Merge pull request #2077 from AleoHQ/example/tictactoe

Update tictactoe example.
This commit is contained in:
Collin Chin 2022-09-19 23:57:09 -07:00 committed by GitHub
commit c3df4a4ba1
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 169 additions and 150 deletions

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@ -54,7 +54,11 @@
# Build and run the tic tac toe example Leo program.
(
cd ./project/examples/tictactoe || exit
$LEO run main
$LEO run new
$LEO run make_move
chmod +x ./run.sh
./run.sh
)
# Build and run the simple token example programs.

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@ -1,13 +1,8 @@
# Tic Tac Toe in Leo
# tictactoe.aleo
## Build Guide
To compile this Leo program:
To compile this Aleo program, run:
```bash
leo build
```
To run this Leo program:
```bash
leo run
aleo build
```

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@ -1,16 +1,12 @@
// The program input for tictactoe/src/main.leo
[main]
public player: u8 = 1u8;
[new]
[make_move]
player: u8 = 1u8;
row: u8 = 1u8;
col: u8 = 1u8;
board = Board {
c11: 0u8,
c12: 0u8,
c13: 0u8,
c21: 0u8,
c22: 0u8,
c23: 0u8,
c31: 0u8,
c32: 0u8,
c33: 0u8
}
board: Board = Board {
r1: Row { c1: 0u8, c2: 1u8, c3: 1u8 },
r2: Row { c1: 2u8, c2: 2u8, c3: 0u8 },
r3: Row { c1: 0u8, c2: 0u8, c3: 0u8 },
};

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@ -3,8 +3,8 @@
"version": "0.0.0",
"description": "",
"development": {
"private_key": "APrivateKey1zkp9VmTEpkumnHuyA7EcQDspf4rPbHnqYxkXHBewDR9xf86",
"address": "aleo1ygel5r0p5a77dfvheypqq5ylq6ha2k0qm3k08wpddnx6pqmr6sgs496asf"
"private_key": "APrivateKey1zkpCrrZGovkDfjnhhniPrrEaFb98QjxaxGsBScx2SvXJe7S",
"address": "aleo13upju26f9xnsxz77rs7cs6hffz8d6hpvuvu3xqwmh7trrh65mqpsz4xrl9"
},
"license": "MIT"
}

95
examples/tictactoe/run.sh Executable file
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@ -0,0 +1,95 @@
#!/bin/bash
# First check that Leo is installed.
if ! command -v leo &> /dev/null
then
echo "leo is not installed."
exit
fi
# Create a new game.
echo "
Creating a new game."
leo run new
# Have the first player make a move.
# | x | | |
# | | | |
# | | | |
echo "
The first player is making a move."
leo run make_move 1u8 1u8 1u8 "{ r1: { c1: 0u8, c2: 0u8, c3: 0u8 }, r2: { c1: 0u8, c2: 0u8, c3: 0u8 }, r3: { c1: 0u8, c2: 0u8, c3: 0u8 } }"
# Have the second player make a move.
# | x | | |
# | | o | |
# | | | |
echo "
The second player is making a move."
leo run make_move 2u8 2u8 2u8 "{ r1: { c1: 1u8, c2: 0u8, c3: 0u8 }, r2: { c1: 0u8, c2: 0u8, c3: 0u8 }, r3: { c1: 0u8, c2: 0u8, c3: 0u8 } }"
# Have the first player make a move.
# | x | | |
# | | o | |
# | x | | |
echo "
The first player is making a move."
leo run make_move 1u8 3u8 1u8 "{ r1: { c1: 1u8, c2: 0u8, c3: 0u8 }, r2: { c1: 0u8, c2: 2u8, c3: 0u8 }, r3: { c1: 0u8, c2: 0u8, c3: 0u8 } }"
# Have the second player make a move.
# | x | | |
# | o | o | |
# | x | | |
echo "
The second player is making a move."
leo run make_move 2u8 2u8 1u8 "{ r1: { c1: 1u8, c2: 0u8, c3: 0u8 }, r2: { c1: 0u8, c2: 2u8, c3: 0u8 }, r3: { c1: 1u8, c2: 0u8, c3: 0u8 } }"
# Have the first player make a move.
# | x | | |
# | o | o | x |
# | x | | |
echo "
The first player is making a move."
leo run make_move 1u8 2u8 3u8 "{ r1: { c1: 1u8, c2: 0u8, c3: 0u8 }, r2: { c1: 2u8, c2: 2u8, c3: 0u8 }, r3: { c1: 1u8, c2: 0u8, c3: 0u8 } }"
# Have the second player make a move.
# | x | o | |
# | o | o | x |
# | x | | |
echo "
The second player is making a move."
leo run make_move 2u8 1u8 2u8 "{ r1: { c1: 1u8, c2: 0u8, c3: 0u8 }, r2: { c1: 2u8, c2: 2u8, c3: 1u8 }, r3: { c1: 1u8, c2: 0u8, c3: 0u8 } }"
# Have the first player make a move.
# | x | o | |
# | o | o | x |
# | x | x | |
echo "
The first player is making a move."
leo run make_move 1u8 3u8 2u8 "{ r1: { c1: 1u8, c2: 2u8, c3: 0u8 }, r2: { c1: 2u8, c2: 2u8, c3: 1u8 }, r3: { c1: 1u8, c2: 0u8, c3: 0u8 } }"
# Have the second player make a move.
# | x | o | |
# | o | o | x |
# | x | x | o |
echo "
The second player is making a move."
leo run make_move 2u8 3u8 3u8 "{ r1: { c1: 1u8, c2: 2u8, c3: 0u8 }, r2: { c1: 2u8, c2: 2u8, c3: 1u8 }, r3: { c1: 1u8, c2: 1u8, c3: 0u8 } }"
# Have the first player make a move.
# | x | o | x |
# | o | o | x |
# | x | x | o |
echo "
The first player is making a move."
leo run make_move 1u8 1u8 3u8 "{ r1: { c1: 1u8, c2: 2u8, c3: 0u8 }, r2: { c1: 2u8, c2: 2u8, c3: 1u8 }, r3: { c1: 1u8, c2: 1u8, c3: 2u8 } }"

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@ -1,13 +1,7 @@
// This is suggestive of a tic-tac-toe game.
// There are two players: 1, who uses X; and 2, who uses O.
// The state of the board is captured by a value of this circuit type.
// This will work better with arrays, but for now we just expand the 9 cells.
circuit Row {
e1: u8,
e2: u8,
e3: u8
c1: u8,
c2: u8,
c3: u8
}
circuit Board {
@ -16,137 +10,72 @@ circuit Board {
r3: Row,
}
// This function creates a new game board, with all cells empty.
@program
function new() -> Board {
return Board {
r1: Row { e1: 0u8, e2: 0u8, e3: 0u8 },
r2: Row { e1: 0u8, e2: 0u8, e3: 0u8 },
r3: Row { e1: 0u8, e2: 0u8, e3: 0u8 },
r1: Row { c1: 0u8, c2: 0u8, c3: 0u8 },
r2: Row { c1: 0u8, c2: 0u8, c3: 0u8 },
r3: Row { c1: 0u8, c2: 0u8, c3: 0u8 },
};
}
// This function checks whether a player is a winner on a board.
// It checks if there are three marks for the player
// in any row, column, or diagonal.
function win(b: Board, p: u8) -> bool {
function check_for_win(b: Board, p: u8) -> bool {
return
(b.r1.e1 == p && b.r1.e2 == p && b.r1.e3 == p) || // row 1
(b.r2.e1 == p && b.r2.e2 == p && b.r2.e3 == p) || // row 2
(b.r3.e1 == p && b.r3.e3 == p && b.r3.e3 == p) || // row 3
(b.r1.e1 == p && b.r2.e1 == p && b.r3.e1 == p) || // column 1
(b.r1.e2 == p && b.r2.e3 == p && b.r3.e2 == p) || // column 2
(b.r1.e3 == p && b.r2.e3 == p && b.r3.e3 == p) || // column 3
(b.r1.e1 == p && b.r2.e2 == p && b.r3.e3 == p) || // diagonal
(b.r1.e3 == p && b.r2.e2 == p && b.r3.e1 == p); // other diagonal
(b.r1.c1 == p && b.r1.c2 == p && b.r1.c3 == p) || // row 1
(b.r2.c1 == p && b.r2.c2 == p && b.r2.c3 == p) || // row 2
(b.r3.c1 == p && b.r3.c3 == p && b.r3.c3 == p) || // row 3
(b.r1.c1 == p && b.r2.c1 == p && b.r3.c1 == p) || // column 1
(b.r1.c2 == p && b.r2.c3 == p && b.r3.c2 == p) || // column 2
(b.r1.c3 == p && b.r2.c3 == p && b.r3.c3 == p) || // column 3
(b.r1.c1 == p && b.r2.c2 == p && b.r3.c3 == p) || // diagonal
(b.r1.c3 == p && b.r2.c2 == p && b.r3.c1 == p); // other diagonal
}
// This carries out a single move: a player (1 for X, 2 for O) marking a cell.
// The cell must be empty (i.e. contain 0), otherwise this is a no-op.
// The u8 result is the winning player, of 0 if there is no winner (yet).
//
@program
function main(public player: u8, row: u8, col: u8, board: Board) -> (Board, u8) {
function make_move(player: u8, row: u8, col: u8, board: Board) -> (Board, u8) {
console.assert(player == 1u8 || player == 2u8); // 1 for X, 2 for O
console.assert(1u8 <= row && row <= 3u8);
console.assert(1u8 <= col && col <= 3u8);
let updated: Board = board;
// This will work better when circuit assignment is supported.
if row == 1u8 && col == 1u8 && updated.r1.e1 == 0u8 {
updated = Board {
r1: Row {
e1: player,
e2: updated.r1.e2,
e3: updated.r1.e3
},
r2: updated.r2,
r3: updated.r3
};
} else if row == 1u8 && col == 2u8 && updated.r1.e2 == 0u8 {
updated = Board {
r1: Row {
e1: updated.r1.e1,
e2: player,
e3: updated.r1.e3
},
r2: updated.r2,
r3: updated.r3
};
} else if row == 1u8 && col == 3u8 && updated.r1.e3 == 0u8 {
updated = Board {
r1: Row {
e1: updated.r1.e1,
e2: updated.r1.e2,
e3: player
},
r2: updated.r2,
r3: updated.r3
};
} else if row == 2u8 && col == 1u8 && updated.r2.e1 == 0u8 {
updated = Board {
r1: updated.r1,
r2: Row {
e1: player,
e2: updated.r2.e2,
e3: updated.r2.e3
},
r3: updated.r3
};
} else if row == 2u8 && col == 2u8 && updated.r2.e2 == 0u8 {
updated = Board {
r1: updated.r1,
r2: Row {
e1: updated.r2.e1,
e2: player,
e3: updated.r2.e3
},
r3: updated.r3
};
} else if row == 2u8 && col == 3u8 && updated.r2.e3 == 0u8 {
updated = Board {
r1: updated.r1,
r2: Row {
e1: updated.r2.e1,
e2: updated.r2.e2,
e3: player
},
r3: updated.r3
};
} else if row == 3u8 && col == 1u8 && updated.r3.e1 == 0u8 {
updated = Board {
r1: updated.r1,
r2: updated.r2,
r3: Row {
e1: player,
e2: updated.r3.e2,
e3: updated.r3.e3
}
};
} else if row == 3u8 && col == 2u8 && updated.r3.e2 == 0u8 {
updated = Board {
r1: updated.r1,
r2: updated.r2,
r3: Row {
e1: updated.r3.e1,
e2: player,
e3: updated.r3.e3
}
};
} else if row == 3u8 && col == 3u8 && updated.r3.e3 == 0u8 {
updated = Board {
r1: updated.r1,
r2: updated.r2,
r3: Row {
e1: updated.r3.e1,
e2: updated.r3.e2,
e3: player
}
};
let r1c1: u8 = board.r1.c1;
let r1c2: u8 = board.r1.c2;
let r1c3: u8 = board.r1.c3;
let r2c1: u8 = board.r2.c1;
let r2c2: u8 = board.r2.c2;
let r2c3: u8 = board.r2.c3;
let r3c1: u8 = board.r3.c1;
let r3c2: u8 = board.r3.c2;
let r3c3: u8 = board.r3.c3;
if row == 1u8 && col == 1u8 && r1c1 == 0u8 {
r1c1 = player;
} else if row == 1u8 && col == 2u8 && r1c2 == 0u8 {
r1c2 = player;
} else if row == 1u8 && col == 3u8 && r1c3 == 0u8 {
r1c3 = player;
} else if row == 2u8 && col == 1u8 && r2c1 == 0u8 {
r2c1 = player;
} else if row == 2u8 && col == 2u8 && r2c2 == 0u8 {
r2c2 = player;
} else if row == 2u8 && col == 3u8 && r2c3 == 0u8 {
r2c3 = player;
} else if row == 3u8 && col == 1u8 && r3c1 == 0u8 {
r3c1 = player;
} else if row == 3u8 && col == 2u8 && r3c2 == 0u8 {
r3c2 = player;
} else if row == 3u8 && col == 3u8 && r3c3 == 0u8 {
r3c3 = player;
}
if win(updated, 1u8) {
let updated: Board = Board {
r1: Row { c1: r1c1, c2: r1c2, c3: r1c3 },
r2: Row { c1: r2c1, c2: r2c2, c3: r2c3 },
r3: Row { c1: r3c1, c2: r2c2, c3: r2c3 },
};
if check_for_win(updated, 1u8) {
return (updated, 1u8);
} else if win(updated, 2u8) {
} else if check_for_win(updated, 2u8) {
return (updated, 2u8);
} else {
return (updated, 0u8);