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author | Karl Berry <karl@freefriends.org> | 2021-11-06 20:35:25 +0000 |
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committer | Karl Berry <karl@freefriends.org> | 2021-11-06 20:35:25 +0000 |
commit | 61e6713a80d34df5d6107461134ec7e9ebb27f25 (patch) | |
tree | 5e87fe4660f65e039756f61bb3a81f1f2c216c38 /Master/texmf-dist/source/plain | |
parent | ac65c6f4efd32bedb3d08ad3fb1be79b48d337cb (diff) |
reverxii (6nov21)
git-svn-id: svn://tug.org/texlive/trunk@60973 c570f23f-e606-0410-a88d-b1316a301751
Diffstat (limited to 'Master/texmf-dist/source/plain')
-rw-r--r-- | Master/texmf-dist/source/plain/reverxii/reverxii.dtx | 379 |
1 files changed, 379 insertions, 0 deletions
diff --git a/Master/texmf-dist/source/plain/reverxii/reverxii.dtx b/Master/texmf-dist/source/plain/reverxii/reverxii.dtx new file mode 100644 index 00000000000..084afdc544a --- /dev/null +++ b/Master/texmf-dist/source/plain/reverxii/reverxii.dtx @@ -0,0 +1,379 @@ +{\def\x{plain}\expandafter}\ifx\fmtname\x + \errmessage{Use LaTeX for the documentation reverxii.dtx. Play with reverxii.tex} +\fi +\documentclass{article} +\usepackage{shortvrb,verbatim} +\MakeShortVerb| +\title{\texttt{reverxii}\\ + Playing Reversi in \TeX{}} +\author{Bruno Le Floch} +\date{November 6, 2021} +\newcommand{\cs}[1]{\texttt{\char`\\ #1}} +\newcommand{\meta}[1]{$\langle \mathit{#1}\rangle$} +\newcommand{\enquote}[1]{``#1''} +\begin{document} +\maketitle + +\begin{abstract} + \texttt{reverxii.tex} is a $983$ character long \TeX{} program which + lets you play Reversi against your favorite typestting engine. To + play, run plain \TeX{} or \LaTeX{} (either the dvi or the pdf + engines), on the command line, on the file \texttt{reverxii.tex}. In + most distributions, this can mean running \texttt{tex reverxii.tex} in + a terminal. To typeset the documentation, run \LaTeX{} on + \texttt{reverxii.dtx}, with any engine (\emph{e.g.}, \texttt{pdflatex + reverxii.dtx}). +\end{abstract} + +\section{The code} + +Line breaks can be removed, and the stripped down code takes $983$ +characters. +{\small \verbatiminput{reverxii.tex}} +In fact, the first line and |\ifx\>\:1\fi| are only used to support +\LaTeX{} and can be removed for plain \TeX{}. This reduces the code down to $938$ characters. + +To play a two-player game, change |1=P| to |0=P| near the end: +this changes the computer player from $0$ to $1$, hence disabling it. + +\section{Explanation} + +\subsection{Some comments} + +The name \texttt{reverxii.tex} is of course a reference to the infamous +\texttt{xii.tex}, also on CTAN, which typesets the lyrics of the +\textit{Twelve days of Christmas} using code that very few can understand. +In my case, I aimed for the shortest possible code, rather than the +most obfuscated. In particular, I did not assign weird catcodes +other than making most characters active. + +Since I was aiming for short code, the text presented to the player +is concise, but hopefully enough to leave the game understandable +and usable. Despite aiming for short code, I thought it would be +neat to typeset a record of the game as it goes: after all, \TeX{} +is a typesetting program. This used up around $38$ characters, putting +me above the $900$ character line. + +One technique used to make the code shorter is to rename any primitive +used more than once into a single active character. Also, counters +holding the information about the board are accessed directly by number. + +A careful reader would notice that changing one of the remaining +one-character control sequences to active characters (|$| is still %$ +unused) would gain one character. I didn't do it, because it messes +up the code-highlighting of my editor |:)|. Of course, I chose the +control sequences which are not active characters to be those appearing +the least, only twice each. + +\subsubsection{On with the code!} + +In \LaTeXe{}, detected by comparing the spaces |\>| and~|\:| (only one +of them is defined in plain \TeX{}), load a document class. +\begin{verbatim} +\ifx\>\:\documentclass{report}\fi +\end{verbatim} +We do not need \cs{begin}|{document}| because the text is eventually +typeset inside an \cs{halign} table, which means \cs{everypar} (and its +usual error) is never called. + +First set up the page dimensions. This would not be enough for pdf output. +\begin{verbatim} +\vsize5cm +\hsize3cm +\end{verbatim} + +Since plain \TeX{} does not provide the \cs{typeout} command, we are +using \cs{message}, hence need to setup a new line character. It is +arbitrarily chosen to be |*|, which will be made active and \cs{let} +to \cs{cr}. +\begin{verbatim} +\newlinechar`* +\end{verbatim} + +Then a first loop to make many characters active. The loop ends when +reaching the trailing brace group: there we make spaces active, then +redefine |~| for the next loop. We still have an annoying |13~| in the +input stream. Introduce a short-hand for count registers whose number +starts with |1| (or in fact |11| in \LaTeX{} given the test +|\ifx\>\:1\fi|, see later for why we do this). Then remove |13| by +setting |\count11| to |213| (this counter is used for allocation later +on). The next loop is triggered by the |~| which we left. +\begin{verbatim} +\def~#1{\catcode`#113~} +~IJKLMNOPQRSTUVWXYZjqz@.[|](/+^'";:?,_)!* +{ 13\def~#1#2{\let#1#2~}\def+{\count\ifx\>\:1\fi1}+1=2} +\end{verbatim} + +At this stage, |~| is defined to take two arguments, \cs{let} the +first to the second, and repeat. As announced |*| becomes \cs{cr}, +so that it will be a new line both in messages and in alignments. +We try to keep a relatively consistent naming scheme: opening +conditionals are left delimiters, \cs{or} and \cs{else} are +middle delimiters, and \cs{fi} is a right bracket. Other primitives +which are used a lot are also given short names. The loop ends by +redefining |~| to \cs{def}. +\begin{verbatim} +*\cr +[\ifnum +(\ifcase +|\or +/\else +]\fi +N\number +@\advance +X\expandafter +!\global +?\message +~\def +\end{verbatim} + +It is time to allocate counters. Unfortunately, \cs{newcount} is +\cs{outer} in plain \TeX{}, so it is unpractical to use. We have +defined |+| to be |\count1| in plain and |\count11| in \LaTeX{}. This +will eventually let us access a table of $8\times 8$ counters |+11| to +|+88|, which are thus |\count111| to |\count188| in plain, and +|\count1111| to |\count1188| in \LaTeX{}. This is needed because plain +\TeX{} without e\TeX{} extensions only has $256$ counters, while +\LaTeX{} \emph{uses} some of these counters already so we must use the +higher counters provided by the e\TeX{} extensions, always available in +\LaTeX{}. The following text explains the plain \TeX{} case; in the +other case just replace |\count1| by |\count11|. + +We have set |+1|, +\emph{aka.} |\count11| to $213$, and will allocate counters +starting from that number upwards. Repeatedly advance |+1| +by $1$ and define the next character to be the counter number |+1|, +then repeat. As always, the loop is interrupted by making it +redefine the looping macro |.| to be a counter. We use the trailing +dot to assign it the value $-1$, then assign a couple of counters: +starting player, other player, and the initial position: +the squares in rows and columns $4$ and $5$ are initially +filled in a cross pattern. +\begin{verbatim} +.#1{@+1 1\countdef#1+1.}.IJKLPQRSTUVWYZ.-1P1T2+44P+55P+45T+54T +\end{verbatim} +Let us summarize which counters are used where: +\begin{itemize} +\item [P] is the current player ($1$ for |-| or $2$ for |0|); +\item [T] is the other player; +\item [Q] is the row number; +\item [J] is the column number; +\item [S] is the step size in the row direction; +\item [K] is the step size in the column direction; +\item [R] is the score difference, positive when $0$ is winning; +\item [V] is used when computing the value of placing a piece at + the position (|Q|,|J|); +\item [W] is the value of the best possible move according to the AI, + also used to end the game if neither player can move; +\item [U] is the row number of the best move; +\item [L] is the column number of the best move; +\item [Y] is a boolean, true ($0$) most of the time, + it has to do with when we flip or not, but I don't + understand it now, help welcome; +\item [Z] is a temporary counter, used locally to compute + how much a given cell matters (\emph{i.e.} corners are important), + and used globally as a boolean to indicate whether to flip pieces + or not. +\end{itemize} + +The board is stored in counters |1|\meta{row}\meta{column}. +An empty square is has the value $0$, a square for player |-| +has value $1$, and player |0| corresponds to the value $2$. +The macro |j| retrieves that value, assuming that the row and +column numbers are stored as |Q| and |J|, and returns |.|, +that is, $-1$, if outside the board. Recall that |[| is \cs{ifnum}, +|/| is \cs{else}, and |]| is \cs{fi}. When |Q| and |J| are +within bounds, the value is retrieved by |^| as +|\count1|\meta{row}\meta{column}. Note that |j| and |^| are +only safe to use on the left-hand side of an \cs{ifnum} test +(because of expansion issues), and that |^| can be used +on the left-hand side of an assignment. +\begin{verbatim} +~j{[0<Q[9>Q[0<J[9>J^/.]/.]/.]/.]} +~^{+NQNJ} +\end{verbatim} + +We often need to loop over numbers from $1$ to $8$; here is a macro. +\begin{verbatim} +~:#1{#11#12#13#14#15#16#17#18} +\end{verbatim} + +The macros to print the board, both to the dvi and to the console. +|M| spews its argument as a \cs{message} (|?|), and directly typeset. +This is used rather directly to print the first and last lines (|'|), +which are simply alignment cells containing each number from $1$ to $8$, +with some care given to spaces and new lines. +The |_| macro receives a digit and the corresponding capital letter +as arguments, and outputs that row of the board. First place the +letter on the left of the board, then loop from $1$ to $8$, +typesetting and \cs{message}ing a space, |-| or |0|, depending on +the value of the relevant count register. Note the two spaces +in the definition: the first ends the counter's number, the second +is typeset (in plain \TeX{}, active spaces expand to a normal space). +\begin{verbatim} +~M#1{?{#1}#1} +~'{M :{&M}&M{*}} +~_#1#2{M#2:{\B#1}&M#2&M{*}} +~\B#1#2{&M{(+#1#2 |-|0]}} +\end{verbatim} + +The input is done by |q|, which queries the user until they give +a correct input, so that |Q| and |J| are in the range $[1,8]$. +Prompt the user with a small \cs{message}, giving an example +of what move he could do (only true at the start, but the hope +is that the player will understand what the input format is). +The code that follows is similar to \LaTeXe{}'s \cs{@onelevel@sanitize}. +We extract the two first characters from the the \cs{meaning} +of the user's input (remember, |X| is \cs{expandafter}), +as |#2| and |#3| of \cs{D}. Grab the character code of each, +relative to the characters |@| (row) or |0| (column). +The closing parenthesis is where most of the work is done. +It sets |V| to the value of placing a piece in the cell +$(|Q|,|J|)$, zero if the move does not flip any of the opponent's +pieces, or if the cell is outside the board. After performing +that calculation, if |V| is zero, the move was not valid, +and we query the user again. +\begin{verbatim} +~q{?{Row and column? e.g. E6*}\read.to\EX\D\meaning\E ;} +~\D#1->#2#3#4;{Q`#2@Q-`@J`#3@J-`0)(V?{Invalid move #2#3.}q]} +\end{verbatim} + +So\ldots{} how do we compute the \enquote{value} of a move? +It is automatically invalid if |j| does not return $0$: +either the cell is occupied, or it is outside the board. +Then for each of the $8$ directions around the cell, +we count the number of pieces that are flipped in that +direction. The direction is stored as two counters, +|S| and |K|, each $\pm 1$ or $0$. We call |,| a first +time to test whether flipping should happen in that direction, +and, if it is (as indicated by the global value of |Z|), +call it again to actually flip. The call to |,| must happen +within a group, because it directly changes the row and column +numbers |Q| and |J|, following which cell is being queried. +\begin{verbatim} +~){V0 (jS1z1z0z.S0z1z.S.z1z0z.]} +~z#1{{K#1Z1{Y1,}(Z,]}} +\end{verbatim} + +The macro |,| is recursive. At each step, move $(|Q|,|J|)$ +in the direction $(|S|,|K|)$. Then, if that cell (|j|) +contains a piece belonging to the other player (|T|), +do some stuff |(Y!^P!;2]O| and repeat. What is it that +we do? Well, if the condition |Y| is met (I don't remember +how that works), we set the current cell to belong to the +player, globally, and change the score difference by $2$ +(see |;|), also globally. Then, we compute with |O| the value +corresponding to the cell that we might be flipping (see |O|). + +Otherwise (|/|), if the cell (|j|) contains a piece from the +current player (|P|), it means we have reached the end of a +run of the form \meta{initial cell} \meta{opponent's pieces} +\meta{own piece}, hence the \meta{opponent's pieces} should +count as flipped if we place our piece in the \meta{initial + cell}. Until there, all changes to |V| were local, returning +to the old value at the end of the group that |,| is contained +in. Since the run in that direction was successful, we escape +the value of |V| from the group with |\global V=V|. Under +some conditions, we set the boolean |Z| to true, globally (|!Z0|), +which triggers a second call to |,| with different setting, +and actually flips the opponent's pieces. +\begin{verbatim} +~,{@QS@JK[j=T(Y!^P!;2]O,/[j=P!VV(I(Y/!Z0]]]]} +\end{verbatim} + +I moved those |O| and |"| guys a little bit in this explanation, +but not in the original implemenation, because it is hard +to sync. We assign weights to each of the $64$ cells: +\begin{center} + \halign{&\hfil#\hfil\cr + 9 & 1 & 6 & 6 & 6 & 6 & 1 & 9 \cr + 1 & 1 & 2 & 2 & 2 & 2 & 1 & 1 \cr + 6 & 2 & 4 & 4 & 4 & 4 & 2 & 6 \cr + 6 & 2 & 4 & 4 & 4 & 4 & 2 & 6 \cr + 6 & 2 & 4 & 4 & 4 & 4 & 2 & 6 \cr + 6 & 2 & 4 & 4 & 4 & 4 & 2 & 6 \cr + 1 & 1 & 2 & 2 & 2 & 2 & 1 & 1 \cr + 9 & 1 & 6 & 6 & 6 & 6 & 1 & 9 \cr} +\end{center} +All weights are positive, so that every move which flips a piece +ends up with a positive overall value. The AI would be better if +the places next to corners had a negative weight, but I would have +too much code to rewrite for that to work. We really have three +types of rows and three types of columns. Converting from |Q| +or |J| is done by |"|, then we assemble the two as a number +in the range $[0,8]$, and use another \cs{ifcase} construction +to produce the weights. +\begin{verbatim} +~O{Z"Q\multiplyZ3@Z"J@V(Z9|1|6|1|1|2|6|2|4] } +~"#1{(#1|0|1|2|2|2|2|1|0]} +\end{verbatim} + +The counter |R| keeps track of the score difference, +and is updated with |;2| (when flipping a piece) or |;1| (when +adding a piece). The counter |R| should be \cs{advance}d (|@|) +by a positive amount when the current player |P| is player |0|, +and a negative amount for player |-|. +\begin{verbatim} +~;{@R(P|-]} +\end{verbatim} + +After printing the board, we go through every cell and find the +one with the highest value. The macro \cs{A}, does one row, hence +|\:\A| does all the rows. Store the argument as the row number |Q|, +then loop over columns. After setting the column number |J| to +its argument, \cs{C} calls |)|, which as explained above computes +the value of placing a piece there, throws away that case if it flips +nothing, otherwise also counts the weight of the current cell. Then +update the best value |W| and the best row |U| and column |L| if +the new |V| is larger than |W|. +\begin{verbatim} +~\A#1{Q#1:\C} +~\C#1{J#1)[0<VO[V>WWVUQLJ]]} +\end{verbatim} + +We won't need |~| as \cs{def} anymore, so we reuse it as the main command. +\begin{itemize} +\item First exchange the players: set |P| equal to |T|, but first expand + the value of |P| after |T| to set that as well. +\item Secondly, open an alignment, with a repeating preamble adding a space + at its end. Then message a new-line (we should be using |?| rather than + |M| here, I think) to keep a clean output. Afterwards, print the top line + with |'|, the eight lines of the bulk with |_|, and the bottom line, + which happens to end with |?{*}*|, \emph{i.e.}, ends with \cs{cr}: + we can thus close the alignment, and cause \TeX{} to output the page. +\item After printing, it is time to check whether there is a move or not. + We don't want to flip pieces at this stage, hence set the boolean |I| + to false ($1$). And we reset the best value to $0$, unless it was + already $0$ (which means that the previous player had no available + move), in which case we set it to $-1$. Then loop over rows, finding + the best value (see \cs{A}). Reset the boolean |I| to be true. +\item If a move was found in the previous step ($|W|>0$), either + use it if the player is the AI, or query the user. The various + booleans are set up in such a way as to do the flipping, so + calling |)| does it. Then also put a player's piece in the current + cell |^|, and increase the score difference by $1$. +\item Finally, if neither player could move, declare the game ended, + give the score, and \cs{dump} the run (not \cs{end} because we want to + support both plain \TeX{} and \LaTeX{}). Otherwise, repeat. +\end{itemize} +Of course, after defining |~|, we call it. Let's play! +\begin{verbatim} +~~{ + PXTXTNP + \halign{&## *M{*}'_1A_2B_3C_4D_5E_6F_7G_8H'}\vfil\break + I1 W(W./0] :\AI0 + [0<W + [1=PQUJL/q] + ) + ^P;1 + ] + [.=W + ?{(RTie/ Player [0>R-/0] wins by N[0>R-]R].} + X\dump + ] + ~ +} +~ +\end{verbatim} + +\end{document}
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