;; ==========================
  make-common-end-game-move: func [
;; ==========================
    /local
    pi
    move
    take
    piles-count
][
;; ================================
;; Precisely one non-zero pile has
;; one or more counters.
;; And it is a common game
;; ================================
;;
;; We have a win if:
;; a) we can reduce the piles to an
;;     odd number, all with 1 in them

piles-count: 0
foreach p res/piles
    [if p <> 0
      [piles-count: piles-count + 1]
    ]
if   0 = (piles-count // 2)
[
  ;; even piles: reduce the largest to zero
  ;; --------------------------------------

  move: index? find res/piles max-element res/piles
  take: res/piles/:move
  res/move: to-pair reduce [move take]
  res/winning?: player-names/1
  return true
  ]
;; Deal with odd number of piles
;; ------------------------------

if 1 <> max-element res/piles
[
  res/winning?: player-names/1
  move: index? find res/piles max-element res/piles
  take: res/piles/:move - 1
  res/move: to-pair reduce [move take]
  return true
]
;; -----------------------
;; We're losing: and all
;; piles have one in them,
;; except the empty piles
;; -----------------------

res/winning?: player-names/2
take: 1
move: index? find res/piles take
res/move: to-pair reduce [move take]
return true
]
;; ==================
  make-winning-move: func [cp [integer!]
;; ==================
  /local
    h-un
    target-pile
    piles-reduced
    move
    take
    h-un-rem
][
  ;; cp contains the binary of the highest unbalanced
  ;; pile contents, eg
  ;; cp: 12   =   8 + 4
  ;; therefore the 8s and the 4s are unbalanced --
  ;; perhaps the original piles were:
  ;; [17 24 8 12 8 4]   = [16+1 16+8 8 8+4 4+1]

  ;; set h-un to the bit value of the
  ;; highest unbalance number

target-pile: find-highest-unbalanced-pile cp res/piles
;; Now, ignore that pile
;; ---------------------

  piles-reduced: copy res/piles
  alter piles-reduced target-pile
;; Now find highest unbalanced of what remains
;; -------------------------------------------

h-un-rem: find-balance piles-reduced piles-reduced
move: index? find res/piles target-pile
take: res/piles/:move - h-un-rem
res/winning?: player-names/1
res/move: to-pair reduce [move take]
return true
]
;; =============================
  find-highest-unbalanced-pile: func [cp [integer!] piles [block!]
;; =============================
  /local
    h-un
][
if cp = 0 [return 0]
h-un: to integer! 2 ** (to integer! log-2 cp)
foreach p sort/reverse copy piles
  [
    if 0 <> and h-un p [return p]
  ]
return 0   ;; there isn't one
]
;; =================
  make-random-move: func [
;; =================
  /local
    move
    take
][
;; -------------------------------------------
;; We're losing, so do something impressive:
;; Ideally, do not remove a pile completely --
;; that simplifies the game too much.
;;
;; And remember to ignore the empty piles
;; -------------------------------------------

;; attempt to find a random pile with 2 or more counters
;; -----------------------------------------------------

take: 0
foreach p random/secure copy res/piles
    [if p > 1 [take: p break]]
if take = 0   [take: 1]     ;; have to play a one

move: index? find res/piles take ;; find the first pile of that size

If take > 3 [take: take - 1]   ;; avoid taking them all
take: random/secure take
res/move: to-pair reduce [move take]
res/winning?: player-names/2
return true
]
;; ==========
  max-element: func [blk [block!]
;; ==========
][
;; maximim-of is useless for our purposes
;; as it can return a block, eg:
;; maximum-of [1 1 9 9 9]
;; returns [9 9 9]

return first maximum-of blk
]
;; ===========
  test-driver: func [
;; ===========
  /local
    games-played
    moves-made
    piles
    game-type
    res
    winning?
    win-names
    diff-piles
    temp
;;   -------------------------
;;   Runs 1000s of games and
;;   checks that the results
;;   are right...or at least
;;   credible.
;;   ------------------------
][
win-names: ["human" "nim-engine" "human"]
games-played: 0
moves-made: 0
forever
[test-trace: copy []
  games-played: games-played + 1
  piles: copy []
  loop 5 + random/secure 5 [append piles random/secure 20]
  game-type: random/secure/only ["common" "straight"]
;; get who is supposed to be winning
;; ---------------------------------

  res: move game-type piles
  winning?: select win-names res/winning?
forever
    [
    moves-made: moves-made + 1
    res: move game-type piles
    append test-trace res
    if not find win-names res/winning?
        [print "bad winner name" halt]
    if res/game-over? [break]
    if res/winning? = winning?
        [print ["didn't rotate winner names" mold res] halt]
    ;; exactly 1 pile should be different
    ;; ----------------------------------
    diff-piles: copy []
    diff-all: copy []
    if (length? piles) <> length? res/piles
          [print "bad pile length" halt]
    repeat n length? piles
          [
          if res/piles/:n < 0
              [print ["result is negative!!" mold res] halt]
            if (temp: piles/:n - res/piles/:n ) <> 0
                [append diff-piles temp]
            append diff-all temp
          ]
    if 1 <> length? diff-piles
          [print ["piles are wrong" mold piles "--" mold res "--" mold diff-piles mold diff-all] halt]
    if diff-piles/1 < 1
          [print ["changed result is negative!!" mold piles "-" mold res "--" mold diff-piles mold diff-all] halt]
    piles: copy res/piles
    winning?: copy res/winning?
    ] ;; forever
if 0 = (games-played // 100)
  [
print [now/precise "Played:" games-played   "Total moves:" moves-made "Average:" moves-made / games-played]
  ]
] ;; forever

]
;; =========
  play-game: func [
;; =========
    /type game-type
    /opponent-starts
    /position starting-position [block!]
    /local
      piles
      res
      human-move
][
if not type [game-type: "common"]
print "Enter moves as a pair!"
print "eg 3x7 means take from pile 3. The number of counters taken is 7"
forever [
piles: copy []
either position
        [piles: copy starting-position]
        [loop 2 + random/secure 3   [append piles random/secure 8]]
loop 2 [print ""]
print [" game type:" game-type " ... " select game-types game-type]
loop 2 [print ""]
print [" starting position:" mold piles]
if opponent-starts
  [res: move game-type piles
    print ["   nim-engine:" res/move mold res/piles]
    piles: res/piles
  ]
forever
  [until
      [human-move: ask "Your move? "
      human-move: load human-move
      either all [pair? human-move
            human-move/1 > 0
            human-move/1 <= length? piles
            human-move/2 > 0
            human-move/2 <= pick piles human-move/1
          ]
          [true]
          [print "----Oops: not possible to do that. Please try again----" false]
      ]
  poke piles human-move/1 (pick piles human-move/1) - human-move/2
  print ["You moved:" mold piles]
  print ""
  print "-----------------Thinking------------"
  wait (.01 * random/secure 50)
  print ""
  res: move game-type piles
  print ["   nim-engine moves: " res/move]
  print ["     position now: " mold res/piles]
  piles: res/piles
  if res/game-over?
    [print "Game over!!"
      print ["Winner: " res/winner?]
      break
      ]
  ] ;; forever
if not (trim/lines ask "play-again? (y for yes) ") = "y" [break]
] ;; foever
]
] ;; nim-engine object


How it works?
Well, you can find a very good documentation here: http://www.rebol.org/documentation.r?script=nim-engine.r
I'll just explain it shortly, launch nim-engine/play-game:

>> nim-engine/play-game
Enter moves as a pair!
eg 3x7 means take from pile 3. The number of counters taken is 7


game type: common ... lose if you take the last counter


starting position: [7 3 4 3 1]
Your move?


It shows the situation as a block, every item of the block is the number of tokens in the pile.
You have to give a pair! to indicate "pile X tokens" to remove.

This script is also a nim engine to create cool games with GUI, just launch it with /move refinement, and you'll obtain an object with the PC move:

>> a: nim-engine/move "common" [3 4 5]
>> ? a
A is an object of value:
game-type string! "common"
game-over? logic! false
winner? none! none
move pair! 1x2
piles block! length: 3
winning? string! "nim-engine"


This is the object explained:
game-type
  • "common" game -- you lose if you take the last counter
  • "straight" game -- you win if you take the last counter
game-over? true/false depending on whether more moves are possible
winner? who won ("human" or "nim-engine") if the game is over
move (assuming the game wasn't over when you made the call) the move nim-engine is making. A pair: 1x2 means taking 2 from pile 1
piles the updated position block
winning? which player is winning

Can you create a GUI for this game?

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