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NIM.ICN
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1992-09-28
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311 lines
############################################################################
#
# File: nim.icn
#
# Subject: Program to play the game of nim
#
# Author: Jerry Nowlin
#
# Date: December 24, 1991
#
###########################################################################
#
# The game of nim focuses on a pile of 15 sticks. Each player can
# select 1, 2, or 3 sticks from the sticks remaining in the pile when
# it's their turn. The player to pick up the last stick(s) wins. The
# loser of the previous game always gets to go first.
#
# There are two versions of nim in here. The first (default) version
# uses an algorithm to make its moves. It will never lose if it gets
# the first turn. The second version tries to learn from each game.
# You'll have to play a few games before it will get very smart but
# after a while it will also never lose if it gets the first turn. This
# is assuming of course that you know how to play. Since the learning
# version learns from the person it plays against, if you're lousy the
# game will be too.
#
# To invoke the learning version just pass any argument to the program.
# If you want to see how the program learns, you can use the string
# "show" as the argument and the program's current game memory will be
# displayed after each game. If you invoke the game with the string save
# as an argument a file called ".nimdump" will be created in the current
# directory with a dump of the program's game memory when you quit and
# the next time the game is played in learn mode it will initialize its
# game memory from the dump. You can invoke this program with more than
# one argument so show and save can be used at the same time.
#
############################################################################
global STICKS, # the number of stick left
MINE, # my trys for a given game
THEIRS, # their trys for a given game
TRIED # the combined tried table (game memory)
procedure main(args)
local resp, # player response
turn, # who's turn
fp, # file pointer
stick, # sticks index
take, # take index
seed, # random number seed
show # show the game memory flag
# use the current time to define a random number seed
&random := integer(&clock[1:3] || &clock[4:6] || &clock[7:0])
# check if we should show the thought process of a learning game
if !args == "show" then show := "yes"
# define game memory
TRIED := table()
# if this is a learning game and there's a memory dump read it
if *args > 0 & fp := open(".nimdump","r") then {
every stick := 1 to 15 do {
TRIED[stick] := list(3)
every take := 1 to 3 do
TRIED[stick][take] := (read(fp) | "?")
}
close(fp)
}
# otherwise initialize game memory to unknowns
else every stick := 1 to 15 do TRIED[stick] := [ "?", "?", "?" ]
# start with their turn
turn := "theirs"
# print the initial message
write("\nThis is the game of nim. You must pick up 1, 2 or 3")
write("sticks from the pile when it's your turn. The player")
write("that picks up the last stick(s) wins. Good luck.")
# loop
repeat {
# initialize the per game variables
STICKS := 15
THEIRS := table()
MINE := table()
# display the initial stick pile
dispile()
# loop while there are sticks left
while STICKS > 0 do
# take turns
if turn == "theirs" then
turn := theirturn(args)
else turn := myturn(args)
# the player who took the last stick(s) wins
if turn == "theirs" then
write("\nI won!")
else write("\nYou won!")
# if this is a thinking game learn from it
if *args > 0 then learn(turn,show)
# see if they want to play again
writes("\nDo you want to play again? ")
if not any('yY',read()) then quit(args,"\nGoodbye.\n")
}
end
procedure theirturn(args)
local pick # the players pick
# find out how many sticks they want
writes("How many sticks do you want? ")
pick := read()
# check their response to see if they want to quit
if any('qQ',pick) then quit(args,"\nYou gave up!\n")
# check to see if their pick is valid
if not numeric(pick) | pick < 1 | pick > (3 | STICKS) then
write("\007Invalid Response\007\n") & return "theirs"
# save their pick if this is a thinking game
if *args > 0 then THEIRS[STICKS] := pick
# take away the sticks
STICKS -:= pick
# if there are any sticks left display them
if STICKS > 0 then dispile()
# make it my turn
return "mine"
end
procedure myturn(args)
local pick # my pick
# let them know I'm about to pick
writes("I'll take ")
# make my choice depending on whether or not this is a thinking game
if *args > 0 then {
# think about it
pick := thinkpick(STICKS)
# if I can't make up my mind randomly pick one choice
if type(pick) == "list" then pick := ?pick
MINE[STICKS] := pick
} else pick := algorpick(STICKS)
# tell them what I decided
write((1 < pick) || " sticks." | "1 stick.")
# take away the sticks
STICKS -:= pick
# if there are any sticks left display them
if STICKS > 0 then dispile()
# make it their turn
return "theirs"
end
procedure dispile()
write()
every 1 to STICKS do writes("/ ")
write("\n")
end
# Use an algorithmic method to choose the number of sticks I want. The
# decision is made by taking the number of sticks that will leave an even
# multiple of 4 in the pile (0 is an even multiple of 4) if possible and if
# not then randomly choose 1, 2 or 3 sticks.
procedure algorpick(sticks)
return (0 ~= (sticks % 4)) | ?3
end
# Use a learning method to choose the number of sticks I want. The
# decision is made by looking at the choices that have been made for this
# number of sticks in the past and the results of the game where it was
# made. If there is no pick that resulted in a win make a random pick
# from all the unknown picks. If there are no unknown picks just randomly
# choose 1, 2 or 3 sticks and hope THEY screw up.
procedure thinkpick(sticks,recurse)
local picks, # unknown picks
take, # take index
check, # check list
pick # my pick
# initialize a list of unknown picks
picks := []
# check every possible pick
every take := 1 to 3 do {
# if this pick won take it
if TRIED[sticks][take] == "won" then return take
# if this pick is unknown save it
if TRIED[sticks][take] == "?" then put(picks,take)
}
# if there are no unknown picks and no winning picks anything goes
if *picks = 0 then picks := [1,2,3]
# be smarter and check to see if there is a clear win for THEM
# after any of the picks left
if /recurse then {
check := []
every pick := !picks do
if type(thinkpick(0 < (sticks - pick),1)) == "list" then
put(check,pick)
if *check = 0 then
picks := [1,2,3]
else picks := check
}
return picks
end
# Save the results of each pick in this game in the programs game memory and
# if the command line argument was "show" display the updated game memory.
procedure learn(turn,show)
local them, # their outcome flag
me, # my outcome flag
stick, # sticks index
take # taken index
# decide on the outcome
if turn == "theirs" then
them := "lost" & me := "won"
else them := "won" & me := "lost"
# check for all the picks made for this game and save the results
# in the game memory
every stick := 1 to 15 do {
if \MINE[stick] then
TRIED[stick][MINE[stick]] :=
comp(TRIED[stick][MINE[stick]],me)
if \THEIRS[stick] then
TRIED[stick][THEIRS[stick]] :=
comp(TRIED[stick][THEIRS[stick]],them)
}
# if the show flag is set print the program's game memory
if \show then {
writes("\n picks\n ")
every writes(center(1 to 3,5))
write("\n ----------------")
every stick := 15 to 1 by -1 do {
if stick = 8 then
writes("sticks ",right(stick,2),"|")
else writes(" ",right(stick,2),"|")
every take := 1 to 3 do
writes(center(TRIED[stick][take],5))
write()
}
}
return
end
# Compare this game's result with what the program remembers. If the results
# were the same fine. If the old result was unknown save the new result. If
# the old result is different from the new result the game can't know for
# sure anymore so go back to unknown.
procedure comp(old,new)
return (old == new) | (old == "?" & new) | "?"
end
procedure quit(args,msg)
local fp, # file pointer
stick, # sticks index
take # take index
write(msg)
if !args == "save" then
if fp := open(".nimdump","w") then {
every stick := 1 to 15 do
every take := 1 to 3 do
write(fp,TRIED[stick][take])
close(fp)
}
exit()
end