ultimate tic tac toe, monte carlo scoring, operand and int array conversion problem

Full git repository can be found here. https://github.com/WiebedeBoer/mcts_ttt/tree/master/utttbot/utttbot

I seem to have a problem that I'm somewhat stuck at. The problem areas are at about line 199 and 238. Now I'm aware that I can't convert an int to array in a for loop condition. I also seem to have a bug with an == and != operand. The trouble is I don't know the right way to solve that scoring system. It is to be used to calculate the best move.
For example Should I do an if within a nested for loop? Or something else? If so, then how do I check whether the scoring should be upped/incremented the right way. A short correct example of the problem areas would be most helpful.

Should it be?
for (){
for (){
if (){

and what do I do in the if statement. I'm kind of stuck with checking of how the score should be increased.

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
 #include "uttt.h"

//operator
std::ostream &operator<<(std::ostream& os, const Player &p) {
	if (p == Player::None) {
		os << ".";
	} else if (p == Player::X) {
		os << "X";
	} else if (p == Player::O) {
		os << "O";
	} else if (p == Player::Active) {
		os << "*";
	}
	return os;
}

//operator
std::ostream &operator<<(std::ostream& os, const State &s) {
	for (int r=0; r<9; r++) {
		for (int c=0; c<9; c++) {
			os << s.board[r][c];
		}
		os << std::endl;
	}
	os << std::endl;
	for (int r=0; r<3; r++) {
		for (int c=0; c<3; c++) {
			os << s.macroboard[r][c];
		}
		os << std::endl;
	}
	return os;
}

//operator
std::ostream &operator<<(std::ostream& os, const Move &m) {
	os << m.x << " " << m.y;
	return os;
}

//player state
Player getCurrentPlayer(const State &state)
{
	int countX = 0;
	int countO = 0;
	for (int r=0; r<9; r++) {
		for (int c=0; c<9; c++) {
			if (state.board[r][c] == Player::X) countX++;
			else if (state.board[r][c] == Player::O) countO++;
		}
	}
	return (countX > countO ? Player::O : Player::X); 
}

//winner
Player getWinner(const State &state, int row, int col)
{
	for (int r=0; r<3; r++)
		if (state.board[row*3+r][col*3] == state.board[row*3+r][col*3+1] && 
				state.board[row*3+r][col*3+1] == state.board[row*3+r][col*3+2] && 
				state.board[row*3+r][col*3+2] != Player::None) 
			return state.board[row*3+r][col*3];
	for (int c=0; c<3; c++)
		if (state.board[row*3][col*3+c] == state.board[row*3+1][col*3+c] && 
				state.board[row*3+1][col*3+c] == state.board[row*3+2][col*3+c] && 
				state.board[row*3][col*3+c] != Player::None) 
			return state.board[row*3][col*3+c];
	if (state.board[row*3][col*3] == state.board[row*3+1][col*3+1] && 
			state.board[row*3+1][col*3+1] == state.board[row*3+2][col*3+2] && 
			state.board[row*3][col*3] != Player::None) 
		return state.board[row*3][col*3];
	if (state.board[row*3][col*3+2] == state.board[row*3+1][col*3+1] && 
			state.board[row*3+1][col*3+1] == state.board[row*3+2][col*3] && 
			state.board[row*3][col*3+2] != Player::None) 
		return state.board[row*3][col*3+2];
	for (int r=0; r<3; r++)
		for (int c=0; c<3; c++)
			if (state.board[row*3+r][col*3+c] == Player::None)
				return Player::Active;
	return Player::None;
}

//move
State doMove(const State &state, const Move &m)
{
	State result = state;

	if (state.macroboard[m.y/3][m.x/3] != Player::Active) {
		return result; // Invalid move
	}

	result.board[m.y][m.x] = getCurrentPlayer(state);
	for (int r=0; r<3; r++) {
		for (int c=0; c<3; c++) {
			result.macroboard[r][c] = getWinner(result, r, c);
		}
	}

	int empty = 0;
	for (int r=0; r<9; r++)
		for (int c=0; c<9; c++)
			if (result.board[r][c] == Player::None)
				empty++;
	bool stillPlaying = empty > 0 && getWinner(result) == Player::None;
	if (result.macroboard[m.y%3][m.x%3] == Player::Active)
		for (int r=0; r<3; r++)
			for (int c=0; c<3; c++)
				if ((r!=m.y%3 || c!=m.x%3 || !stillPlaying) && result.macroboard[r][c] == Player::Active)
					result.macroboard[r][c] = Player::None;

	return result; 
}

//winner
Player getWinner(const State &state)
{
	for (int r=0; r<3; r++)
		if (state.macroboard[r][0] == state.macroboard[r][1] && 
				state.macroboard[r][1] == state.macroboard[r][2] && 
				state.macroboard[r][2] != Player::None && 
				state.macroboard[r][2] != Player::Active) 
			return state.macroboard[r][2];
	for (int c=0; c<3; c++)
		if (state.macroboard[0][c] == state.macroboard[1][c] && 
				state.macroboard[1][c] == state.macroboard[2][c] && 
				state.macroboard[2][c] != Player::None && 
				state.macroboard[2][c] != Player::Active) 
			return state.macroboard[2][c];
	if (state.macroboard[0][0] == state.macroboard[1][1] && state.macroboard[1][1] == state.macroboard[2][2] && 
			state.macroboard[0][0] != Player::None && state.macroboard[0][0] != Player::Active) 
		return state.macroboard[0][0];
	if (state.macroboard[0][2] == state.macroboard[1][1] && state.macroboard[1][1] == state.macroboard[2][0] && 
			state.macroboard[0][2] != Player::None && state.macroboard[0][2] != Player::Active) 
		return state.macroboard[0][2];
	return Player::None;
}

//move
std::vector<Move> getMoves(const State &state)
{
	std::vector<Move> moves;
	if (getWinner(state) == Player::None) {
		for (int r=0; r<9; r++) {
			for (int c=0; c<9; c++) {
				if (state.macroboard[r/3][c/3] == Player::Active && state.board[r][c] == Player::None) {
					moves.push_back(Move{c,r});
				}
			}
		}
	}
	return moves;
}

//trials
unsigned const n_trials = 1000;
unsigned const mc_match = 1;
unsigned const mc_other = 1;
enum class PlayerType { Human, Computer };
//to implement mctrial, board player
State mcTrial(const State &board)
{
	State trialboard = State(board);
	//State::const_iterator boardIte;
	std::vector<Move> moves;
	std::vector<Move>::iterator move;
	//std::array<int, 9> subscores = {0,0,0,0,0,0,0,0,0};

	while (1) {
		moves = getMoves(trialboard);

		if (moves.size() == 0) {
			return trialboard; //no more moves
		}

		do {
			moves = getMoves(trialboard);
			move = select_randomly<std::vector<Move>::iterator>(moves.begin(), moves.end()); //moves on the trial
		} while (trialboard[*move] != Player::None);

		trialboard = doMove(trialboard, *move);
	}
	return board;//bord return
}

//to implement update scores, scores board player
void mcUpdateScores(std::array<int, 9> &scores, const State &board, const Player &player)
{
	//State trialboard = State(board);
	//State::const_iterator boardIte;
	//const_iterator boardIte;
	size_t count = 0; //counter
	std::array<int, 9> boardIte = { 0,0,0,0,0,0,0,0,0 };
	//std::array<int, 9> subscores = { 0,0,0,0,0,0,0,0,0 };

	//if winner is player, score up player
	if (getWinner(board) == player) {
		for (int k = 0; k < 9; k++) {
			for (boardIte[k] = board.macroboard.begin(); boardIte[k] != board.macroboard.end(); boardIte++) {
				if (boardIte[k] == Player::None);
				else if (boardIte[k] == player)
					scores[count] += mc_match;
				else
					scores[count] -= mc_other;
				count++; //increment score
			}
		}
	}
	//else score up not player
	else {
		for (int k = 0; k < 9; k++) {
			for (boardIte[k] = board.macroboard.begin(); boardIte[k] != board.macroboard.end(); boardIte++) {
				if (boardIte == Player::None);
				else if (boardIte[k] == player)
					scores[count] -= mc_match;
				else
					scores[count] += mc_other;
				count++; //increment score
			}
		}
	}
}

//to implement get best move, board scores
Move getBestMove(const std::array<int, 9> &scores, const State &board)
{
	int highScore = -999; //at 1000 trials, minus one
	Move highMove;
	//State::const_iterator boardIte;
	std::array<int, 9> boardIte = { 0,0,0,0,0,0,0,0,0 };
	//std::array<int, 9> subscores = { 0,0,0,0,0,0,0,0,0 };
	//const_iterator boardIte;
	std::array<int, 9>::const_iterator scoreIte = scores.begin();

	//loop through moves
	//for (boardIte[] = board.macroboard.begin(); boardIte[] != board.macroboard.end(); boardIte++) {
	for (int k =0; k <9; k++) {
		for (boardIte[k] = board.macroboard.begin(); boardIte[k] != board.macroboard.end(); boardIte++) {
			if (*scoreIte > highScore && boardIte == Player::None) {
				highScore = *scoreIte;
				highMove = boardIte[k] - board.macroboard.begin(); //at which iteration
			}
			scoreIte++;
		}

	}

	return highMove; //return the move with highest score
}

//to implement move, board player trials
Move mcMove(const State &board, const Player &player)
{
	//scores array for trial board
	std::array<int, 9> scoreboard = {
		0, 0, 0,
		0, 0, 0,
		0, 0, 0
	};

	for (unsigned i = 0; i < n_trials; i++) {
		const State trialboard = mcTrial(board);
		mcUpdateScores(scoreboard, trialboard, player); //score updating
	}

	return getBestMove(scoreboard, board); //best move
}
Last edited on
Doesn't the best move depend on which player is making it? How does getBestMove() represent that?

Can you explain your algorithm for finding the best move? It's hard to know the best way to code it without knowing what you're trying to code.
Topic archived. No new replies allowed.