Tic-tac-toe: Difference between revisions

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=={{header|Mathematica}}==
=={{header|Mathematica}}/{{header|Wolfram Language}}==
<lang>DynamicModule[{board = ConstantArray[0, {3, 3}], text = "Playing...",
<lang>DynamicModule[{board = ConstantArray[0, {3, 3}], text = "Playing...",
first, rows =
first, rows =

Revision as of 11:24, 5 September 2021

Task
Tic-tac-toe
You are encouraged to solve this task according to the task description, using any language you may know.
Task

Play a game of tic-tac-toe.

Ensure that legal moves are played and that a winning position is notified.


Tic-tac-toe   is also known as:

  •   naughts and crosses
  •   tic tac toe
  •   tick tack toe
  •   three in a row
  •   tres en rayo       and
  •   Xs  and  Os


See also



11l

Translation of: Python

<lang 11l>UInt32 seed = 0 F nonrandom_choice(lst)

  :seed = 1664525 * :seed + 1013904223
  R lst[:seed % UInt32(lst.len)]

V board = Array(‘123456789’) V wins = ([0, 1, 2], [3, 4, 5], [6, 7, 8],

         [0, 3, 6], [1, 4, 7], [2, 5, 8],
         [0, 4, 8], [2, 4, 6])

F printboard()

  print([0, 3, 6].map(x -> (:board[x .+ 3]).join(‘ ’)).join("\n"))

F score(board = board) -> (Char, [Int])?

  L(w) :wins
     V b = board[w[0]]
     I b C ‘XO’ & all(w.map(i -> @board[i] == @b))
        R (b, w.map(i -> i + 1))
  R N

F finished()

  R all(:board.map(b -> b C ‘XO’))

F space(board = board)

  R board.filter(b -> b !C ‘XO’)

F my_turn(xo, &board)

  V options = space()
  V choice = nonrandom_choice(options)
  board[Int(choice) - 1] = xo
  R choice

F my_better_turn(xo, &board)

  ‘Will return a next winning move or block your winning move if possible’
  V ox = I xo == ‘X’ {Char(‘O’)} E Char(‘X’)
  Int? oneblock
  V options = space(board).map(s -> Int(s) - 1)
  Int choice
  L(chc) options
     V brd = copy(board)
     brd[chc] = xo
     I score(brd) != N
        choice = chc
        L.break
     I oneblock == N
        brd[chc] = ox
        I score(brd) != N
           oneblock = chc
  L.was_no_break
     choice = oneblock ? nonrandom_choice(options)
  board[choice] = xo
  R choice + 1

F your_turn(xo, &board)

  V options = space()
  L
     V choice = input("\nPut your #. in any of these positions: #. ".format(xo, options.join(‘’))).trim((‘ ’, "\t", "\r", "\n"))
     I choice C options
        board[Int(choice) - 1] = xo
        R choice
     print(‘Whoops I don't understand the input’)

F me(xo = Char(‘X’))

  printboard()
  print("\nI go at "my_better_turn(xo, &:board))
  R score()

F you(xo = Char(‘O’))

  printboard()
  print("\nYou went at "my_turn(xo, &:board))
  R score()

L !finished()

  (Char, [Int])? s = me(Char(‘X’))
  I s != N
     printboard()
     print("\n#. wins along #.".format(s[0], s[1]))
     L.break
  I !finished()
     s = you(Char(‘O’))
     I s != N
        printboard()
        print("\n#. wins along #.".format(s[0], s[1]))
        L.break

L.was_no_break

  print("\nA draw")</lang>
Output:
1 2 3
4 5 6
7 8 9

I go at 8
1 2 3
4 5 6
7 X 9

You went at 3
1 2 O
4 5 6
7 X 9

I go at 1
X 2 O
4 5 6
7 X 9

You went at 5
X 2 O
4 O 6
7 X 9

I go at 7
X 2 O
4 O 6
X X 9

You went at 9
X 2 O
4 O 6
X X O

I go at 4
X 2 O
X O 6
X X O

X wins along [1, 4, 7]

Ada

<lang Ada>with Ada.Text_IO, Ada.Numerics.Discrete_Random;

 -- can play human-human, human-computer, computer-human or computer-computer
 -- the computer isn't very clever: it just chooses a legal random move

procedure Tic_Tac_Toe is

  type The_Range is range 1 .. 3;
  type Board_Type is array (The_Range, The_Range) of Character;
  package Rand is new Ada.Numerics.Discrete_Random(The_Range);
  Gen: Rand.Generator; -- required for the random moves
  procedure Show_Board(Board: Board_Type) is
     use Ada.Text_IO;
  begin
     for Row in The_Range loop
        for Column in The_Range loop
           Put(Board(Row, Column));
        end loop;
        Put_Line("");
     end loop;
     Put_Line("");
  end Show_Board;
  function Find_Winner(Board: Board_Type) return Character is
     -- if 'x' or 'o' wins, it returns that, else it returns ' '
     function Three_Equal(A,B,C: Character) return Boolean is
     begin
        return (A=B) and (A=C);
     end Three_Equal;
  begin -- Find_Winner
     for I in The_Range loop
        if    Three_Equal(Board(I,1), Board(I,2), Board(I,3)) then
           return Board(I,1);
        elsif  Three_Equal(Board(1,I), Board(2,I), Board(3,I)) then
           return Board(1,I);
        end if;
     end loop;
     if Three_Equal(Board(1,1), Board(2,2), Board (3,3)) or
        Three_Equal(Board(3,1), Board(2,2), Board (1,3)) then
        return Board(2,2);
     end if;
     return ' ';
  end Find_Winner;
  procedure Do_Move(Board: in out Board_Type;
                    New_Char: Character; Computer_Move: Boolean) is
     Done: Boolean := False;
     C: Character;
     use Ada.Text_IO;
     procedure Do_C_Move(Board: in out Board_Type; New_Char: Character) is
        Found: Boolean := False;
        X,Y: The_Range;
     begin
        while not Found loop
           X := Rand.Random(Gen);
           Y := Rand.Random(Gen);
           if (Board(X,Y) /= 'x') and  (Board(X,Y) /= 'o') then
              Found := True;
              Board(X,Y) := New_Char;
           end if;
        end loop;
     end Do_C_Move;
  begin
     if Computer_Move then
        Do_C_Move(Board, New_Char);
     else -- read move;
        Put_Line("Choose your move, " & New_Char);
        while not Done loop
           Get(C);
           for Row in The_Range loop
              for Col in The_Range loop
                 if Board(Row, Col) = C then
                    Board(Row, Col) := New_Char;
                    Done := True;
                 end if;
              end loop;
           end loop;
        end loop;
     end if;
  end Do_Move;
  The_Board : Board_Type := (('1','2','3'), ('4','5','6'), ('7','8','9'));
  Cnt_Moves: Natural := 0;
  Players: array(0 .. 1) of Character := ('x', 'o'); -- 'x' begins
  C_Player: array(0 .. 1) of Boolean := (False, False);
  Reply: Character;

begin -- Tic_Tac_Toe

  -- firstly, ask whether the computer shall take over either player
  for I in Players'Range loop
     Ada.Text_IO.Put_Line("Shall " & Players(I) &
                            " be run by the computer? (y=yes)");
     Ada.Text_IO.Get(Reply);
     if Reply='y' or Reply='Y' then
        C_Player(I) := True;
        Ada.Text_IO.Put_Line("Yes!");
     else
        Ada.Text_IO.Put_Line("No!");
     end if;
  end loop;
  Rand.Reset(Gen); -- to initalize the random generator
  -- now run the game
  while (Find_Winner(The_Board) = ' ') and (Cnt_Moves < 9) loop
     Show_Board(The_Board);
     Do_Move(The_Board, Players(Cnt_Moves mod 2), C_Player(Cnt_Moves mod 2));
     Cnt_Moves := Cnt_Moves + 1;
  end loop;
  Ada.Text_IO.Put_Line("This is the end!");
  -- finally, output the outcome
  Show_Board (The_Board);
  if Find_Winner(The_Board) = ' ' then
     Ada.Text_IO.Put_Line("Draw");
  else
     Ada.Text_IO.Put_Line("The winner is: " & Find_Winner(The_Board));
  end if;

end Tic_Tac_Toe;</lang>

Output:
> ./tic_tac_toe 
Shall x be run by the computer? (y=yes)
y
Yes!
Shall o be run by the computer? (y=yes)
n
No!
123
456
789

1x3
456
789

Choose your move, o
5
1x3
4o6
789

1x3
xo6
789

Choose your move, o
6
1x3
xoo
789

1xx
xoo
789

Choose your move, o
1
oxx
xoo
789

oxx
xoo
78x

Choose your move, o
7
oxx
xoo
o8x

This is the end!
oxx
xoo
oxx

Draw

> ./tic_tac_toe 
Shall x be run by the computer? (y=yes)
n
No!
Shall o be run by the computer? (y=yes)
y
Yes!
123
456
789

Choose your move, x
6
123
45x
789

123
45x
o89

Choose your move, x
4
123
x5x
o89

123
x5x
o8o

Choose your move, x
8
123
x5x
oxo

o23
x5x
oxo

Choose your move, x
5
This is the end!
o23
xxx
oxo

The winner is: x

ALGOL W

The user can play O, X, both or neither. O goes first whether user or computer controlled. <lang algolw>begin

   string(10) board;
   % initialise the board                                                   %
   procedure initBoard ; board := " 123456789";
   % display the board                                                      %
   procedure showBoard ;
       begin
           s_w := 0;
           write( board(1//1), "|", board(2//1), "|", board(3//1) );
           write( "-+-+-" );
           write( board(4//1), "|", board(5//1), "|", board(6//1) );
           write( "-+-+-" );
           write( board(7//1), "|", board(8//1), "|", board(9//1) )
       end showBoard ;
   % returns true if board pos is free, false otherwise                     %
   logical procedure freeSpace( integer value pos ) ;
       ( board(pos//1) >= "1" and board(pos//1) <= "9" );
   % check for game over                                                    %
   logical procedure gameOver ;
       begin
           logical noMoves;
           noMoves := true;
           for i := 1 until 9 do if noMoves then noMoves := not freeSpace( i );
           noMoves
       end gameOver ;
   % makes the specified winning move or blocks it, if it will win          %
   logical procedure winOrBlock( integer   value pos1, pos2, pos3
                               ; string(1) value searchCharacter
                               ; string(1) value playerCharacter
                               ) ;
       if      board(pos1//1) = searchCharacter
           and board(pos2//1) = searchCharacter
           and freeSpace( pos3 )
       then begin
           board(pos3//1) := playerCharacter;
           true
           end
       else if board(pos1//1) = searchCharacter
           and freeSpace( pos2 )
           and board(pos3//1) = searchCharacter
       then begin
           board(pos2//1) := playerCharacter;
           true
           end
       else if freeSpace( pos1 )
           and board(pos2//1) = searchCharacter
           and board(pos3//1) = searchCharacter
       then begin
           board(pos1//1) := playerCharacter;
           true
           end
       else begin
           false
       end winOrBlock ;
   % makes a winning move or blocks a winning move, if there is one         %
   logical procedure makeOrBlockWinningMove( string(1) value searchCharacter
                                           ; string(1) value playerCharacter
                                           ) ;
       (  winOrBlock( 1, 2, 3, searchCharacter, playerCharacter )
       or winOrBlock( 4, 5, 6, searchCharacter, playerCharacter )
       or winOrBlock( 7, 8, 9, searchCharacter, playerCharacter )
       or winOrBlock( 1, 4, 7, searchCharacter, playerCharacter )
       or winOrBlock( 2, 5, 8, searchCharacter, playerCharacter )
       or winOrBlock( 3, 6, 9, searchCharacter, playerCharacter )
       or winOrBlock( 1, 5, 9, searchCharacter, playerCharacter )
       or winOrBlock( 3, 5, 7, searchCharacter, playerCharacter )
       ) ;
   % makes a move when there isn't an obvious winning/blocking move         %
   procedure move ( string(1) value playerCharacter ) ;
       begin
           logical moved;
           moved := false;
           % try for the centre, a corner or the midle of a line            %
           for pos := 5, 1, 3, 7, 9, 2, 4, 6, 8 do begin
               if not moved and freeSpace( pos ) then begin
                   moved := true;
                   board(pos//1) := playerCharacter
               end
           end
       end move ;
   % gets a move from the user                                              %
   procedure userMove( string(1) value playerCharacter ) ;
       begin
           integer move;
           while
               begin
                   write( "Please enter the move for ", playerCharacter, " " );
                   read( move );
                   ( move < 1 or move > 9 or not freeSpace( move ) )
               end
           do  begin
               write( "Invalid move" )
           end;
           board(move//1) := playerCharacter
       end userMove ;
   % returns true if the three board positions have the player character,   %
   %         false otherwise                                                %
   logical procedure same( integer   value pos1, pos2, pos3
                         ; string(1) value playerCharacter
                         ) ;
       (   board(pos1//1) = playerCharacter
       and board(pos2//1) = playerCharacter
       and board(pos3//1) = playerCharacter
       );
   % returns true if the player has made a winning move, false otherwise    %
   logical procedure playerHasWon( string(1) value playerCharacter ) ;
       (  same( 1, 2, 3, playerCharacter )
       or same( 4, 5, 6, playerCharacter )
       or same( 7, 8, 9, playerCharacter )
       or same( 1, 4, 7, playerCharacter )
       or same( 2, 5, 8, playerCharacter )
       or same( 3, 6, 9, playerCharacter )
       or same( 1, 5, 9, playerCharacter )
       or same( 3, 5, 7, playerCharacter )
       ) ;
   % takes a players turn - either automated or user input                  %
   procedure turn ( string(1) value playerCharacter, otherCharacter
                  ; logical   value playerIsUser
                  ) ;
       begin
           if playerIsUser then userMove( playerCharacter )
           else begin
               write( playerCharacter, " moves..." );
               if  not makeOrBlockWinningMove( playerCharacter, playerCharacter )
               and not makeOrBlockWinningMove( otherCharacter,  playerCharacter )
               then move( playerCharacter )
           end;
           showBoard
       end turn ;
   % asks a question and returns true if the user inputs y/Y,               %
   % false otherwise                                                        %
   logical procedure yes( string(32) value question ) ;
       begin
           string(1) answer;
           write( question );
           read( answer );
           answer = "y" or answer = "Y"
       end yes ;
   % play the game                                                          %
   while
       begin
           string(1)  again;
           string(32) gameResult;
           logical    oIsUser, xIsUser;
           oIsUser := yes( "Do you want to play O? " );
           xIsUser := yes( "Do you want to play X? " );
           gameResult := "it's a draw";
           initBoard;
           showBoard;
           while not gameOver and not playerHasWon( "O" ) and not playerHasWon( "X" ) do begin
               turn( "O", "X", oIsUser );
               if playerHasWon( "O" ) then gameResult := "O wins"
               else if not gameOver then begin
                   turn( "X", "O", xIsUser );
                   if playerHasWon( "X" ) then gameResult := "X wins"
               end
           end ;
           write( gameResult );
           yes( "Play again? " )
       end
   do  begin end

end.</lang>

Output:
Do you want to play O?          y
Do you want to play X?          n
1|2|3
-+-+-
4|5|6
-+-+-
7|8|9
Please enter the move for O 5
1|2|3
-+-+-
4|O|6
-+-+-
7|8|9
X moves...
X|2|3
-+-+-
4|O|6
-+-+-
7|8|9
...etc...
Please enter the move for O 8
X|2|O
-+-+-
O|O|X
-+-+-
X|O|9
X moves...
X|X|O
-+-+-
O|O|X
-+-+-
X|O|9
Please enter the move for O 9
X|X|O
-+-+-
O|O|X
-+-+-
X|O|O
it's a draw                     
Play again?                     n

AppleScript

<lang AppleScript>property OMask : missing value property XMask : missing value property winningNumbers : {7, 56, 73, 84, 146, 273, 292, 448} property difficulty : missing value

repeat

  set OMask to 0
  set XMask to 0
  
  if button returned of (display dialog "Who should start?" buttons {"I shoud", "CPU"}) = "CPU" then set OMask to npcGet()
  set difficulty to button returned of (display dialog "Please choose your difficulty" buttons {"Hard", "Normal"})
  
  repeat
      set XMask to XMask + 2 ^ (nGet() - 1)
      if winnerForMask(XMask) or OMask + XMask = 511 then exit repeat
      set OMask to npcGet()
      if winnerForMask(OMask) or OMask + XMask = 511 then exit repeat
  end repeat
  
  if winnerForMask(OMask) then
      set msg to "CPU Wins!"
  else if winnerForMask(XMask) then
      set msg to "You WON!!!"
  else
      set msg to "It's a draw"
  end if
  
  display dialog msg & return & return & drawGrid() & return & return & "Do you want to play again?"

end repeat

on nGet()

  set theMessage to "It's your turn Player 1, please fill in the number for X" & return & return & drawGrid()
  repeat
      set value to text returned of (display dialog theMessage default answer "")
      if (offset of value in "123456789") is not 0 then
          if not positionIsUsed(value as integer) then exit repeat
      end if
  end repeat
  return value as integer

end nGet

on npcGet()

  --first get the free positions
  set freeSpots to {}
  repeat with s from 1 to 9
      if not positionIsUsed(s) then set end of freeSpots to 2 ^ (s - 1)
  end repeat
  --second check if 1 move can make the CPU win
  repeat with spot in freeSpots
      if winnerForMask(OMask + spot) then return OMask + spot
  end repeat
  
  if difficulty is "Hard" and OMask is 0 then
      if XMask = 1 or XMask = 4 then return 2
      if XMask = 64 or XMask = 256 then return 128
  end if
  --third check if a user can make make it win (defensive) place it on position
  repeat with spot in freeSpots
      if winnerForMask(XMask + spot) then return OMask + spot
  end repeat
  
  --fourth check if CPU can win in two moves
  repeat with spot1 in freeSpots
      repeat with spot2 in freeSpots
          if winnerForMask(OMask + spot1 + spot2) then return OMask + spot2
      end repeat
  end repeat
  --fifth check if player can win in two moves
  repeat with spot1 in freeSpots
      repeat with spot2 in reverse of freeSpots
          if winnerForMask(XMask + spot1 + spot2) then return OMask + spot1
      end repeat
  end repeat
  --at last pick a random spot
  if XMask + OMask = 0 and difficulty = "Hard" then return 1
  
  return OMask + (some item of freeSpots)

end npcGet

on winnerForMask(mask)

  repeat with winLine in winningNumbers
      if BWAND(winLine, mask) = contents of winLine then return true
  end repeat
  return false

end winnerForMask

on drawGrid()

  set grid to ""
  repeat with o from 0 to 8
      if BWAND(OMask, 2 ^ o) = 2 ^ o then
          set grid to grid & "O"
      else if BWAND(XMask, 2 ^ o) = 2 ^ o then
          set grid to grid & "X"
      else
          set grid to grid & o + 1
      end if
      if o is in {2, 5} then set grid to grid & return
  end repeat
  return grid

end drawGrid

on positionIsUsed(pos)

  return BWAND(OMask + XMask, 2 ^ (pos - 1)) = 2 ^ (pos - 1)

end positionIsUsed

on BWAND(n1, n2)

  set theResult to 0
  repeat with o from 0 to 8
      if (n1 mod 2) = 1 and (n2 mod 2) = 1 then set theResult to theResult + 2 ^ o
      set {n1, n2} to {n1 div 2, n2 div 2}
  end repeat
  return theResult as integer

end BWAND</lang>

AutoHotkey

This program uses a Gui with 9 buttons. Clicking on one will place an X there, disable the button, and cause the program to go somewhere. It plays logically, trying to win, trying to block, or playing randomly in that order. <lang AutoHotkey>Gui, Add, Button, x12 y12 w30 h30 vB1 gButtonHandler, Gui, Add, Button, x52 y12 w30 h30 vB2 gButtonHandler, Gui, Add, Button, x92 y12 w30 h30 vB3 gButtonHandler, Gui, Add, Button, x12 y52 w30 h30 vB4 gButtonHandler, Gui, Add, Button, x52 y52 w30 h30 vB5 gButtonHandler, Gui, Add, Button, x92 y52 w30 h30 vB6 gButtonHandler, Gui, Add, Button, x12 y92 w30 h30 vB7 gButtonHandler, Gui, Add, Button, x52 y92 w30 h30 vB8 gButtonHandler, Gui, Add, Button, x92 y92 w30 h30 vB9 gButtonHandler,

Generated using SmartGUI Creator 4.0

Gui, Show, x127 y87 h150 w141, Tic-Tac-Toe Winning_Moves := "123,456,789,147,258,369,159,357" Return

ButtonHandler:

   ; Fired whenever the user clicks on an enabled button
   Go(A_GuiControl,"X")
   GoSub MyMove

Return

MyMove: ; Loops through winning moves. First attempts to win, then to block, then a random move

   Went=0
   Loop, parse, Winning_Moves,`,
   {
       Current_Set := A_LoopField
       X:=O:=0
       Loop, parse, Current_Set
       {
           GuiControlGet, Char,,Button%A_LoopField%
           If ( Char = "O" )
               O++
           If ( Char = "X" )
               X++
       }
       If ( O = 2 and X = 0 ) or ( X = 2 and O = 0 ){
           Finish_Line(Current_Set)
           Went = 1
           Break ; out of the Winning_Moves Loop to ensure the computer goes only once
       }
   }
   If (!Went)
       GoSub RandomMove

Return

Go(Control,chr){

   GuiControl,,%Control%, %chr%
   GuiControl,Disable,%Control%
   GoSub, CheckWin

}

CheckWin:

   Loop, parse, Winning_Moves,`,
   {
       Current_Set := A_LoopField
       X:=O:=0
       Loop, parse, Current_Set
       {
           GuiControlGet, Char,,Button%A_LoopField%
           If ( Char = "O" )
               O++
           If ( Char = "X" )
               X++
       }
       If ( O = 3 ){
           Msgbox O Wins!
           GoSub DisableAll
           Break
       }
       If ( X = 3 ){
           MsgBox X Wins!
           GoSub DisableAll
           Break
       }
   }

return

DisableAll:

   Loop, 9
       GuiControl, Disable, Button%A_Index%

return

Finish_Line(Set){ ; Finish_Line is called when a line exists with 2 of the same character. It goes in the remaining spot, thereby blocking or winning.

   Loop, parse, set
   {
       GuiControlGet, IsEnabled, Enabled, Button%A_LoopField%
       Control=Button%A_LoopField%
       If IsEnabled
           Go(Control,"O")
   }

}

RandomMove:

   Loop{
       Random, rnd, 1, 9
       GuiControlGet, IsEnabled, Enabled, Button%rnd%
       If IsEnabled
       {
           Control=Button%rnd%
           Go(Control,"O")
           Break
       }
   }

return

GuiClose: ExitApp </lang>

AWK

<lang AWK>

  1. syntax: GAWK -f TIC-TAC-TOE.AWK

BEGIN {

   move[12] = "3 7 4 6 8"; move[13] = "2 8 6 4 7"; move[14] = "7 3 2 8 6"
   move[16] = "8 2 3 7 4"; move[17] = "4 6 8 2 3"; move[18] = "6 4 7 3 2"
   move[19] = "8 2 3 7 4"; move[23] = "1 9 6 4 8"; move[24] = "1 9 3 7 8"
   move[25] = "8 3 7 4 0"; move[26] = "3 7 1 9 8"; move[27] = "6 4 1 9 8"
   move[28] = "1 9 7 3 4"; move[29] = "4 6 3 7 8"; move[35] = "7 4 6 8 2"
   move[45] = "6 7 3 2 0"; move[56] = "4 7 3 2 8"; move[57] = "3 2 8 4 6"
   move[58] = "2 3 7 4 6"; move[59] = "3 2 8 4 6"
   split("7 4 1 8 5 2 9 6 3",rotate)
   n = split("253 280 457 254 257 350 452 453 570 590",special)
   i = 0
   while (i < 9) { s[++i] = " " }
   print("")
   print("You move first, use the keypad:")
   board = "\n7 * 8 * 9\n*********\n4 * 5 * 6\n*********\n1 * 2 * 3\n\n? "
   printf(board)

} state < 7 {

   x = $0
   if (s[x] != " ") {
     printf("? ")
     next
   }
   s[x] = "X"
   ++state
   print("")
   if (state > 1) {
     for (i=0; i<r; ++i) { x = rotate[x] }
   }

} state == 1 {

   for (r=0; x>2 && x!=5; ++r) { x = rotate[x] }
   k = x
   if (x == 5) { d = 1 } else { d = 5 }

} state == 2 {

   c = 5.5 * (k + x) - 4.5 * abs(k - x)
   split(move[c],t)
   d = t[1]
   e = t[2]
   f = t[3]
   g = t[4]
   h = t[5]

} state == 3 {

   k = x / 2.
   c = c * 10
   d = f
   if (abs(c-350) == 100) {
     if (x != 9) { d = 10 - x }
     if (int(k) == k) { g = f }
     h = 10 - g
     if (x+0 == e+0) {
       h = g
       g = 9
     }
   }
   else if (x+0 != e+0) {
     d = e
     state = 6
   }

} state == 4 {

   if (x+0 == g+0) {
     d = h
   }
   else {
     d = g
     state = 6
   }
   x = 6
   for (i=1; i<=n; ++i) {
     b = special[i]
     if (b == 254) { x = 4 }
     if (k+0 == abs(b-c-k)) { state = x }
   }

} state < 7 {

   if (state != 5) {
     for (i=0; i<4-r; ++i) { d = rotate[d] }
     s[d] = "O"
   }
   for (b=7; b>0; b-=5) {
     printf("%s * %s * %s\n",s[b++],s[b++],s[b])
     if (b > 3) { print("*********") }
   }
   print("")

} state < 5 {

   printf("? ")

} state == 5 {

   printf("tie game")
   state = 7

} state == 6 {

   printf("you lost")
   state = 7

} state == 7 {

   printf(", play again? ")
   ++state
   next

} state == 8 {

   if ($1 !~ /^[yY]$/) { exit(0) }
   i = 0
   while (i < 9) { s[++i] = " " }
   printf(board)
   state = 0

} function abs(x) { if (x >= 0) { return x } else { return -x } } </lang>

Bash

Computer is X. Computer randomly goes first. Computer plays a good game, but not a perfect game. It will win when it can and draw when it can not.

It performs a depth-first scan of all following moves. It ignores dumb actions like not winning when either player can.

For each possible move it records if it will win, lose, or something else (like win and draw depending on opponent's move).

If there is a choice of best moves, it picks one at random.

I have not used simple bash code to:

  1. keep it under 100 lines;
  2. to demonstrate usefulness of bash integers;
  3. show-off ANSI ESC sequences;
  4. implement recursion in bash;
  5. demonstrate conditional and alternate execution using && and || with { ...; };
  6. show that you don't always need to use $ to refer to integer variables;
  7. encourage use of [[ ]] instead of [ ] for boolean expressions;
  8. provide examples of pattern matching; and
  9. encourage use of bash for more interesting tasks.

<lang bash>

  1. !/bin/bash

declare -a B=( e e e e e e e e e ) # Board

function show(){ # show B - underline first 2 rows; highlight position; number empty positoins

 local -i p POS=${1:-9}; local UL BOLD="\e[1m" GREEN="\e[32m" DIM="\e[2m" OFF="\e[m" ULC="\e[4m"
 for p in 0 1 2 3 4 5 6 7 8; do
   p%3 -eq 0  && printf "  "                             # indent boards
   UL=""; p/3 -lt 2  && UL=$ULC                          # underline first 2 rows
   p -eq POS    && printf "$BOLD$GREEN"                  # bold and colour for this position
   [[ ${B[p]} = e ]] && printf "$UL$DIM%d$OFF" $p || printf "$UL%s$OFF" ${B[p]}  # num or UL
   { p%3 -lt 2  && printf "$UL | $OFF"; } || printf "\n" # underline vertical bars or NL
 done

};

function win(){ # win 'X' 3 return true if X wins after move in position 3

 local ME=$1; local -i p=$2
 [[ ${B[p/3*3]} = $ME && ${B[p/3*3+1]} = $ME && ${B[p/3*3+2]} = $ME ]] && return 0  # row
 [[ ${B[p]}     = $ME && ${B[(p+3)%9]} = $ME && ${B[(p+6)%9]} = $ME ]] && return 0  # col
 [[ ${B[4]} != $ME ]] && return 1                                                   # don't test diags
 [[ p%4 -eq 0 && ${B[0]} = $ME && ${B[8]} = $ME ]] && return 0                      # TL - BR diag
 | p -eq 4  && [[ ${B[2]} = $ME && ${B[6]} = $ME ]]                 # TR - BL diag

};

function bestMove(){ # return best move or 9 if none possible

 local ME=$1 OP=$2; local -i o s p
 local -ia S=( -9 -9 -9  -9 -9 -9  -9 -9 -9 )  # score board
 local -a SB                                   # save board
 [[ ${B[*]//[!e]} = "" ]] && return 9          # game over
 SB=( ${B[*]} )                                # save Board
 for p in 0 1 2 3 4 5 6 7 8; do                          # for each board position
   [[ ${B[p]} != e ]] && continue                        # skip occupied positions
   B[p]=$ME                                              # occupy position
   win $ME $p && { S[p]=2; B=( ${SB[*]} ); return $p; }  # ME wins so this is best move
   bestMove $OP $ME; o=$?                                # what will opponent do
   o -le 8  && { B[o]=$OP; win $OP $o; s=$?; }      # opponent can make a legal move
   S[p]=${s:-1}                                          # save result of opponent move
   B=( ${SB[*]} )                                        # restore board after each trial run
 done
 local -i best=-1; local -ia MOV=()
 for p in 0 1 2 3 4 5 6 7 8; do                     # find all best moves
   [[ S[p] -lt 0 ]] && continue                     # dont bother with occupied positions
   [[ S[p] -eq S[best] ]] && { MOV+=(p); best=p; }  # add this move to current list
   [[ S[p] -gt S[best] ]] && { MOV=(p); best=p; }   # a better move so scrap list and start again
 done
 return ${MOV[ RANDOM%${#MOV[*]} ]}  # pick one at random

};

function getMove(){ # getMove from opponent

 $ME = X  && { bestMove $ME $OP; return $?; }     # pick X move automatically
 read -p "O move: " -n 1; printf "\n"; return $REPLY   # get opponents move

};

function turn(){ # turn starts or continues a game. It is ME's turn

 local -i p; local ME=$1 OP=$2
 getMove; p=$?; p -gt 8  && { printf "Draw!\n"; show; return 1; }  # no move so a draw
 B[p]=$ME; printf "%s moves %d\n" $ME $p                                # mark board
 win $ME $p && { printf "%s wins!\n" $ME; show $p; $ME = X  && return 2; return 0; }
 [[ ${B[*]//[!e]} = "" ]] && { printf "Draw!\n"; show; return 1; }      # no move so a draw
 show $p; turn $OP $ME                                                  # opponent moves

};

printf "Bic Bash Bow\n" show; RANDOM%2 -eq 0 && { turn O X; exit $?; } || turn X O

</lang>

Output:

(nice ANSI formatting is not shown)

Bic Bash Bow
  0 | 1 | 2
  3 | 4 | 5
  6 | 7 | 8
X moves 1
  0 | X | 2
  3 | 4 | 5
  6 | 7 | 8
O move: 5
O moves 5
  0 | X | 2
  3 | 4 | O
  6 | 7 | 8
X moves 2
  0 | X | X
  3 | 4 | O
  6 | 7 | 8
O move: 0
O moves 0
  O | X | X
  3 | 4 | O
  6 | 7 | 8
X moves 4
  O | X | X
  3 | X | O
  6 | 7 | 8
O move: 6
O moves 6
  O | X | X
  3 | X | O
  O | 7 | 8
X moves 7
X wins!
  O | X | X
  3 | X | O
  O | X | 8

BASIC

BASIC256

<lang BASIC256>

  1. basado en código de Antonio Rodrigo dos Santos Silva (gracias):
  2. http://statusgear.freeforums.net/thread/17/basic-256-tic-tac-toe

global playerturn$ global endGame$ global space$ global player1Score$ global player2Score$ global invalidMove$ global tecla$ global keyQ$ global keyW$ global keyE$ global keyA$ global keyS$ global keyD$ global keyZ$ global keyX$ global keyC$ global keySpace$ global keyEsc$

keyQ$ = 81 keyW$ = 87 keyE$ = 69 keyA$ = 65 keyS$ = 83 keyD$ = 68 keyZ$ = 90 keyX$ = 88 keyC$ = 67 keySpace$ = 32 keyEsc$ = 16777216

dim space$(9)


subroutine clearGameVars()

 playerturn$ = 1
 invalidMove$ = 0
 endGame$ = 0
 tecla$ = 0
 for t = 0 to space$[?]-1
   space$[t] = 0
 next t

end subroutine

subroutine endGame()

 cls
 print "¡Hasta pronto!..."
 end

end subroutine

subroutine printBoard()

 print "          " + space$[0]+" | "+space$[1]+" | "+space$[2]
 print "          " + "— + — + —"
 print "          " + space$[3]+" | "+space$[4]+" | "+space$[5]
 print "          " + "— + — + —"
 print "          " + space$[6]+" | "+space$[7]+" | "+space$[8]
 print ""

end subroutine

subroutine changePlayer()

 if playerturn$ = 1 then
   playerturn$ = 2
 else
   playerturn$ = 1
 end if

end subroutine

subroutine endMatchWithWinner()

 cls
 call printPlayerScore()
 call printBoard()
 endGame$ = 1
 if playerturn$ = 1 then
   player1Score$ += 1
 else
   player2Score$ += 1
 end if
 print "¡Jugador " + playerturn$ + " gana!" + chr(10)
 print "Pulsa [SPACE] para jugar otra partida"
 print "Pulsa [ESC] para dejar de jugar"
 do
   tecla$ = key
   pause .01
   if tecla$ = keySpace$ then call gamePlay()
   if tecla$ = keyEsc$ then call endGame()
 until false

end subroutine

subroutine endMatchWithoutWinner()

 cls
 call printPlayerScore()
 call printBoard()
 endGame$ = 1
 print "                 Nadie ganó :(                  " + chr(10)
 print " Pulsa [SPACE] para comenzar o [ESC] para salir. "
 do
   tecla$ = key
   pause .01
   if tecla$ = keySpace$ then call gamePlay()
   if tecla$ = keyEsc$ then call endGame()
 until false

end subroutine

subroutine printPlayerScore()

 print "--------------------------------------------"
 print " Jugador #1: " + player1Score$ + " pts"
 print " Jugador #2: " + player2Score$ + " pts"
 print "--------------------------------------------" + chr(10)

end subroutine


subroutine printPlayerMessage()

 print "Jugador: " + playerturn$ + ", elige una casilla, por favor."

end subroutine

subroutine gamePlay()

 call clearGameVars()
 cls
 call printPlayerScore()
 call printBoard()
 call printPlayerMessage()
 while 0 = 0
   invalidMove$ = 0
   if endGame$ = 0 then
     do
       tecla$ = key
       pause .01
       validKeypressed$ = 0
       if tecla$ = keyQ$ or tecla$ = keyW$  or tecla$ = keyE$ or tecla$ = keyA$ or tecla$ = keyS$ or tecla$ = keyD$ or tecla$ = keyZ$ or tecla$ = keyX$ or tecla$ = keyC$ then validKeypressed$ = 1
     until validKeypressed$ = 1
   endif
   if tecla$ = keyQ$ then
     if space$[0] = 0 then
       space$[0] = playerturn$
     else
       invalidMove$ = 1
     endif
   endif
   if tecla$ = keyW$ then
     if space$[1] = 0 then
       space$[1] = playerturn$
     else
       invalidMove$ = 1
     endif
   endif
   if tecla$ = keyE$ then
     if space$[2] = 0 then
       space$[2] = playerturn$
     else
       invalidMove$ = 1
     endif
   endif
   if tecla$ = keyA$ then
     if space$[3] = 0 then
       space$[3] = playerturn$
     else
       invalidMove$ = 1
     endif
   endif
   if tecla$ = keyS$ then
     if space$[4] = 0 then
       space$[4] = playerturn$
     else
       invalidMove$ = 1
     endif
   endif
   if tecla$ = keyD$ then
     if space$[5] = 0 then
       space$[5] = playerturn$
     else
       invalidMove$ = 1
     endif
   endif
   if tecla$ = keyZ$ then
     if space$[6] = 0 then
       space$[6] = playerturn$
     else
       invalidMove$ = 1
     endif
   endif
   if tecla$ = keyX$ then
     if space$[7] = 0 then
       space$[7] = playerturn$
     else
       invalidMove$ = 1
     endif
   endif
   if tecla$ = keyC$ then
     if space$[8] = 0 then
       space$[8] = playerturn$
     else
       invalidMove$ = 1
     endif
   endif
   if invalidMove$ = 0 then
     tecla$ = 0
     if space$[0] = 1 and space$[1] = 1 and space$[2] = 1 then call endMatchWithWinner()
     if space$[3] = 1 and space$[4] = 1 and space$[5] = 1 then call endMatchWithWinner()
     if space$[6] = 1 and space$[7] = 1 and space$[8] = 1 then call endMatchWithWinner()
     if space$[0] = 1 and space$[3] = 1 and space$[6] = 1 then call endMatchWithWinner()
     if space$[1] = 1 and space$[4] = 1 and space$[7] = 1 then call endMatchWithWinner()
     if space$[2] = 1 and space$[5] = 1 and space$[8] = 1 then call endMatchWithWinner()
     if space$[0] = 1 and space$[4] = 1 and space$[8] = 1 then call endMatchWithWinner()
     if space$[2] = 1 and space$[4] = 1 and space$[6] = 1 then call endMatchWithWinner()
     if space$[0] = 2 and space$[1] = 2 and space$[2] = 2 then call endMatchWithWinner()
     if space$[3] = 2 and space$[4] = 2 and space$[5] = 2 then call endMatchWithWinner()
     if space$[6] = 2 and space$[7] = 2 and space$[8] = 2 then call endMatchWithWinner()
     if space$[0] = 2 and space$[3] = 2 and space$[6] = 2 then call endMatchWithWinner()
     if space$[1] = 2 and space$[4] = 2 and space$[7] = 2 then call endMatchWithWinner()
     if space$[2] = 2 and space$[5] = 2 and space$[8] = 2 then call endMatchWithWinner()
     if space$[0] = 2 and space$[4] = 2 and space$[8] = 2 then call endMatchWithWinner()
     if space$[2] = 2 and space$[4] = 2 and space$[6] = 2 then call endMatchWithWinner()
     if space$[0] <> 0 and space$[1] <> 0 and space$[2] <> 0 and space$[3] <> 0 and space$[4] <> 0 and space$[5] <> 0 and space$[6] <> 0 and space$[7] <> 0 and space$[8] <> 0 then call endMatchWithoutWinner()
     call changePlayer()
     cls
     call printPlayerScore()
     call printBoard()
     call printPlayerMessage()
   end if
 end while

end subroutine

subroutine gameMenu()

 cls
 call clearGameVars()
 player1Score$ = 0
 player2Score$ = 0
 print "================================================="
 print "|                  TIC-TAC-TOE                  |"
 print "=================================================" + chr(10)
 print "  Teclas para jugar:"
 print "---------------------"
 print "    | q | w | e |"
 print "    | a | s | d |"
 print "    | z | x | c |" + chr(10)
 print " Pulsa [SPACE] para comenzar o [ESC] para salir. "
 
 do
   tecla$ = key
   pause .01
   if tecla$ = keySpace$ then call gamePlay()
   if tecla$ = keyEsc$ then call endGame()
 until false

end subroutine

call gameMenu() end </lang>


Microsoft Small Basic

This game has a simple AI. <lang smallbasic>place1 = 1 place2 = 2 place3 = 3 place4 = 4 place5 = 5 place6 = 6 place7 = 7 place8 = 8 place9 = 9 symbol1 = "X" symbol2 = "O" reset: TextWindow.Clear() TextWindow.Write(place1 + " ") TextWindow.Write(place2 + " ") TextWindow.WriteLine(place3 + " ") TextWindow.Write(place4 + " ") TextWindow.Write(place5 + " ") TextWindow.WriteLine(place6 + " ") TextWindow.Write(place7 + " ") TextWindow.Write(place8 + " ") TextWindow.WriteLine(place9 + " ") TextWindow.WriteLine("Where would you like to go to (choose a number from 1 to 9 and press enter)?") n = TextWindow.Read() If n = 1 then

 If place1 = symbol1 or place1 = symbol2 then
   Goto ai
 Else
   place1 = symbol1
 EndIf

ElseIf n = 2 then

 If place2 = symbol1 or place2 = symbol2 then
   Goto ai
 Else
   place2 = symbol1
 EndIf

ElseIf n = 3 then

 If place3 = symbol1 or place3 = symbol2 then
   Goto ai
 Else
   place3 = symbol1
 EndIf

ElseIf n = 4 then

 If place4 = symbol1 or place4 = symbol2 then
   Goto ai
 Else
   place4 = symbol1
 EndIf

ElseIf n = 5 then

 If place5 = symbol1 or place5 = symbol2 then
   Goto ai
 Else
   place5 = symbol1
 EndIf

ElseIf n = 6 then

 If place6 = symbol1 or place6 = symbol2 then
   Goto ai
 Else
   place6 = symbol1
 EndIf

ElseIf n = 7 then

 If place8 = symbol1 or place7 = symbol2 then
   Goto ai
 Else
   place7 = symbol1
 EndIf

ElseIf n = 8 then

 If place8 = symbol1 or place8 = symbol2 then
   Goto ai
 Else
   place8 = symbol1
 EndIf

ElseIf n = 9 then

 If place9 = symbol1 or place9 = symbol2 then
   Goto ai
 Else
   place9 = symbol1
 EndIf

EndIf Goto ai ai: n = Math.GetRandomNumber(9) If n = 1 then

 If place1 = symbol1 or place1 = symbol2 then
   Goto ai
 Else
   place1 = symbol2
 EndIf

ElseIf n = 2 then

 If place2 = symbol1 or place2 = symbol2 then
   Goto ai
 Else
   place2 = symbol2
 EndIf

ElseIf n = 3 then

 If place3 = symbol1 or place3 = symbol2 then
   Goto ai
 Else
   place3 = symbol2
 EndIf

ElseIf n = 4 then

 If place4 = symbol1 or place4 = symbol2 then
   Goto ai
 Else
   place4 = symbol2
 EndIf

ElseIf n = 5 then

 If place5 = symbol1 or place5 = symbol2 then
   Goto ai
 Else
   place5 = symbol2
 EndIf

ElseIf n = 6 then

 If place6 = symbol1 or place6 = symbol2 then
   Goto ai
 Else
   place6 = symbol2
 EndIf

ElseIf n = 7 then

 If place7 = symbol1 or place7 = symbol2 then
   Goto ai
 Else
   place7 = symbol2
 EndIf

ElseIf n = 8 then

 If place8 = symbol1 or place8 = symbol2 then
   Goto ai
 Else
   place8 = symbol2
 EndIf

ElseIf n = 9 then

 If place9 = symbol1 or place9 = symbol2 then
   Goto ai
 Else
   place9 = symbol2
 EndIf

EndIf If place1 = symbol1 and place2 = symbol1 and place3 = symbol1 or place4 = symbol1 and place5 = symbol1 and place6 = symbol1 or place7 = symbol1 and place8 = symbol1 and place9 = symbol1 or place1 = symbol1 and place4 = symbol1 and place7 = symbol1 or place2 = symbol1 and place5 = symbol1 and place8 = symbol1 or place3 = symbol1 and place6 = symbol1 and place9 = symbol1 or place1 = symbol1 and place5 = symbol1 and place9 = symbol1 or place3 = symbol1 and place5 = symbol1 and place7 = symbol1 then

 TextWindow.WriteLine("Player 1 (" + symbol1 + ") wins!")

ElseIf place1 = symbol2 and place2 = symbol2 and place3 = symbol2 or place4 = symbol2 and place5 = symbol2 and place6 = symbol2 or place7 = symbol2 and place8 = symbol2 and place9 = symbol2 or place1 = symbol2 and place4 = symbol2 and place7 = symbol2 or place2 = symbol2 and place5 = symbol2 and place8 = symbol2 or place3 = symbol2 and place6 = symbol2 and place9 = symbol2 or place1 = symbol2 and place5 = symbol2 and place8 = symbol2 or place3 = symbol2 and place5 = symbol2 and place7 = symbol2 then

 TextWindow.WriteLine("Player 2 (" + symbol2 + ") wins!")

Else

 Goto reset

EndIf</lang>

ZX Spectrum Basic

<lang zxbasic> </lang>

Batch File

This is just a game between two human players. <lang dos>@echo off setlocal enabledelayedexpansion

newgame

set a1=1 set a2=2 set a3=3 set a4=4 set a5=5 set a6=6 set a7=7 set a8=8 set a9=9 set ll=X set /a zz=0

display1

cls echo Player: %ll% echo %a7%_%a8%_%a9% echo %a4%_%a5%_%a6% echo %a1%_%a2%_%a3% set /p myt=Where would you like to go (choose a number from 1-9 and press enter)? if !a%myt%! equ %myt% ( set a%myt%=%ll% goto check ) goto display1

check

set /a zz=%zz%+1 if %zz% geq 9 goto newgame if %a7%+%a8%+%a9% equ %ll%+%ll%+%ll% goto win if %a4%+%a5%+%a6% equ %ll%+%ll%+%ll% goto win if %a1%+%a2%+%a3% equ %ll%+%ll%+%ll% goto win if %a7%+%a5%+%a3% equ %ll%+%ll%+%ll% goto win if %a1%+%a5%+%a9% equ %ll%+%ll%+%ll% goto win if %a7%+%a4%+%a1% equ %ll%+%ll%+%ll% goto win if %a8%+%a5%+%a2% equ %ll%+%ll%+%ll% goto win if %a9%+%a6%+%a3% equ %ll%+%ll%+%ll% goto win goto %ll%

X

set ll=O goto display1

O

set ll=X goto display1

win

echo %ll% wins! pause goto newgame </lang>

Advanced

This code makes a version of Tic Tac Toe with more features: <lang dos>@ECHO OFF

BEGIN
 REM Skill level
 set sl=
 cls
 echo                       Tic Tac Toe                                 (Q to quit)
 echo.
 echo.
 echo        Pick your skill level (press a number)
 echo.
 echo               (1) Children under 6
 echo               (2) Average Mental Case
 echo               (3) Oversized Ego  
 CHOICE /c:123q /n > nul
 if errorlevel 4 goto end
 if errorlevel 3 set sl=3
 if errorlevel 3 goto layout
 if errorlevel 2 set sl=2
 if errorlevel 2 goto layout
 set sl=1
LAYOUT
 REM Player turn ("x" or "o")
 set pt=
 REM Game winner ("x" or "o")
 set gw=
 REM No moves
 set nm=
 REM Set to one blank space after equal sign (check with cursor end)
 set t1= 
 set t2= 
 set t3= 
 set t4= 
 set t5= 
 set t6= 
 set t7= 
 set t8= 
 set t9= 
UPDATE
 cls
 echo   (S to set skill level)       Tic Tac Toe                         (Q to quit)
 echo.
 echo                               You are the X player. 
 echo                    Press the number where you want to put an X.     
 echo.
 echo   Skill level %sl%                    7 8 9 
 echo                                       4 5 6
 echo                                       1 2 3
 echo.
 echo                                       :   :
 echo                                     %t1% : %t2% : %t3%
 echo                                   ....:...:....
 echo                                     %t4% : %t5% : %t6%
 echo                                   ....:...:....
 echo                                     %t7% : %t8% : %t9%
 echo                                       :   :
 if "%gw%"=="x" goto winx2
 if "%gw%"=="o" goto wino2
 if "%nm%"=="0" goto nomoves
PLAYER
 set pt=x
 REM Layout is for keypad. Change CHOICE to "/c:123456789sq  /n > nul"
 REM for numbers to start at top left (also change user layout above).
 CHOICE /c:789456123sq /n > nul
 if errorlevel 11 goto end
 if errorlevel 10 goto begin
 if errorlevel 9 goto 9
 if errorlevel 8 goto 8
 if errorlevel 7 goto 7
 if errorlevel 6 goto 6
 if errorlevel 5 goto 5
 if errorlevel 4 goto 4
 if errorlevel 3 goto 3
 if errorlevel 2 goto 2
 goto 1
1
 REM Check if "x" or "o" already in square.
 if "%t1%"=="x" goto player
 if "%t1%"=="o" goto player
 set t1=x
 goto check
2
 if "%t2%"=="x" goto player
 if "%t2%"=="o" goto player
 set t2=x
 goto check
3
 if "%t3%"=="x" goto player
 if "%t3%"=="o" goto player
 set t3=x
 goto check
4
 if "%t4%"=="x" goto player
 if "%t4%"=="o" goto player
 set t4=x
 goto check
5
 if "%t5%"=="x" goto player
 if "%t5%"=="o" goto player
 set t5=x
 goto check
6
 if "%t6%"=="x" goto player
 if "%t6%"=="o" goto player
 set t6=x
 goto check
7
 if "%t7%"=="x" goto player
 if "%t7%"=="o" goto player
 set t7=x
 goto check
8
 if "%t8%"=="x" goto player
 if "%t8%"=="o" goto player
 set t8=x
 goto check
9
 if "%t9%"=="x" goto player
 if "%t9%"=="o" goto player
 set t9=x
 goto check
COMPUTER
 set pt=o
 if "%sl%"=="1" goto skill1  
REM (win corner to corner)
 if "%t1%"=="o" if "%t3%"=="o" if not "%t2%"=="x" if not "%t2%"=="o" goto c2
 if "%t1%"=="o" if "%t9%"=="o" if not "%t5%"=="x" if not "%t5%"=="o" goto c5
 if "%t1%"=="o" if "%t7%"=="o" if not "%t4%"=="x" if not "%t4%"=="o" goto c4  
 if "%t3%"=="o" if "%t7%"=="o" if not "%t5%"=="x" if not "%t5%"=="o" goto c5
 if "%t3%"=="o" if "%t9%"=="o" if not "%t6%"=="x" if not "%t6%"=="o" goto c6
 if "%t9%"=="o" if "%t7%"=="o" if not "%t8%"=="x" if not "%t8%"=="o" goto c8
REM (win outside middle to outside middle)
 if "%t2%"=="o" if "%t8%"=="o" if not "%t5%"=="x" if not "%t5%"=="o" goto c5
 if "%t4%"=="o" if "%t6%"=="o" if not "%t5%"=="x" if not "%t5%"=="o" goto c5
REM (win all others)
 if "%t1%"=="o" if "%t2%"=="o" if not "%t3%"=="x" if not "%t3%"=="o" goto c3
 if "%t1%"=="o" if "%t5%"=="o" if not "%t9%"=="x" if not "%t9%"=="o" goto c9
 if "%t1%"=="o" if "%t4%"=="o" if not "%t7%"=="x" if not "%t7%"=="o" goto c7
 if "%t2%"=="o" if "%t5%"=="o" if not "%t8%"=="x" if not "%t8%"=="o" goto c8
 if "%t3%"=="o" if "%t2%"=="o" if not "%t1%"=="x" if not "%t1%"=="o" goto c1
 if "%t3%"=="o" if "%t5%"=="o" if not "%t7%"=="x" if not "%t7%"=="o" goto c7
 if "%t3%"=="o" if "%t6%"=="o" if not "%t9%"=="x" if not "%t9%"=="o" goto c9
 if "%t4%"=="o" if "%t5%"=="o" if not "%t6%"=="x" if not "%t6%"=="o" goto c6
 if "%t6%"=="o" if "%t5%"=="o" if not "%t4%"=="x" if not "%t4%"=="o" goto c4
 if "%t7%"=="o" if "%t4%"=="o" if not "%t1%"=="x" if not "%t1%"=="o" goto c1
 if "%t7%"=="o" if "%t5%"=="o" if not "%t3%"=="x" if not "%t3%"=="o" goto c3
 if "%t7%"=="o" if "%t8%"=="o" if not "%t9%"=="x" if not "%t9%"=="o" goto c9
 if "%t8%"=="o" if "%t5%"=="o" if not "%t2%"=="x" if not "%t2%"=="o" goto c2
 if "%t9%"=="o" if "%t8%"=="o" if not "%t7%"=="x" if not "%t7%"=="o" goto c7
 if "%t9%"=="o" if "%t5%"=="o" if not "%t1%"=="x" if not "%t1%"=="o" goto c1
 if "%t9%"=="o" if "%t6%"=="o" if not "%t3%"=="x" if not "%t3%"=="o" goto c3
REM (block general attempts) -----------------------------------------------
 if "%t1%"=="x" if "%t2%"=="x" if not "%t3%"=="x" if not "%t3%"=="o" goto c3
 if "%t1%"=="x" if "%t5%"=="x" if not "%t9%"=="x" if not "%t9%"=="o" goto c9
 if "%t1%"=="x" if "%t4%"=="x" if not "%t7%"=="x" if not "%t7%"=="o" goto c7
 if "%t2%"=="x" if "%t5%"=="x" if not "%t8%"=="x" if not "%t8%"=="o" goto c8
 if "%t3%"=="x" if "%t2%"=="x" if not "%t1%"=="x" if not "%t1%"=="o" goto c1
 if "%t3%"=="x" if "%t5%"=="x" if not "%t7%"=="x" if not "%t7%"=="o" goto c7
 if "%t3%"=="x" if "%t6%"=="x" if not "%t9%"=="x" if not "%t9%"=="o" goto c9
 if "%t4%"=="x" if "%t5%"=="x" if not "%t6%"=="x" if not "%t6%"=="o" goto c6
 if "%t6%"=="x" if "%t5%"=="x" if not "%t4%"=="x" if not "%t4%"=="o" goto c4
 if "%t7%"=="x" if "%t4%"=="x" if not "%t1%"=="x" if not "%t1%"=="o" goto c1
 if "%t7%"=="x" if "%t5%"=="x" if not "%t3%"=="x" if not "%t3%"=="o" goto c3
 if "%t7%"=="x" if "%t8%"=="x" if not "%t9%"=="x" if not "%t9%"=="o" goto c9
 if "%t8%"=="x" if "%t5%"=="x" if not "%t2%"=="x" if not "%t2%"=="o" goto c2
 if "%t9%"=="x" if "%t8%"=="x" if not "%t7%"=="x" if not "%t7%"=="o" goto c7
 if "%t9%"=="x" if "%t5%"=="x" if not "%t1%"=="x" if not "%t1%"=="o" goto c1
 if "%t9%"=="x" if "%t6%"=="x" if not "%t3%"=="x" if not "%t3%"=="o" goto c3
REM (block obvious corner to corner) 
 if "%t1%"=="x" if "%t3%"=="x" if not "%t2%"=="x" if not "%t2%"=="o" goto c2
 if "%t1%"=="x" if "%t9%"=="x" if not "%t5%"=="x" if not "%t5%"=="o" goto c5
 if "%t1%"=="x" if "%t7%"=="x" if not "%t4%"=="x" if not "%t4%"=="o" goto c4  
 if "%t3%"=="x" if "%t7%"=="x" if not "%t5%"=="x" if not "%t5%"=="o" goto c5
 if "%t3%"=="x" if "%t9%"=="x" if not "%t6%"=="x" if not "%t6%"=="o" goto c6
 if "%t9%"=="x" if "%t7%"=="x" if not "%t8%"=="x" if not "%t8%"=="o" goto c8
 if "%sl%"=="2" goto skill2
REM (block sneaky corner to corner 2-4, 2-6, etc.) 
 if "%t2%"=="x" if "%t4%"=="x" if not "%t1%"=="x" if not "%t1%"=="o" goto c1
 if "%t2%"=="x" if "%t6%"=="x" if not "%t3%"=="x" if not "%t3%"=="o" goto c3
 if "%t8%"=="x" if "%t4%"=="x" if not "%t7%"=="x" if not "%t7%"=="o" goto c7  
 if "%t8%"=="x" if "%t6%"=="x" if not "%t9%"=="x" if not "%t9%"=="o" goto c9
REM (block offset corner trap 1-8, 1-6, etc.)
 if "%t1%"=="x" if "%t6%"=="x" if not "%t8%"=="x" if not "%t8%"=="o" goto c8
 if "%t1%"=="x" if "%t8%"=="x" if not "%t6%"=="x" if not "%t6%"=="o" goto c6
 if "%t3%"=="x" if "%t8%"=="x" if not "%t4%"=="x" if not "%t4%"=="o" goto c4
 if "%t3%"=="x" if "%t4%"=="x" if not "%t8%"=="x" if not "%t8%"=="o" goto c8
 if "%t9%"=="x" if "%t4%"=="x" if not "%t2%"=="x" if not "%t2%"=="o" goto c2
 if "%t9%"=="x" if "%t2%"=="x" if not "%t4%"=="x" if not "%t4%"=="o" goto c4
 if "%t7%"=="x" if "%t2%"=="x" if not "%t6%"=="x" if not "%t6%"=="o" goto c6
 if "%t7%"=="x" if "%t6%"=="x" if not "%t2%"=="x" if not "%t2%"=="o" goto c2
SKILL2
REM (block outside middle to outside middle)
 if "%t2%"=="x" if "%t8%"=="x" if not "%t5%"=="x" if not "%t5%"=="o" goto c5
 if "%t4%"=="x" if "%t6%"=="x" if not "%t5%"=="x" if not "%t5%"=="o" goto c5
REM (block 3 corner trap)
 if "%t1%"=="x" if "%t9%"=="x" if not "%t2%"=="x" if not "%t2%"=="o" goto c2
 if "%t3%"=="x" if "%t7%"=="x" if not "%t2%"=="x" if not "%t2%"=="o" goto c2
 if "%t1%"=="x" if "%t9%"=="x" if not "%t4%"=="x" if not "%t4%"=="o" goto c4
 if "%t3%"=="x" if "%t7%"=="x" if not "%t4%"=="x" if not "%t4%"=="o" goto c4
 if "%t1%"=="x" if "%t9%"=="x" if not "%t6%"=="x" if not "%t6%"=="o" goto c6
 if "%t3%"=="x" if "%t7%"=="x" if not "%t6%"=="x" if not "%t6%"=="o" goto c6
 if "%t1%"=="x" if "%t9%"=="x" if not "%t8%"=="x" if not "%t8%"=="o" goto c8
 if "%t3%"=="x" if "%t7%"=="x" if not "%t8%"=="x" if not "%t8%"=="o" goto c8
SKILL1
REM (just take a turn) 
 if not "%t5%"=="x" if not "%t5%"=="o" goto c5
 if not "%t1%"=="x" if not "%t1%"=="o" goto c1
 if not "%t3%"=="x" if not "%t3%"=="o" goto c3
 if not "%t7%"=="x" if not "%t7%"=="o" goto c7
 if not "%t9%"=="x" if not "%t9%"=="o" goto c9
 if not "%t2%"=="x" if not "%t2%"=="o" goto c2
 if not "%t4%"=="x" if not "%t4%"=="o" goto c4
 if not "%t6%"=="x" if not "%t6%"=="o" goto c6
 if not "%t8%"=="x" if not "%t8%"=="o" goto c8
 set nm=0
 goto update
C1
 set t1=o
 goto check
C2
 set t2=o
 goto check
C3
 set t3=o
 goto check
C4
 set t4=o
 goto check
C5
 set t5=o
 goto check
C6
 set t6=o
 goto check
C7
 set t7=o
 goto check
C8
 set t8=o
 goto check
C9
 set t9=o
 goto check
CHECK
 if "%t1%"=="x" if "%t2%"=="x" if "%t3%"=="x" goto winx
 if "%t4%"=="x" if "%t5%"=="x" if "%t6%"=="x" goto winx
 if "%t7%"=="x" if "%t8%"=="x" if "%t9%"=="x" goto winx
 if "%t1%"=="x" if "%t4%"=="x" if "%t7%"=="x" goto winx
 if "%t2%"=="x" if "%t5%"=="x" if "%t8%"=="x" goto winx
 if "%t3%"=="x" if "%t6%"=="x" if "%t9%"=="x" goto winx
 if "%t1%"=="x" if "%t5%"=="x" if "%t9%"=="x" goto winx
 if "%t3%"=="x" if "%t5%"=="x" if "%t7%"=="x" goto winx
 if "%t1%"=="o" if "%t2%"=="o" if "%t3%"=="o" goto wino
 if "%t4%"=="o" if "%t5%"=="o" if "%t6%"=="o" goto wino
 if "%t7%"=="o" if "%t8%"=="o" if "%t9%"=="o" goto wino
 if "%t1%"=="o" if "%t4%"=="o" if "%t7%"=="o" goto wino
 if "%t2%"=="o" if "%t5%"=="o" if "%t8%"=="o" goto wino
 if "%t3%"=="o" if "%t6%"=="o" if "%t9%"=="o" goto wino
 if "%t1%"=="o" if "%t5%"=="o" if "%t9%"=="o" goto wino
 if "%t3%"=="o" if "%t5%"=="o" if "%t7%"=="o" goto wino
 if "%pt%"=="x" goto computer
 if "%pt%"=="o" goto update
WINX
 set gw=x
 goto update
WINX2
 echo   You win!
 echo   Play again (Y,N)?
 CHOICE /c:ynsq /n > nul
 if errorlevel 4 goto end
 if errorlevel 3 goto begin
 if errorlevel 2 goto end
 goto layout
WINO
 set gw=o
 goto update
WINO2
 echo   Sorry, You lose.
 echo   Play again (Y,N)?
 CHOICE /c:ynsq /n > nul
 if errorlevel 4 goto end
 if errorlevel 3 goto begin
 if errorlevel 2 goto end
 goto layout
NOMOVES
 echo   There are no more moves left!
 echo   Play again (Y,N)?
 CHOICE /c:ynsq /n > nul
 if errorlevel 4 goto end
 if errorlevel 3 goto begin
 if errorlevel 2 goto end
 goto layout
END
 cls
 echo Tic Tac Toe
 echo.
 REM Clear all variables (no spaces after equal sign).
 set gw=
 set nm=
 set sl=
 set pt=
 set t1=
 set t2=
 set t3=
 set t4=
 set t5=
 set t6=
 set t7=
 set t8=
 set t9=</lang>

Befunge

Requires an intepreter with working support for numeric input, which unfortunately excludes most online implementations.

Plays reasonably well, but not perfectly, so can be beaten.

<lang Befunge>v123456789 --- >9 >48*,:55+\-0g,1v >9>066+0p076+0p^ ^,," |"_v#%3:- <

,,0537051v>:#,_$#^5#,5#+<>:#v_55+

74 1098709<^+55"---+---+---"0<v520 69 04560123 >:!#v_0\1v>$2-:6%v>803 6 +0g\66++0p^ $_>#% v#9:-1_ 6/5 5 vv5!/*88\%*28 ::g0_^>9/#v_ "I", ,,5v>5++0p82*/3-:*+\:^v,_@ >"uoY", 0+5<v0+66_v#!%2:_55v >:^:" win!"\ 1-^ g >$>0" :evom ruoY">:#,_$v>p \*8+ 65_^#!/*88g0** `0\!`9:::<&<^0 v >:!67+0g:!56+0g *+*+0" :evom " >"yM">:#,_$ :. 1234+++, 789*+ \0^< "a s't"98:*+>:#,_$@>365*+"ward"48* </lang>

Output:
 1 | 2 | 3
---+---+---
 4 | 5 | 6
---+---+---
 7 | 8 | 9

Your move: 1

 X | 2 | 3
---+---+---
 4 | 5 | 6
---+---+---
 7 | 8 | 9

My move: 5 

 X | 2 | 3
---+---+---
 4 | O | 6
---+---+---
 7 | 8 | 9

Your move: 2

 X | X | 3
---+---+---
 4 | O | 6
---+---+---
 7 | 8 | 9

My move: 3 

 X | X | O
---+---+---
 4 | O | 6
---+---+---
 7 | 8 | 9

Your move:

C

Opening alternates between human and computer. Computer never loses. <lang C>#include <stdio.h>

  1. include <stdlib.h>

int b[3][3]; /* board. 0: blank; -1: computer; 1: human */

int check_winner() { int i; for (i = 0; i < 3; i++) { if (b[i][0] && b[i][1] == b[i][0] && b[i][2] == b[i][0]) return b[i][0]; if (b[0][i] && b[1][i] == b[0][i] && b[2][i] == b[0][i]) return b[0][i]; } if (!b[1][1]) return 0;

if (b[1][1] == b[0][0] && b[2][2] == b[0][0]) return b[0][0]; if (b[1][1] == b[2][0] && b[0][2] == b[1][1]) return b[1][1];

return 0; }

void showboard() { const char *t = "X O"; int i, j; for (i = 0; i < 3; i++, putchar('\n')) for (j = 0; j < 3; j++) printf("%c ", t[ b[i][j] + 1 ]); printf("-----\n"); }

  1. define for_ij for (i = 0; i < 3; i++) for (j = 0; j < 3; j++)

int best_i, best_j; int test_move(int val, int depth) { int i, j, score; int best = -1, changed = 0;

if ((score = check_winner())) return (score == val) ? 1 : -1;

for_ij { if (b[i][j]) continue;

changed = b[i][j] = val; score = -test_move(-val, depth + 1); b[i][j] = 0;

if (score <= best) continue; if (!depth) { best_i = i; best_j = j; } best = score; }

return changed ? best : 0; }

const char* game(int user) { int i, j, k, move, win = 0; for_ij b[i][j] = 0;

printf("Board postions are numbered so:\n1 2 3\n4 5 6\n7 8 9\n"); printf("You have O, I have X.\n\n"); for (k = 0; k < 9; k++, user = !user) { while(user) { printf("your move: "); if (!scanf("%d", &move)) { scanf("%*s"); continue; } if (--move < 0 || move >= 9) continue; if (b[i = move / 3][j = move % 3]) continue;

b[i][j] = 1; break; } if (!user) { if (!k) { /* randomize if computer opens, less boring */ best_i = rand() % 3; best_j = rand() % 3; } else test_move(-1, 0);

b[best_i][best_j] = -1; printf("My move: %d\n", best_i * 3 + best_j + 1); }

showboard(); if ((win = check_winner())) return win == 1 ? "You win.\n\n": "I win.\n\n"; } return "A draw.\n\n"; }

int main() { int first = 0; while (1) printf("%s", game(first = !first)); return 0; }</lang>

C#

This implementation is purposely wordy because Tic-Tac-Toe is often a starting level program.
It tries to show a number of C# code features while still keeping each function small and understandable.

<lang csharp>using System; using System.Collections.Generic; using System.Linq; using System.Text;

namespace RosettaTicTacToe {

 class Program
 {
   /*================================================================
    *Pieces (players and board)
    *================================================================*/
   static string[][] Players = new string[][] { 
     new string[] { "COMPUTER", "X" }, // computer player
     new string[] { "HUMAN", "O" }     // human player
   };
   const int Unplayed = -1;
   const int Computer = 0;
   const int Human = 1;
   // GameBoard holds index into Players[] (0 or 1) or Unplayed (-1) if location not yet taken
   static int[] GameBoard = new int[9];
   static int[] corners = new int[] { 0, 2, 6, 8 };
   static int[][] wins = new int[][] { 
     new int[] { 0, 1, 2 }, new int[] { 3, 4, 5 }, new int[] { 6, 7, 8 }, 
     new int[] { 0, 3, 6 }, new int[] { 1, 4, 7 }, new int[] { 2, 5, 8 }, 
     new int[] { 0, 4, 8 }, new int[] { 2, 4, 6 } };


   /*================================================================
    *Main Game Loop (this is what runs/controls the game)
    *================================================================*/
   static void Main(string[] args)
   {
     while (true)
     {
       Console.Clear();
       Console.WriteLine("Welcome to Rosetta Code Tic-Tac-Toe for C#.");
       initializeGameBoard();
       displayGameBoard();
       int currentPlayer = rnd.Next(0, 2);  // current player represented by Players[] index of 0 or 1
       Console.WriteLine("The first move goes to {0} who is playing {1}s.\n", playerName(currentPlayer), playerToken(currentPlayer));
       while (true)
       {
         int thisMove = getMoveFor(currentPlayer);
         if (thisMove == Unplayed)
         {
           Console.WriteLine("{0}, you've quit the game ... am I that good?", playerName(currentPlayer));
           break;
         }
         playMove(thisMove, currentPlayer);
         displayGameBoard();
         if (isGameWon())
         {
           Console.WriteLine("{0} has won the game!", playerName(currentPlayer));
           break;
         }
         else if (isGameTied())
         {
           Console.WriteLine("Cat game ... we have a tie.");
           break;
         }
         currentPlayer = getNextPlayer(currentPlayer);
       }
       if (!playAgain())
         return;
     }
   }
   /*================================================================
    *Move Logic
    *================================================================*/
   static int getMoveFor(int player)
   {
     if (player == Human)
       return getManualMove(player);
     else
     {
       //int selectedMove = getManualMove(player);
       //int selectedMove = getRandomMove(player);
       int selectedMove = getSemiRandomMove(player);
       //int selectedMove = getBestMove(player);
       Console.WriteLine("{0} selects position {1}.", playerName(player), selectedMove + 1);
       return selectedMove;
     }
   }
   static int getManualMove(int player)
   {
     while (true)
     {
       Console.Write("{0}, enter you move (number): ", playerName(player));
       ConsoleKeyInfo keyInfo = Console.ReadKey();
       Console.WriteLine();  // keep the display pretty
       if (keyInfo.Key == ConsoleKey.Escape)
         return Unplayed;
       if (keyInfo.Key >= ConsoleKey.D1 && keyInfo.Key <= ConsoleKey.D9)
       {
         int move = keyInfo.KeyChar - '1';  // convert to between 0..8, a GameBoard index position.
         if (GameBoard[move] == Unplayed)
           return move;
         else
           Console.WriteLine("Spot {0} is already taken, please select again.", move + 1);
       }
       else
         Console.WriteLine("Illegal move, please select again.\n");
     }
   }
   static int getRandomMove(int player)
   {
     int movesLeft = GameBoard.Count(position => position == Unplayed);
     int x = rnd.Next(0, movesLeft);
     for (int i = 0; i < GameBoard.Length; i++)  // walk board ...
     {
       if (GameBoard[i] == Unplayed && x < 0)    // until we reach the unplayed move.
         return i;
       x--;
     }
     return Unplayed;
   }
   // plays random if no winning move or needed block.
   static int getSemiRandomMove(int player)
   {
     int posToPlay;
     if (checkForWinningMove(player, out posToPlay))
       return posToPlay;
     if (checkForBlockingMove(player, out posToPlay))
       return posToPlay;
     return getRandomMove(player);
   }
   // purposely not implemented (this is the thinking part).
   static int getBestMove(int player)
   {
     return -1;
   }
   static bool checkForWinningMove(int player, out int posToPlay)
   {
     posToPlay = Unplayed;
     foreach (var line in wins)
       if (twoOfThreeMatchPlayer(player, line, out posToPlay))
         return true;
     return false;
   }
   static bool checkForBlockingMove(int player, out int posToPlay)
   {
     posToPlay = Unplayed;
     foreach (var line in wins)
       if (twoOfThreeMatchPlayer(getNextPlayer(player), line, out posToPlay))
         return true;
     return false;
   }
   static bool twoOfThreeMatchPlayer(int player, int[] line, out int posToPlay)
   {
     int cnt = 0;
     posToPlay = int.MinValue;
     foreach (int pos in line)
     {
       if (GameBoard[pos] == player)
         cnt++;
       else if (GameBoard[pos] == Unplayed)
         posToPlay = pos;
     }
     return cnt == 2 && posToPlay >= 0;
   }
   static void playMove(int boardPosition, int player)
   {
     GameBoard[boardPosition] = player;
   }
   static bool isGameWon()
   {
     return wins.Any(line => takenBySamePlayer(line[0], line[1], line[2]));
   }
   static bool takenBySamePlayer(int a, int b, int c)
   {
     return GameBoard[a] != Unplayed && GameBoard[a] == GameBoard[b] && GameBoard[a] == GameBoard[c];
   }
   static bool isGameTied()
   {
     return !GameBoard.Any(spot => spot == Unplayed);
   }
   /*================================================================
    *Misc Methods
    *================================================================*/
   static Random rnd = new Random();
   static void initializeGameBoard()
   {
     for (int i = 0; i < GameBoard.Length; i++)
       GameBoard[i] = Unplayed;
   }
   static string playerName(int player)
   {
     return Players[player][0];
   }
   static string playerToken(int player)
   {
     return Players[player][1];
   }
   static int getNextPlayer(int player)
   {
     return (player + 1) % 2;
   }
   static void displayGameBoard()
   {
     Console.WriteLine(" {0} | {1} | {2}", pieceAt(0), pieceAt(1), pieceAt(2));
     Console.WriteLine("---|---|---");
     Console.WriteLine(" {0} | {1} | {2}", pieceAt(3), pieceAt(4), pieceAt(5));
     Console.WriteLine("---|---|---");
     Console.WriteLine(" {0} | {1} | {2}", pieceAt(6), pieceAt(7), pieceAt(8));
     Console.WriteLine();
   }
   static string pieceAt(int boardPosition)
   {
     if (GameBoard[boardPosition] == Unplayed)
       return (boardPosition + 1).ToString();  // display 1..9 on board rather than 0..8
     return playerToken(GameBoard[boardPosition]);
   }
   private static bool playAgain()
   {
     Console.WriteLine("\nDo you want to play again?");
     return Console.ReadKey(false).Key == ConsoleKey.Y;
   }
 }

}</lang>

Output:
Welcome to Rosetta Code Tic-Tac-Toe for C#.
 1 | 2 | 3
---|---|---
 4 | 5 | 6
---|---|---
 7 | 8 | 9

The first move goes to HUMAN who is playing Os.

HUMAN, enter you move (number): 5
 1 | 2 | 3
---|---|---
 4 | O | 6
---|---|---
 7 | 8 | 9

COMPUTER selects position 7.
 1 | 2 | 3
---|---|---
 4 | O | 6
---|---|---
 X | 8 | 9

HUMAN, enter you move (number): 0
Illegal move, please select again.

HUMAN, enter you move (number): 1
 O | 2 | 3
---|---|---
 4 | O | 6
---|---|---
 X | 8 | 9

COMPUTER selects position 9.
 O | 2 | 3
---|---|---
 4 | O | 6
---|---|---
 X | 8 | X

HUMAN, enter you move (number):

C++

<lang cpp>

  1. include <windows.h>
  2. include <iostream>
  3. include <string>

//-------------------------------------------------------------------------------------------------- using namespace std;

//-------------------------------------------------------------------------------------------------- enum players { Computer, Human, Draw, None }; const int iWin[8][3] = { { 0, 1, 2 }, { 3, 4, 5 }, { 6, 7, 8 }, { 0, 3, 6 }, { 1, 4, 7 }, { 2, 5, 8 }, { 0, 4, 8 }, { 2, 4, 6 } };

//-------------------------------------------------------------------------------------------------- class ttt { public:

   ttt() { _p = rand() % 2; reset(); }
   void play()
   {

int res = Draw; while( true ) { drawGrid(); while( true ) { if( _p ) getHumanMove(); else getComputerMove();

drawGrid();

res = checkVictory(); if( res != None ) break;

++_p %= 2; }

if( res == Human ) cout << "CONGRATULATIONS HUMAN --- You won!"; else if( res == Computer ) cout << "NOT SO MUCH A SURPRISE --- I won!"; else cout << "It's a draw!";

cout << endl << endl;

string r; cout << "Play again( Y / N )? "; cin >> r; if( r != "Y" && r != "y" ) return;

++_p %= 2; reset();

}

   }

private:

   void reset() 
   {

for( int x = 0; x < 9; x++ ) _field[x] = None;

   }
   void drawGrid()
   {

system( "cls" );

       COORD c = { 0, 2 };

SetConsoleCursorPosition( GetStdHandle( STD_OUTPUT_HANDLE ), c );

cout << " 1 | 2 | 3 " << endl; cout << "---+---+---" << endl; cout << " 4 | 5 | 6 " << endl; cout << "---+---+---" << endl; cout << " 7 | 8 | 9 " << endl << endl << endl;

int f = 0; for( int y = 0; y < 5; y += 2 ) for( int x = 1; x < 11; x += 4 ) { if( _field[f] != None ) { COORD c = { x, 2 + y }; SetConsoleCursorPosition( GetStdHandle( STD_OUTPUT_HANDLE ), c ); string o = _field[f] == Computer ? "X" : "O"; cout << o; } f++; }

       c.Y = 9;

SetConsoleCursorPosition( GetStdHandle( STD_OUTPUT_HANDLE ), c );

   }
   int checkVictory()
   {

for( int i = 0; i < 8; i++ ) { if( _field[iWin[i][0]] != None && _field[iWin[i][0]] == _field[iWin[i][1]] && _field[iWin[i][1]] == _field[iWin[i][2]] ) { return _field[iWin[i][0]]; } }

int i = 0; for( int f = 0; f < 9; f++ ) { if( _field[f] != None ) i++; } if( i == 9 ) return Draw;

return None;

   }
   void getHumanMove()
   {

int m; cout << "Enter your move ( 1 - 9 ) "; while( true ) { m = 0; do { cin >> m; } while( m < 1 && m > 9 );

if( _field[m - 1] != None ) cout << "Invalid move. Try again!" << endl; else break; }

_field[m - 1] = Human;

   }
   void getComputerMove()
   {

int move = 0;

do{ move = rand() % 9; } while( _field[move] != None );

for( int i = 0; i < 8; i++ ) { int try1 = iWin[i][0], try2 = iWin[i][1], try3 = iWin[i][2];

if( _field[try1] != None && _field[try1] == _field[try2] && _field[try3] == None ) { move = try3; if( _field[try1] == Computer ) break; }

if( _field[try1] != None && _field[try1] == _field[try3] && _field[try2] == None ) { move = try2; if( _field[try1] == Computer ) break; }

if( _field[try2] != None && _field[try2] == _field[try3] && _field[try1] == None ) { move = try1; if( _field[try2] == Computer ) break; }

       }

_field[move] = Computer;

   }


int _p; int _field[9]; }; //-------------------------------------------------------------------------------------------------- int main( int argc, char* argv[] ) {

   srand( GetTickCount() );
   ttt tic;
   tic.play();
   return 0;

} //-------------------------------------------------------------------------------------------------- </lang>

Output:

Computer plays 'X' and human plays 'O'

 1 | 2 | X
---+---+---
 X | 5 | 6
---+---+---
 7 | O | 9

Enter your move ( 1 - 9 )

Common Lisp

<lang lisp> (defun generate-board ()

 (loop repeat 9 collect nil))

(defparameter *straights* '((1 2 3) (4 5 6) (7 8 9) (1 4 7) (2 5 8) (3 6 9) (1 5 9) (3 5 7))) (defparameter *current-player* 'x)

(defun get-board-elt (n board)

 (nth (1- n) board))

(defun legal-p (n board)

 (null (get-board-elt n board)))

(defun set-board-elt (n board symbol)

 (if (legal-p n board)
     (setf (nth (1- n) board) symbol)
     (progn (format t "Illegal move. Try again.~&")

(set-board-elt (read) board symbol))))

(defun list-legal-moves (board)

 (loop for i from 1 to (length board)
    when (legal-p i board)
    collect i))

(defun get-random-element (lst)

 (nth (random (length lst)) lst))

(defun multi-non-nil-eq (lst)

 (and (notany #'null lst)
      (notany #'null (mapcar #'(lambda (x) (eq (car lst) x)) lst))
      (car lst)))

(defun elements-of-straights (board)

 (loop for i in *straights*
    collect (loop for j from 0 to 2

collect (get-board-elt (nth j i) board))))

(defun find-winner (board)

 (car (remove-if #'null (mapcar #'multi-non-nil-eq (elements-of-straights board)))))

(defun set-player (mark)

 (format t "Shall a computer play as ~a? (y/n)~&" mark)
 (let ((response (read)))
   (cond ((equalp response 'y) t)

((equalp response 'n) nil) (t (format t "Come again?~&") (set-player mark)))))

(defun player-move (board symbol)

 (format t "~%Player ~a, please input your move.~&" symbol)
 (set-board-elt (read) board symbol)
 (format t "~%"))

(defun computer-move (board symbol)

 (let ((move (get-random-element (list-legal-moves board))))
   (set-board-elt move board symbol)
   (format t "~%computer selects ~a~%~%" move)))

(defun computer-move-p (current-player autoplay-x-p autoplay-o-p)

 (if (eq current-player 'x)
     autoplay-x-p
     autoplay-o-p))

(defun perform-turn (current-player board autoplay-x-p autoplay-o-p)

 (if (computer-move-p current-player autoplay-x-p autoplay-o-p)
     (computer-move board current-player)
     (player-move board current-player)))

(defun switch-player ()

 (if (eq *current-player* 'x) 
     (setf *current-player* 'o)
     (setf *current-player* 'x)))

(defun display-board (board)

 (loop for i downfrom 2 to 0
    do (loop for j from 1 to 3

initially (format t "|") do (format t "~a|" (or (get-board-elt (+ (* 3 i) j) board) (+ (* 3 i) j))) finally (format t "~&"))))

(defun tic-tac-toe ()

 (setf *current-player* 'x)
 (let ((board (generate-board))

(autoplay-x-p (set-player 'x)) (autoplay-o-p (set-player 'o)))

   (format t "~%")
   (loop until (or (find-winner board) (null (list-legal-moves board)))
      do (display-board board)      
      do (perform-turn *current-player* board autoplay-x-p autoplay-o-p)
      do (switch-player)
      finally (if (find-winner board)

(format t "The winner is ~a!" (find-winner board)) (format t "It's a tie."))))) </lang>

Output:
CL-USER> (tic-tac-toe)
Shall a computer play as X? (y/n)
n
Shall a computer play as O? (y/n)
y

|7|8|9|
|4|5|6|
|1|2|3|

Player X, please input your move.
5

|7|8|9|
|4|X|6|
|1|2|3|

computer selects 8

|7|O|9|
|4|X|6|
|1|2|3|

Player X, please input your move.

D

<lang d>import std.stdio, std.string, std.algorithm, std.conv, std.random,

      std.ascii, std.array, std.range, std.math;

struct GameBoard {

   dchar[9] board = "123456789";
   enum : dchar { human = 'X', computer = 'O' }
   enum Game { going, humanWins, computerWins, draw }
   const pure nothrow @safe @nogc invariant() {
       int nHuman = 0, nComputer = 0;
       foreach (immutable i, immutable c; board)
           if (c.isDigit)
               assert(i == c - '1'); // In correct position?
           else {
               assert(c == human || c == computer);
               (c == human ? nHuman : nComputer)++;
           }
       assert(abs(nHuman - nComputer) <= 1);
   }
   string toString() const pure {
       return format("%(%-(%s|%)\n-+-+-\n%)", board[].chunks(3));
   }
   bool isAvailable(in int i) const pure nothrow @safe @nogc {
       return i >= 0 && i < 9 && board[i].isDigit;
   }
   auto availablePositions() const pure nothrow @safe /*@nogc*/ {
       return 9.iota.filter!(i => isAvailable(i));
   }
   Game winner() const pure nothrow @safe /*@nogc*/ {
       static immutable wins = [[0, 1, 2], [3, 4, 5], [6, 7, 8],
                                [0, 3, 6], [1, 4, 7], [2, 5, 8],
                                [0, 4, 8], [2, 4, 6]];
       foreach (immutable win; wins) {
           immutable bw0 = board[win[0]];
           if (bw0.isDigit)
               continue; // Nobody wins on this one.
           if (bw0 == board[win[1]] && bw0 == board[win[2]])
               return bw0 == GameBoard.human ?
                             Game.humanWins :
                             Game.computerWins;
       }
       return availablePositions.empty ? Game.draw: Game.going;
   }
   bool isFinished() const pure nothrow @safe /*@nogc*/ {
       return winner != Game.going;
   }
   int computerMove() const // Random move.
   out(res) {
       assert(res >= 0 && res < 9 && isAvailable(res));
   } body {
       // return availablePositions.array.choice;
       return availablePositions.array[uniform(0, $)];
   }

}


GameBoard playGame() {

   GameBoard board;
   bool playsHuman = true;
   while (!board.isFinished) {
       board.writeln;
       int move;
       if (playsHuman) {
           do {
               writef("Your move (available moves: %s)? ",
                      board.availablePositions.map!q{ a + 1 });
               readf("%d\n", &move);
               move--; // Zero based indexing.
               if (move < 0)
                   return board;
           } while (!board.isAvailable(move));
       } else
           move = board.computerMove;
       assert(board.isAvailable(move));
       writefln("\n%s chose %d", playsHuman ? "You" : "I", move + 1);
       board.board[move] = playsHuman ? GameBoard.human :
                                        GameBoard.computer;
       playsHuman = !playsHuman; // Switch player.
   }
   return board;

}


void main() {

   "Tic-tac-toe game player.\n".writeln;
   immutable outcome = playGame.winner;
   final switch (outcome) {
       case GameBoard.Game.going:
           "Game stopped.".writeln;
           break;
       case GameBoard.Game.humanWins:
           "\nYou win!".writeln;
           break;
       case GameBoard.Game.computerWins:
           "\nI win.".writeln;
           break;
       case GameBoard.Game.draw:
           "\nDraw".writeln;
           break;
   }

}</lang>

Output:
Tic-tac-toe game player.

1|2|3
-+-+-
4|5|6
-+-+-
7|8|9
Your move (available moves: [1, 2, 3, 4, 5, 6, 7, 8, 9])? 1

You chose 1
X|2|3
-+-+-
4|5|6
-+-+-
7|8|9

I chose 2
X|O|3
-+-+-
4|5|6
-+-+-
7|8|9
Your move (available moves: [3, 4, 5, 6, 7, 8, 9])? 5

You chose 5
X|O|3
-+-+-
4|X|6
-+-+-
7|8|9

I chose 3
X|O|O
-+-+-
4|X|6
-+-+-
7|8|9
Your move (available moves: [4, 6, 7, 8, 9])? 9

You chose 9

You win!

EasyLang

It uses minimax with alpha-beta pruning. Therefore, the computer never loses.

Run it

<lang>len f[] 9 state = 0 set_textsize 14

func init . .

 set_linewidth 2
 clear_screen
 set_color 666
 move_pen 34 4
 draw_line 34 80
 move_pen 62 4
 draw_line 62 80
 move_pen 10 28
 draw_line 86 28
 move_pen 10 56
 draw_line 86 56
 set_linewidth 2.5
 for i range 9
   f[i] = 0
 .
 if state = 1
   set_timer 0.2
 .

. func draw ind . .

 c = ind mod 3
 r = ind div 3
 x = c * 28 + 20
 y = r * 28 + 14
 if f[ind] = 4
   set_color 900
   move_pen x - 7 y - 7
   draw_line x + 7 y + 7
   move_pen x + 7 y - 7
   draw_line x - 7 y + 7
 elif f[ind] = 1
   set_color 009
   move_pen x y
   draw_circle 10
   set_color -2
   draw_circle 7.5
 .

. func sum3 a d . st .

 for i range 3
   s += f[a]
   a += d
 .
 if s = 3
   st = -1
 elif s = 12
   st = 1
 .

. func rate . res done .

 res = 0
 for i range 3
   call sum3 i * 3 1 res
 .
 for i range 3
   call sum3 i 3 res
 .
 call sum3 0 4 res
 call sum3 2 2 res
 cnt = 1
 for i range 9
   if f[i] = 0
     cnt += 1
   .
 .
 res *= cnt
 done = 1
 if res = 0 and cnt > 1
   done = 0
 .

. func minmax player alpha beta . rval rmov .

 call rate rval done
 if done = 1
   if player = 1
     rval = -rval
   .
 else
   rval = alpha
   start = random 9
   mov = start
   repeat
     if f[mov] = 0
       f[mov] = player
       call minmax (5 - player) (-beta) (-rval) val h
       val = -val
       f[mov] = 0
       if val > rval
         rval = val
         rmov = mov
       .
     .
     mov = (mov + 1) mod 9
     until mov = start or rval >= beta
   .
 .

. func show_result val . .

 set_color 555
 move_pen 16 84
 if val < 0
   # this never happens
   draw_text "You won"
 elif val > 0
   draw_text "You lost"
 else
   draw_text "Tie"
 .
 state += 2

. func computer . .

 call minmax 4 -11 11 val mov
 f[mov] = 4
 call draw mov
 call rate val done
 state = 0
 if done = 1
   call show_result val
 .

. func human . .

 mov = floor ((mouse_x - 6) / 28) + 3 * floor (mouse_y / 28)
 if f[mov] = 0
   f[mov] = 1
   call draw mov
   call rate val done
   state = 1
   if done = 1
     call show_result val
   else
     set_timer 0.5
   .
 .

. on timer

 call computer

. on mouse_down

 if state = 0
   if mouse_x > 6 and mouse_x < 90 and mouse_y < 84
     call human
   .
 elif state >= 2
   state -= 2
   call init
 .

. call init</lang>

Erlang

The program will randomly chose if the computer ("X") or the user ("O") starts. The computer look ahead is only one level. Perhaps the computer might lose? <lang Erlang> -module(tic_tac_toe).

-export( [task/0] ).

task() -> io:fwrite( "Result: ~p.~n", [turn(player(random:uniform()), board())] ).


board() -> [{X, erlang:integer_to_list(X)} || X <- lists:seq(1, 9)].

board_tuples( Selections, Board ) -> [lists:keyfind(X, 1, Board) || X <- Selections].

computer_move( Player, Board ) -> [N | _T] = lists:flatten( [X(Player, Board) || X <- [fun computer_move_win/2, fun computer_move_block/2, fun computer_move_middle/2, fun computer_move_random/2]] ), N.

computer_move_block( Player, Board ) -> computer_move_two_same_player( player(false, Player), Board ).

computer_move_middle( _Player, Board ) -> {5, Y} = lists:keyfind( 5, 1, Board ), computer_move_middle( is_empty(Y) ).

computer_move_middle( true ) -> [5]; computer_move_middle( false ) -> [].

computer_move_random( _Player, Board ) -> Ns = [X || {X, Y} <- Board, is_empty(Y)], [lists:nth( random:uniform(erlang:length(Ns)), Ns )].

computer_move_two_same_player( Player, Board ) ->

       Selections = [X || X <- three_in_row_all(), is_two_same_player(Player, X, Board)],

computer_move_two_same_player( Player, Board, Selections ).

computer_move_two_same_player( _Player, _Board, [] ) -> []; computer_move_two_same_player( _Player, Board, [Selection | _T] ) -> [X || {X, Y} <- board_tuples(Selection, Board), is_empty(Y)].

computer_move_win( Player, Board ) -> computer_move_two_same_player( Player, Board ).

is_empty( Square ) -> Square =< "9". % Do not use < "10".

is_finished( Board ) -> is_full( Board ) orelse is_three_in_row( Board ).

is_full( Board ) -> [] =:= [X || {X, Y} <- Board, is_empty(Y)].

is_three_in_row( Board ) -> Fun = fun(Selections) -> is_three_in_row_same_player( board_tuples(Selections, Board) ) end, lists:any( Fun, three_in_row_all() ).

is_three_in_row_same_player( Selected ) -> three_in_row_player( Selected ) =/= no_player.

is_two_same_player( Player, Selections, Board ) -> is_two_same_player( Player, [{X, Y} || {X, Y} <- board_tuples(Selections, Board), not is_empty(Y)] ).

is_two_same_player( Player, [{_X, Player}, {_Y, Player}] ) -> true; is_two_same_player( _Player, _Selected ) -> false.

player( Random ) when Random > 0.5 -> "O"; player( _Random ) -> "X".

player( true, _Player ) -> finished; player( false, "X" ) -> "O"; player( false, "O" ) -> "X".

result( Board ) -> result( is_full(Board), Board ).

result( true, _Board ) -> draw; result( false, Board ) -> [Winners] = [Selections || Selections <- three_in_row_all(), three_in_row_player(board_tuples(Selections, Board)) =/= no_player], "Winner is " ++ three_in_row_player( board_tuples(Winners, Board) ).

three_in_row_all() -> three_in_row_horisontal() ++ three_in_row_vertical() ++ three_in_row_diagonal(). three_in_row_diagonal() -> [[1,5,9], [3,5,7]]. three_in_row_horisontal() -> [[1,2,3], [4,5,6], [7,8,9]]. three_in_row_vertical() -> [[1,4,7], [2,5,8], [3,6,9]].

three_in_row_player( [{_X, Player}, {_Y, Player}, {_Z, Player}] ) -> three_in_row_player( not is_empty(Player), Player ); three_in_row_player( _Selected ) -> no_player.

three_in_row_player( true, Player ) -> Player; three_in_row_player( false, _Player ) -> no_player.

turn( finished, Board ) -> result( Board ); turn( "X"=Player, Board ) ->

   N = computer_move( Player, Board ),
   io:fwrite( "Computer, ~p, selected ~p~n", [Player, N] ),
   New_board = [{N, Player} | lists:keydelete(N, 1, Board)],
   turn( player(is_finished(New_board), Player), New_board );

turn( "O"=Player, Board ) ->

   [turn_board_write_horisontal(X, Board) || X <- three_in_row_horisontal()], 
   Ns = [X || {X, Y} <- Board, is_empty(Y)],
   Prompt = lists:flatten( io_lib:format("Player, ~p, select one of ~p: ", [Player, Ns]) ),
   N = turn_next_move( Prompt, Ns ),
   New_board = [{N, Player} | lists:keydelete(N, 1, Board)], 
   turn( player(is_finished(New_board), Player), New_board ).

turn_board_write_horisontal( Selections, Board ) -> Tuples = [lists:keyfind(X, 1, Board) || X <- Selections], [io:fwrite( "~p ", [Y]) || {_X, Y} <- Tuples], io:fwrite( "~n" ).

turn_next_move( Prompt, Ns ) -> {ok,[N]} = io:fread( Prompt, "~d" ), turn_next_move_ok( lists:member(N, Ns), Prompt, Ns, N ).

turn_next_move_ok( true, _Prompt, _Ns, N ) -> N; turn_next_move_ok( false, Prompt, Ns, _N ) -> turn_next_move( Prompt, Ns ). </lang>

Output:
96> tic_tac_toe:task().
"1" "2" "3" 
"4" "5" "6" 
"7" "8" "9" 
Player, "O", select one of [1,2,3,4,5,6,7,8,9]: 5
Computer, "X", selected 2
"1" "X" "3" 
"4" "O" "6" 
"7" "8" "9" 
Player, "O", select one of [1,3,4,6,7,8,9]: 1
Computer, "X", selected 9
"O" "X" "3" 
"4" "O" "6" 
"7" "8" "X" 
Player, "O", select one of [3,4,6,7,8]: 3
Computer, "X", selected 7
"O" "X" "O" 
"4" "O" "6" 
"X" "8" "X" 
Player, "O", select one of [4,6,8]: 8
Computer, "X", selected 6
"O" "X" "O" 
"4" "O" "X" 
"X" "O" "X" 
Player, "O", select one of [4]: 4
Result: draw.

ERRE

Taken from ERRE distribution disk: comments and messages are in Italian.

!--------------------------------------------
! TRIS.R : gioca a tris contro l'operatore
!--------------------------------------------

PROGRAM TRIS

DIM TRIS%[9],T1%[9],PIECES$[3]

!$SEGMENT=$B800

!$INCLUDE="PC.LIB"

PROCEDURE DELAY(COUNT%)
  FOR Z%=1 TO COUNT DO
  END FOR
END PROCEDURE

PROCEDURE SET_BOARD
!
! Disegna lo schema del gioco
!
  CLS
  BLOAD("TRIS.BLD",0)
!$KEY
END PROCEDURE

PROCEDURE PUT_PIECES
!
! Pone i pezzi sulla scacchiera
!
  Z%=0
  FOR ROW%=6 TO 12 STEP 3 DO     ! posizioni assolute sullo schermo
    FOR COL%=32 TO 48 STEP 8 DO
      LOCATE(ROW%+1,COL%+1)
      Z%=Z%+1
      PRINT(PIECES$[TRIS%[Z%]])
    END FOR
  END FOR
END PROCEDURE

PROCEDURE COMPUTE_MOVE(A%)
  CASE A% OF
    2-> C1%=C1%+1            END ->
    4-> C2%=C2%+1            END ->
    8-> S1%=TRUE  S2%=TRUE   END ->
    3-> N1%=N1%+1            END ->
    9-> N2%=N2%+1            END ->
   27-> S1%=FALSE S2%=FALSE  END ->
 END CASE
END PROCEDURE

PROCEDURE PREPAREMOVE(T1%[],I%->M%)
!
! Prepara la mossa del calcolatore
!
   T1%[I%]=2
   C1%=0
   C2%=0
   N1%=0
   N2%=0
   FOR K%=0 TO 2 DO
     COMPUTE_MOVE(T1%[3*K%+1]*T1%[3*K%+2]*T1%[3*K%+3])
     COMPUTE_MOVE(T1%[K%+1]*T1%[K%+4]*T1%[K%+7])
   END FOR
   COMPUTE_MOVE(T1%[1]*T1%[5]*T1%[9])
   COMPUTE_MOVE(T1%[3]*T1%[5]*T1%[7])
   M%=-63*N2%+31*C2%-15*N1%+7*C1%
END PROCEDURE

PROCEDURE COMPUTER_MOVE
!
! Coordina le mosse del calcolatore
!
  MAXSCORE%=-1000
  FOR I%=1 TO 9 DO
    IF TRIS%[I%]=1
      THEN
       PREPAREMOVE(TRIS%[],I%->MV%)
       EXIT IF S2% AND NOT S1%
       IF S1% AND S2%
         THEN
          TRIS%[I%]=2
          DIARY$=DIARY$+"c"+MID$(STR$(I%),2)+"*"
          PUT_PIECES
          EXIT
       END IF
       IF MV%=0
         THEN
          MOVE%=I%
          EXIT
       END IF
       IF MV%>MAXSCORE%
         THEN
          MOVE%=I%
          MAXSCORE%=MV%
       END IF
    END IF
  END FOR
  IF NOT S2%
    THEN
     TRIS%[MOVE%]=2
     DIARY$=DIARY$+"c"+MID$(STR$(MOVE%),2)+";"
     PUT_PIECES
     NMOVE%=NMOVE%-1
     S1%=(NMOVE%=0)
  END IF
END PROCEDURE

PROCEDURE PLAYER_MOVE
!
! Gioca l'avversario umano usando i tasti cursore per lo spostamento
!
  LOCATE(19,13)
  PRINT("Tocca a te ....                  ")
  REPEAT
    ROW%=7
    COL%=32
    LOCATE(ROW%+1,COL%+1)
    PRINT("Ü")
    REPEAT
      GET(B$)
      IF LEN(B$)=2 THEN
        CASE ASC(RIGHT$(B$,1)+CHR$(0)) OF
          77-> ! codice tastiera per CRSR =>
             LOCATE(ROW%+1,COL%+1)
             PRINT(" ")
             COL%=-(COL%+8)*(COL%<=40)-32*(COL%>40)
             LOCATE(ROW%+1,COL%+1)
             PRINT("Ü")
          END ->
          75-> ! codice tastiera per CRSR <=
             LOCATE(ROW%+1,COL%+1)
             PRINT(" ")
             COL%=-(COL%-8)*(COL%>=40)-48*(COL%<40)
             LOCATE(ROW%+1,COL%+1)
             PRINT("Ü")
          END ->
          80-> ! codice tastiera per CRSR DOWN
             LOCATE(ROW%+1,COL%+1)
             PRINT(" ")
             ROW%=-(ROW%+3)*(ROW%<=10)-7*(ROW%>10)
             LOCATE(ROW%+1,COL%+1)
             PRINT("Ü")
          END ->
          72-> ! codice tastiera per CRSR UP
             LOCATE(ROW%+1,COL%+1)
             PRINT(" ")
             ROW%=-(ROW%-3)*(ROW%>=10)-13*(ROW%<10)
             LOCATE(ROW%+1,COL%+1)
             PRINT("Ü")
          END ->
       END CASE
      END IF
     UNTIL B$=CHR$(13)
     MM%=ROW%+COL%/8-10 ! da coordinate schermo a coordinate scacchiera
   UNTIL TRIS%[MM%]=1
  TRIS%[MM%]=3
  LOCATE(ROW%+1,COL%+1)
  PRINT(" ")
  DIARY$=DIARY$+"p"+MID$(STR$(MM%),2)+";"
  PUT_PIECES
  NMOVE%=NMOVE%-1
  S1%=(NMOVE%=0)
  LOCATE(19,13)
  PRINT(STRING$(45," "))
END PROCEDURE

BEGIN
  DATA(" ","+","o")
  SET_BOARD
  REPEAT
    S1%=FALSE    S2%=FALSE   ! determinano lo stato della partita
    NMOVE%=9
    FOR Z%=1 TO 3 DO
       READ(PIECES$[Z%])
    END FOR
    FOR Z%=1 TO 9 DO
        TRIS%[Z%]=1
    END FOR
    LOCATE(19,13)
    PRINT("Giochi per primo ?")
    REPEAT
      GET(A$)
    UNTIL A$="S" OR A$="s" OR A$="N" OR A$="n"
    PUT_PIECES
    FOR INDICE%=1 TO 9 DO
      IF A$="s" OR A$="S"
        THEN
          PLAYER_MOVE
          EXIT IF S1% OR S2%
          COMPUTER_MOVE
          EXIT IF S1% OR S2%
        ELSE
          COMPUTER_MOVE
          EXIT IF S1% OR S2%
          PLAYER_MOVE
          EXIT IF S1% OR S2%
      END IF
   END FOR
   LOCATE(19,13)
   CASE TRUE OF
     (S1% AND NOT S2%)->
        PRINT("E' finita pari !!!     ")
     END ->
     (S2% AND NOT S1%)->
        PRINT("HAI VINTO !!!          ")
     END ->
     (S1% AND S2%)->
        PRINT("HO VINTO IO !!!        ")
     END ->
   END CASE
   DELAY(500)
   LOCATE(19,13)
   PRINT(DIARY$)
   DELAY(500)
   LOCATE(19,13)
   PRINT("Vuoi giocare ancora ?       ")
   REPEAT
     GET(A$)
   UNTIL A$="S" OR A$="s" OR A$="N" OR A$="n"
 UNTIL A$="N" OR A$="n"
END PROGRAM
Output:

A game example

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 ░░▒▒▓▓ ┌───────────────┐   ╔═══════╤═══════╤═══════╗   ┌────────────┐   ▓▓▒▒░░
 ░░▒▒▓▓ │───── TRIS ────│   ║   +   │   o   │   +   ║   │Il calcola- │   ▓▓▒▒░░
 ░░▒▒▓▓ │               │   ║       │       │       ║   │tore non può│   ▓▓▒▒░░
 ░░▒▒▓▓ │Si gioca contro│   ╟───────┼───────┼───────╢   │perdere e   │   ▓▓▒▒░░
 ░░▒▒▓▓ │il calcolatore.│   ║   +   │   o   │   o   ║   │perciò il   │   ▓▓▒▒░░
 ░░▒▒▓▓ │Per muoversi   │   ║       │       │       ║   │giocatore   │   ▓▓▒▒░░
 ░░▒▒▓▓ │usare i tasti  │   ╟───────┼───────┼───────╢   │può al mas- │   ▓▓▒▒░░
 ░░▒▒▓▓ │cursore e ◄──┘ │   ║   o   │   +   │   o   ║   │simo pareg- │   ▓▓▒▒░░
 ░░▒▒▓▓ │per confermare.│   ║       │       │       ║   │giare.      │   ▓▓▒▒░░
 ░░▒▒▓▓ └───────────────┘   ╚═══════╧═══════╧═══════╝   └────────────┘   ▓▓▒▒░░
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 ░░▒▒▓▓  ┌────────────────────────────────────────────────────────────┐  ▓▓▒▒░░
 ░░▒▒▓▓  │  Vuoi giocare ancora ?                                     │  ▓▓▒▒░░
 ░░▒▒▓▓  └────────────────────────────────────────────────────────────┘  ▓▓▒▒░░
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Euphoria

Works with: OpenEuphoria

No computer AI <lang euphoria> include std/console.e include std/text.e include std/search.e include std/sequence.e

sequence board sequence players = {"X","O"}

function DisplayBoard() for i = 1 to 3 do for j = 1 to 3 do printf(1,"%s",board[i][j]) if j < 3 then printf(1,"%s","|") end if end for if i < 3 then puts(1,"\n-----\n") else puts(1,"\n\n") end if end for

return 1 end function

function CheckWinner() sequence temp = board for a = 1 to 2 do for i = 1 to 3 do if equal({"X","X","X"},temp[i]) then puts(1,"X wins\n\n") return 1 elsif equal({"O","O","O"},temp[i]) then puts(1,"O wins\n\n") return 1 end if end for temp = columnize(board) end for if equal({"X","X","X"},{board[1][1],board[2][2],board[3][3]}) or equal({"X","X","X"},{board[1][3],board[2][2],board[3][1]}) then puts(1,"X wins\n") return 1 elsif equal({"O","O","O"},{board[1][1],board[2][2],board[3][3]}) or equal({"O","O","O"},{board[1][3],board[2][2],board[3][1]}) then puts(1,"O wins\n") return 1 end if

if moves = 9 then puts(1,"Draw\n\n") return 1 end if

return 0 end function

integer turn, row, column, moves sequence replay while 1 do board = repeat(repeat(" ",3),3) DisplayBoard() turn = rand(2) moves = 0

while 1 do while 1 do printf(1,"%s's turn\n",players[turn]) row = prompt_number("Enter row: ",{}) column = prompt_number("Enter column: ",{}) if match(board[row][column]," ") then board[row][column] = players[turn] moves += 1 exit else puts(1,"Space already taken - pick again\n") end if end while

DisplayBoard()

if CheckWinner() then exit end if

if turn = 1 then turn = 2 else turn = 1 end if end while

replay = lower(prompt_string("Play again (y/n)?\n\n"))

if match(replay,"n") then exit end if

end while </lang>

Output:
 | |
-----
 | |
-----
 | |

O's turn
Enter row: 1
Enter column: 1
O| |
-----
 | |
-----
 | |

X's turn
Enter row: 3
Enter column: 3
O| |
-----
 | |
-----
 | |X

O's turn
Enter row: 3
Enter column: 1
O| |
-----
 | |
-----
O| |X

X's turn
Enter row: 2
Enter column: 1
O| |
-----
X| |
-----
O| |X

O's turn
Enter row: 2
Enter column: 2
O| |
-----
X|O|
-----
O| |X

X's turn
Enter row: 1
Enter column: 3
O| |X
-----
X|O|
-----
O| |X

O's turn
Enter row: 1
Enter column: 2
O|O|X
-----
X|O|
-----
O| |X

X's turn
Enter row: 3
Enter column: 2
O|O|X
-----
X|O|
-----
O|X|X

O's turn
Enter row: 2
Enter column: 3
O|O|X
-----
X|O|O
-----
O|X|X

Draw

Play again (y/n)?

F#

A purely-functional solution with a naive (but perfect) computer player implementation. The first move is played randomly by the computer.

<lang fsharp>type Brick =

| Empty
| Computer
| User

let brickToString = function

| Empty -> ' '
| Computer -> 'X'
| User -> 'O'

// y -> x -> Brick type Board = Map<int, Map<int, Brick> >

let emptyBoard =

 let emptyRow = Map.ofList [0,Empty; 1,Empty; 2,Empty]
 Map.ofList [0,emptyRow; 1,emptyRow; 2,emptyRow]

let get (b:Board) (x,y) = b.[y].[x]

let set player (b:Board) (x,y) : Board =

 let row = b.[y].Add(x, player)
 b.Add(y, row)

let winningPositions =

 [for x in [0..2] -> x,x] // first diagonal
 ::[for x in [0..2] -> 2-x,x] // second diagonal
 ::[for y in [0..2] do
    yield! [[for x in [0..2]->(y,x)]; // columns
            [for x in [0..2] -> (x,y)]]] // rows
 

let hasWon player board =

 List.exists
   (fun ps -> List.forall (fun pos -> get board pos = player) ps)
   winningPositions

let freeSpace board =

 [for x in 0..2 do
    for y in 0..2 do
      if get board (x,y) = Empty then yield x,y]

type Evaluation =

| Win
| Draw
| Lose

let rec evaluate board move =

 let b2 = set Computer board move
 if hasWon Computer b2 then Win
 else
   match freeSpace b2 with
   | [] -> Draw
   | userChoices -> 
      let b3s = List.map (set User b2) userChoices
      if List.exists (hasWon User) b3s then Lose
      elif List.exists (fun b3 -> bestOutcome b3 = Lose) b3s
      then Lose
      elif List.exists (fun b3 -> bestOutcome b3 = Draw) b3s
      then Draw
      else Win
       

and findBestChoice b =

 match freeSpace b with
 | [] -> ((-1,-1), Draw)
 | choices -> 
   match List.tryFind (fun c -> evaluate b c = Win) choices with
   | Some c -> (c, Win)
   | None -> match List.tryFind (fun c -> evaluate b c = Draw) choices with
             | Some c -> (c, Draw)
             | None -> (List.head choices, Lose)

and bestOutcome b = snd (findBestChoice b)

let bestChoice b = fst (findBestChoice b)

let computerPlay b = set Computer b (bestChoice b)

let printBoard b =

 printfn "   | A | B | C |"
 printfn "---+---+---+---+"
 for y in 0..2 do
  printfn " %d | %c | %c | %c |"
   (3-y)
   (get b (0,y) |> brickToString)
   (get b (1,y) |> brickToString)
   (get b (2,y) |> brickToString)
  printfn "---+---+---+---+"

let rec userPlay b =

 printfn "Which field do you play? (format: a1)"
 let input = System.Console.ReadLine()
 if input.Length <> 2
    || input.[0] < 'a' || input.[0] > 'c'
    || input.[1] < '1' || input.[1] > '3' then
    printfn "illegal input"
    userPlay b
 else
    let x = int(input.[0]) - int('a')
    let y = 2 - int(input.[1]) + int('1')
    if get b (x,y) <> Empty then
      printfn "Field is not free."
      userPlay b
    else
      set User b (x,y)

let rec gameLoop b player =

 if freeSpace b = [] then
   printfn "Game over. Draw."
 elif player = Computer then
   printfn "Computer plays..."
   let b2 = computerPlay b
   printBoard b2
   if hasWon Computer b2 then
     printfn "Game over. I have won."
   else
     gameLoop b2 User
 elif player = User then
   let b2 = userPlay b
   printBoard b2
   if hasWon User b2 then
     printfn "Game over. You have won."
   else
     gameLoop b2 Computer

// randomly choose an element of a list let choose =

 let rnd = new System.Random()
 fun (xs:_ list) -> xs.[rnd.Next(xs.Length)]

// play first brick randomly printfn "Computer starts." let b = set Computer emptyBoard (choose (freeSpace emptyBoard)) printBoard b gameLoop b User</lang>

Example game:

Computer starts.
   | A | B | C |
---+---+---+---+
 3 |   |   | X |
---+---+---+---+
 2 |   |   |   |
---+---+---+---+
 1 |   |   |   |
---+---+---+---+
Which field do you play? (format: a1)
a1
   | A | B | C |
---+---+---+---+
 3 |   |   | X |
---+---+---+---+
 2 |   |   |   |
---+---+---+---+
 1 | O |   |   |
---+---+---+---+
Computer plays...
   | A | B | C |
---+---+---+---+
 3 | X |   | X |
---+---+---+---+
 2 |   |   |   |
---+---+---+---+
 1 | O |   |   |
---+---+---+---+
Which field do you play? (format: a1)
b3
   | A | B | C |
---+---+---+---+
 3 | X | O | X |
---+---+---+---+
 2 |   |   |   |
---+---+---+---+
 1 | O |   |   |
---+---+---+---+
Computer plays...
   | A | B | C |
---+---+---+---+
 3 | X | O | X |
---+---+---+---+
 2 |   |   |   |
---+---+---+---+
 1 | O |   | X |
---+---+---+---+
Which field do you play? (format: a1)
c2
   | A | B | C |
---+---+---+---+
 3 | X | O | X |
---+---+---+---+
 2 |   |   | O |
---+---+---+---+
 1 | O |   | X |
---+---+---+---+
Computer plays...
   | A | B | C |
---+---+---+---+
 3 | X | O | X |
---+---+---+---+
 2 |   | X | O |
---+---+---+---+
 1 | O |   | X |
---+---+---+---+
Game over. I have won.

Fortran

Objective: write program in less than 100 lines, not using semicolons. Computer never loses, but plays as random as possible. Player gets first move of first game. Afterwards, first move alternates between computer and player. <lang fortran> ! This is a fortran95 implementation of the game of tic-tac-toe. ! - Objective was to use less than 100 lines. ! - No attention has been devoted to efficiency. ! - Indentation by findent: https://sourceforge.net/projects/findent/ ! - This is free software, use as you like at own risk. ! - Compile: gfortran -o tictactoe tictactoe.f90 ! - Run: ./tictactoe ! Comments to: wvermin at gmail dot com module tic

  implicit none
  integer :: b(9)

contains

  logical function iswin(p)
     integer,intent(in) :: p
     iswin = &
        all(b([1,2,3])==p).or.all(b([4,5,6])==p).or.all(b([7,8,9])==p).or.&
        all(b([1,4,7])==p).or.all(b([2,5,8])==p).or.all(b([3,6,9])==p).or.&
        all(b([1,5,9])==p).or.all(b([3,5,7])==p)
  end function iswin
  subroutine printb(mes)
     character(len=*) :: mes
     integer          :: i,j
     character        :: s(0:2) = ['.','X','O']
     print "(3a3,'   ',3i3)",(s(b(3*i+1:3*i+3)),(j,j=3*i+1,3*i+3),i=0,2)
     if(mes /= ' ') print "(/,a)",mes
  end subroutine printb
  integer recursive function minmax(player,bestm) result(bestv)
     integer :: player,bestm,move,v,bm,win=1000,inf=100000
     real    :: x
     if (all(b .ne. 0)) then
        bestv = 0
     else
        bestv = -inf
        do move=1,9
           if (b(move) == 0) then
              b(move) = player
              if (iswin(player)) then
                 v = win
              else
                 call random_number(x)
                 v = -minmax(3-player,bm) - int(10*x)
              endif
              if (v > bestv) then
                 bestv = v
                 bestm = move
              endif
              b(move) = 0
              if (v == win) exit
           endif
        enddo
     endif
  end function minmax

end module tic program tictactoe

  ! computer: player=1, user: player=2
  use tic
  implicit none 
  integer :: move,ios,v,bestmove,ply,player=2,k,values(8)
  integer,allocatable :: seed(:)
  call date_and_time(values=values)
  call random_seed(size=k)
  allocate(seed(k))
  seed = values(8)+1000*values(7)+60*1000*values(6)+60*60*1000*values(5)
  call random_seed(put=seed)
  mainloop: do
     b = 0
     call printb('You have O, I have X. You enter 0: game ends.')
     plyloop: do ply=0,4
        if (player == 2 .or. ply >0 ) then  ! user move
           write(*,"(/,a)",advance='no'),'Your move? (0..9) '
           getloop: do
              readloop: do
                 read (*,*,iostat=ios),move
                 if (ios == 0 .and. move  >= 0 .and. move <= 9) exit readloop
                 write(*,"(a)",advance='no'),'huh? Try again (0..9): '
              enddo readloop
              if (  move  == 0) exit mainloop
              if (b(move) == 0) exit getloop
              write(*,"(a)",advance='no'),'Already occupied, again (0..9): '
           enddo getloop
           b(move) = 2
           if(iswin(2)) then   ! this should not happen
              call printb('***** You win *****')
              exit plyloop
           endif
        endif
        v = minmax(1,bestmove)   ! computer move
        b(bestmove) = 1
        if(iswin(1)) then
           call printb('***** I win *****')
           exit plyloop
        endif
        write(*,"(/,a,i3)"), 'My move: ',bestmove
        call printb(' ')
     enddo plyloop
     if(ply == 5) write(*,"('***** Draw *****',/)")
     player = 3-player
  enddo mainloop

end program </lang>

FreeBASIC

graphics mode

<lang freebasic>

'About 400 lines of code, but it is a graphical (GUI ish) i.e. mouse driven. 'I have made provision for the player to beat the computer now and then.


Type box

   As long x,y           
   As long wide,high,index
   Dim As ulong colour
   As String caption
   Declare Sub show       
   Declare Sub NewCaption(s As String)
   Declare Constructor
   Declare Constructor(x As long,y As long,wide As long,_
   high As long,index As long,colour As ulong,caption As String)

End Type Constructor box End Constructor Constructor box(x As long,y As long,wide As long,_ high As long,index As long,colour As ulong,caption As String) this.x=x this.y=y this.wide=wide this.high=high this.index=index this.colour=colour this.caption=caption End Constructor 'ALL PROCEDURES: Declare Function inside(B As box,px As long,py As long) As long Declare Sub make_frame_image(im As ulong Pointer) Declare Sub setup_grid(boxes() As box,cellsacross As long,cellsdown As long,xp As long,yp As long,w As long,h As long) Declare Function all_clicked(b() As box) As long Declare Sub OnCLICK(a() As box,b As box) Declare Sub refresh_screen(b() As box,f1 As long=0,f2 As long=0) Declare Function Get_Mouse_Events(boxes() As box) As long Declare Sub thickline(x1 As long,y1 As long,x2 As long,y2 As long,thickness As Single,colour As ulong,im As Any Pointer=0) Declare Sub lineto(x1 As long,y1 As long,x2 As long,y2 As long,l As long,th As Single,col As ulong,im As Any Pointer=0) Declare Sub thickcircle(x As long,y As long,rad As long,th As Single,col As ulong,im As Any Pointer=0) Declare Sub startup(b() As box) Declare Sub get_computer_events(b() As box)

Declare Sub finish 'Macro used by more than one procedure

  1. macro incircle(cx,cy,radius,x,y)

(cx-x)*(cx-x) +(cy-y)*(cy-y)<= radius*radius

  1. endmacro

'=============== RUN ============================ Screen 19,32',1,16 Color ,Rgb(233,236,216) 'background colour windowtitle string(100," ")+"Noughts and crosses" 'Globals: Dim Shared As ulong Pointer frame Dim Shared As long computer,player Dim Shared As String msg1,msg2,message message="In Play" msg1="Computer Start" msg2="Player Start" 'Custom Frame frame=Imagecreate(800,600)

Dim As box boxes(0 To 9)

setup_grid(boxes(),3,3,175,85,150,150) make_frame_image(frame)

Do

   If player=0 And computer=0 Then
       startup(boxes())
   End If
  
   If player  Then
       Get_Mouse_Events(boxes())
   End If
  
   If computer Then
       get_computer_events(boxes())
   End If
  
   If all_clicked(boxes()) Then get_computer_events(boxes())

Loop Until Inkey=Chr(27) finish

Sub box.show

   Line(this.x,this.y)-(this.x+this.wide,this.y+this.high),this.colour,bf
   Line(this.x,this.y)-(this.x+this.wide,this.y+this.high),Rgb(200,200,200),b
   Draw String(this.x+.5*this.wide-4*Len(this.caption),this.y+(.5*this.high-4)),this.caption,Rgb(0,0,0)
   If this.index=0 Then
       Draw String(this.x+.5*this.wide-4*Len(this.caption),this.y+.5*this.high-6),this.caption,Rgb(0,0,0)
   End If

End Sub Sub box.NewCaption(s As String)

   Var cx=(this.x+this.x+this.wide)/2
   Var cy=(this.y+this.y+this.high)/2
   If s="X" Then
       For k As long=20 To 0 Step -1
           lineto(cx,cy,this.x,this.y,50,k,Rgb(50+10*k,5*k,0),frame)
           lineto(cx,cy,this.x+this.wide,this.y+this.high,50,k,Rgb(50+10*k,5*k,0),frame)
           lineto(cx,cy,this.x,this.y+this.high,50,k,Rgb(50+10*k,5*k,0),frame)
           lineto(cx,cy,this.x+this.wide,this.y,50,k,Rgb(50+10*k,5*k,0),frame)
       Next k
   Else
       For k As long=20 To 0 Step -1
           thickcircle(cx,cy,40,k,Rgb(50+10*k,5*k,0),frame)
       Next k
   End If

End Sub Sub get_computer_events(b() As box)

   #define other(n)  b(n).caption<>"0" And b(n).caption<>"C"
   #define another(n) b(n).caption="0"
   #define rr(f,l) (Rnd*((l)-(f))+(f))
   Dim As long flag,i,k,Cwin,Pwin,NoWin
   Static As long firstclick
   var chance="001100"
   dim as long ch
   'horiz player finish
   For x As long=1 To 3
       If b(1+k).caption="0" And b(2+k).caption="0" And another((3+k)) Then b(3+k).Caption="0":Pwin=1:Goto fin
       If b(2+k).caption="0" And b(3+k).caption="0" And another((1+k))Then b(1+k).Caption="0":Pwin=1=1:Goto fin
       If b(1+k).caption="0" And b(3+k).caption="0" And another((2+k))Then b(2+k).Caption="0":Pwin=1:Goto fin
       k=k+3
   Next x
   k=0
   'vert player finish
   For x As long=1 To 3
       If b(1+k).caption="0" And b(4+k).caption="0" And another((7+k)) Then b(7+k).Caption="0":Pwin=1:Goto fin
       If b(4+k).caption="0" And b(7+k).caption="0" And another((1+k))Then b(1+k).Caption="0":Pwin=1:Goto fin
       If b(1+k).caption="0" And b(7+k).caption="0" And another((4+k))Then b(4+k).Caption="0":Pwin=1:Goto fin
       k=k+1
   Next x
   k=0
   'player finish main diag
   If b(1+k).caption="0" And b(5+k).caption="0" And another((9+k)) Then b(9+k).Caption="0":Pwin=1:Goto fin
   If b(1+k).caption="0" And b(9+k).caption="0" And another((5+k))Then b(5+k).Caption="0":Pwin=1:Goto fin
   If b(5+k).caption="0" And b(9+k).caption="0" And another((1+k))Then b(1+k).Caption="0":Pwin=1:Goto fin
   'player finish other diag
   If b(7+k).caption="0" And b(5+k).caption="0" And another((3+k)) Then b(3+k).Caption="0":Pwin=1:Goto fin
   If b(5+k).caption="0" And b(3+k).caption="0" And another((7+k))Then b(7+k).Caption="0":Pwin=1:Goto fin
   If b(7+k).caption="0" And b(3+k).caption="0" And another((5+k))Then b(5+k).Caption="0":Pwin=1:Goto fin
  
   'horiz computer finish
   For x As long=1 To 3
       If b(1+k).caption="C" And b(2+k).caption="C" And other((3+k)) Then b(3+k).Caption="C":Cwin=1:Goto fin
       If b(2+k).caption="C" And b(3+k).caption="C" And other((1+k))Then b(1+k).Caption="C":Cwin=1:Goto fin
       If b(1+k).caption="C" And b(3+k).caption="C" And other((2+k))Then b(2+k).Caption="C":Cwin=1:Goto fin
       k=k+3
   Next x
   k=0
   'vert computer finish
   For x As long=1 To 3
       If b(1+k).caption="C" And b(4+k).caption="C" And other((7+k)) Then b(7+k).Caption="C":Cwin=1:Goto fin
       If b(4+k).caption="C" And b(7+k).caption="C" And other((1+k))Then b(1+k).Caption="C":Cwin=1:Goto fin
       If b(1+k).caption="C" And b(7+k).caption="C" And other((4+k))Then b(4+k).Caption="C":Cwin=1:Goto fin
       k=k+1
   Next x
   k=0
   'computer finish main diag
   If b(1+k).caption="C" And b(5+k).caption="C" And other((9+k)) Then b(9+k).Caption="C":Cwin=1:Goto fin
   If b(1+k).caption="C" And b(9+k).caption="C" And other((5+k))Then b(5+k).Caption="C":Cwin=1:Goto fin
   If b(5+k).caption="C" And b(9+k).caption="C" And other((1+k))Then b(1+k).Caption="C":Cwin=1:Goto fin
   'computer finish other diag
   If b(7+k).caption="C" And b(5+k).caption="C" And other((3+k)) Then b(3+k).Caption="C":Cwin=1:Goto fin
   If b(5+k).caption="C" And b(3+k).caption="C" And other((7+k))Then b(7+k).Caption="C":Cwin=1:Goto fin
   If b(7+k).caption="C" And b(3+k).caption="C" And other((5+k))Then b(5+k).Caption="C":Cwin=1:Goto fin
  
   'block horizontals
   For x As long=1 To 3
       If b(1+k).caption="0" And b(2+k).caption="0" And other((3+k)) Then b(3+k).Caption="C":flag=1:Goto fin
       If b(2+k).caption="0" And b(3+k).caption="0" And other((1+k))Then b(1+k).Caption="C":flag=1:Goto fin
       If b(1+k).caption="0" And b(3+k).caption="0" And other((2+k))Then b(2+k).Caption="C":flag=1:Goto fin
       k=k+3
   Next x
   k=0
   'block verticals
   For x As long=1 To 3
       If b(1+k).caption="0" And b(4+k).caption="0" And other((7+k)) Then b(7+k).Caption="C":flag=1:Goto fin
       If b(4+k).caption="0" And b(7+k).caption="0" And other((1+k))Then b(1+k).Caption="C":flag=1:Goto fin
       If b(1+k).caption="0" And b(7+k).caption="0" And other((4+k))Then b(4+k).Caption="C":flag=1:Goto fin
       k=k+1
   Next x
   k=0
   'block main diag
   If b(1+k).caption="0" And b(5+k).caption="0" And other((9+k)) Then b(9+k).Caption="C":flag=1:Goto fin
   If b(1+k).caption="0" And b(9+k).caption="0" And other((5+k))Then b(5+k).Caption="C":flag=1:Goto fin
   If b(5+k).caption="0" And b(9+k).caption="0" And other((1+k))Then b(1+k).Caption="C":flag=1:Goto fin
   'block other diag
   If b(7+k).caption="0" And b(5+k).caption="0" And other((3+k)) Then b(3+k).Caption="C":flag=1:Goto fin
   If b(5+k).caption="0" And b(3+k).caption="0" And other((7+k))Then b(7+k).Caption="C":flag=1:Goto fin
   If b(7+k).caption="0" And b(3+k).caption="0" And other((5+k))Then b(5+k).Caption="C":flag=1:Goto fin
  
   If firstclick=0 Then
       firstclick=1
      var st="1379"
      dim as long i=rr(0,3)
   If Valint(b(5).caption)=0  and b(5).caption <> "C" Then b(st[i]-48).caption="C":Goto fin
      
   End If
  
    ch=rr(0,5)
   if chance[ch]-48=1 then
   If Valint(b(5).caption)<>0 Then b(5).caption="C":Goto fin
   end if
   If all_clicked(b()) Then Nowin=1:Goto fin
   If flag=0 Then
       Randomize
       Do
           i=rr(1,9)
           If Valint(b(i).caption) <> 0  Then b(i).caption="C":Exit Do
       Loop 
   End If
   fin:
   If Cwin=1 Or Pwin=1 Or NoWin=1 Then
       Dim As long mx,my,mb
       dim as integer x,y
       screencontrol 0,x,y
       for z as single=0 to 8*atn(1) step .001
           dim as integer xx=x+100*cos(z)
           dim as integer yy=y+100*sin(z)
           screencontrol 100,xx,yy
       next z
       screencontrol 100,x,y
       If Cwin=1 Then Message="You Loose"
       If Pwin=1 Then Message="You WIN"
       If Nowin=1 Then Message="DRAW"
       
       cwin=0:k=0:pWin=0:Nowin=0:firstclick=0'i
       Do
           Getmouse mx,my,,mb
           If inside(b(0),mx,my) And mb=1 Then finish
         
           Var ic=incircle(500,55,20,mx,my)
           If incircle(500,55,20,mx,my) And mb=1 Then Exit Do
           refresh_screen(b(),ic)
       Loop Until Inkey=chr(27)
       For z As long=1 To Ubound(b)
           b(z).caption=Str(b(z).index)
       Next z
       Imagedestroy frame
       frame=Imagecreate(800,600)
       make_frame_image(frame)
       computer=0:player=0
       Exit Sub
   End If
   player=1:computer=0

End Sub

Sub startup(b() As box)

   message="In Play"
   Dim As long mx,my,mb
   Getmouse mx,my,,mb
  
   For n As long=0 To Ubound(b)
       If inside(b(n),mx,my) And mb=1 Then
           If b(n).index=0 Then
               finish
           End If
       End If
       b(0).colour=Rgb(200,0,0)
   Next n
   Dim As long f1,f2
   If incircle(80,230,10,mx,my) Then
       f1=1:f2=0
       If mb=1 Then computer=1:player=0
   End If
   If incircle(670,230,10,mx,my) Then
       f1=0:f2=1
       If mb=1 Then player=1:computer=0
   End If
   refresh_screen(b(),f1,f2)

End Sub Sub thickcircle(x As long,y As long,rad As long,th As Single,col As ulong,im As Any Pointer=0)

   Circle(x,y),rad+th/2,col
   Circle(x,y),rad-th/2,col
   Paint(x,y+rad),col,col

End Sub

Sub thickline(x1 As long,_

   y1 As long,_
   x2 As long,_
   y2 As long,_
   thickness As Single,_
   colour As ulong,_
   im As Any Pointer=0)
   Dim p As ulong=Rgb(255, 255, 255)
   If thickness<2 Then
       Line(x1,y1)-(x2,y2),colour
   Else               
       Dim As Double s,h,c
       h=Sqr((x2-x1)^2+(y2-y1)^2) 
       If h=0 Then h=1e-6
       s=(y1-y2)/h               
       c=(x2-x1)/h                 
       For x As long=1 To 2
           Line im,(x1+s*thickness/2,y1+c*thickness/2)-(x2+s*thickness/2,y2+c*thickness/2),p
           Line im,(x1-s*thickness/2,y1-c*thickness/2)-(x2-s*thickness/2,y2-c*thickness/2),p
           Line im,(x1+s*thickness/2,y1+c*thickness/2)-(x1-s*thickness/2,y1-c*thickness/2),p
           Line im,(x2+s*thickness/2,y2+c*thickness/2)-(x2-s*thickness/2,y2-c*thickness/2),p
           Paint im,((x1+x2)/2, (y1+y2)/2), p, p
           p=colour
       Next x
   End If

End Sub Sub lineto(x1 As long,y1 As long,x2 As long,y2 As long,l As long,th As Single,col As ulong,im As Any Pointer=0)

   Dim As long diffx=x2-x1,diffy=y2-y1,ln=Sqr(diffx*diffx+diffy*diffy)
   Dim As Single nx=diffx/ln,ny=diffy/ln
   thickline(x1,y1,(x1+l*nx),(y1+l*ny),th,col,im)

End Sub


Function inside(B As box,px As long,py As long) As long

   Return (px>B.x)*(px<(B.x+B.wide))*(py>B.y)*(py<(B.y+B.high))

End Function Sub make_frame_image(im As ulong Pointer)

   #macro map(a,b,x,d,c)
   ((d)-(c))*((x)-(a))/((b)-(a))+(c)
   #endmacro
   #macro logo(sx,sy,rad)

For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx,sy),rad+k,Rgb(15,118,155):Next For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx+1.3*rad,sy+rad),rad+k,Rgb(230,193,78),2.,1.7:Next For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx+2*1.3*rad,sy),rad+k,Rgb(21,3,0),3.25,3.05:Next For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx+3*1.3*rad,sy+rad),rad+k,Rgb(26,143,76),2,1.8:Next For k As Single=-rad/10 To rad/10 Step .5:Circle im,(sx+4*1.3*rad,sy),rad+k,Rgb(200,63,87),3.25,3.05:Next

  1. endmacro
   For k As long=0 To 50
       Var r=map(0,50,k,233,193-20)
       Var g=map(0,50,k,236,153-20)
       Var b=map(0,50,k,216,19-19)
       Line im,(0+k,20+k)-(800-k,600-k),Rgb(r,g,b),b
   Next k
   For k As long=0 To 20
       Var r=map(0,20,k,250,0)
       Var g=map(0,20,k,250,0)
       Var b=map(0,20,k,250,255)
       Line im,(0,k)-(780,k),Rgb(r,g,b)',bf
   Next k
   logo(60,8,5)
   logo(380,8,5)
   logo(720,8,5)

End Sub Sub setup_grid(boxes() As box,cellsacross As long,cellsdown As long,xp As long,yp As long,w As long,h As long)

   Dim As long index
   For y As long=yp To yp+h*(cellsdown-1) Step h
       For x As long=xp To xp+w*(cellsacross-1)   Step w
           index=index+1
           boxes(index)=Type<box>(x,y,w,h,index,Rgb(133,136,116),Str(index))
       Next x
   Next y
   boxes(0)=Type<box>(780,-2,20,24,0,Rgb(200,0,0),"X")

End Sub

Function all_clicked(b() As box) As long

   Dim As long sum
   For z As long=1 To Ubound(b)
       sum=sum+Valint(b(z).caption)
   Next z
   If sum<=0 Then Return -1

End Function

Sub OnCLICK(a() As box,b As box)

   If b.caption="0" Then Exit Sub
   If b.caption="C" Then Exit Sub
   If b.caption <> "C" Then b.caption="0"
   If b.index=0 Then finish
   player=0:computer=1

End Sub

Sub refresh_screen(b() As box,f1 As long=0,f2 As long=0)

   Screenlock:Cls
   For n As long=0 To Ubound(b)
       b(n).show 'draw boxes
       If b(n).caption="0" Then b(n).NewCaption("X")
       If b(n).caption="C" Then b(n).NewCaption("O")
   Next n
   Put(0,0),frame,trans
   Draw String (390,50),message,Rgb(0,0,0)
   If message <>"In Play" Then
       Circle(500,55),20,Rgb(255,20,255),,,,f
       If f1=-1 Then Circle(500,55),20,Rgb(202,200,200),,,,f
       Draw String(480,50),"Click",Rgb(0,0,0)
   End If
   If computer=0 And player=0 Then
       Draw String (60,200),msg1,Rgb(0,0,0)
       Circle(80,230),10,Rgb(0,0,0)
       Circle(80,230),5,Rgb(100,100,100),,,,f
       If f1=1 Then Circle(80,230),10,Rgb(200,0,0),,,,f
       Draw String (650,200),msg2,Rgb(0,0,0)
       Circle(670,230),10,Rgb(0,0,0)
       Circle(670,230),5,Rgb(100,100,100),,,,f
       If f2=1 Then Circle(670,230),10,Rgb(200,0,0),,,,f
   End If
   Screenunlock:Sleep 1,1

End Sub

Function Get_Mouse_Events(boxes() As box) As long

   Static released As long
   Static pressed As long
   Dim As long mousex,mousey,mousebutton ,x,y
   Getmouse mousex,mousey,,mousebutton
   Dim As box bar=Type<box>(0,0,780,50,0,0,"")
  
   refresh_screen(boxes())
   For n As long=0 To Ubound(boxes)
       If inside(boxes(n),mousex,mousey)  Then
           If released Then
               boxes(n).colour=Rgb(120,123,103) 
               If n=0 Then boxes(0).colour=Rgb(255,0,0)
           End If
           If mousebutton=1 Then
               If released Then OnCLICK(boxes(),boxes(n))
               Exit For
           End If
       Else
           boxes(n).colour=Rgb(133,136,116)
           If n=0 Then boxes(0).colour=Rgb(200,0,0)
       End If
   Next n
   If mousebutton=0 Then released=1 Else released=0 'clean clicks
   Return 0

End Function Sub finish

   Screenunlock
   Imagedestroy frame
   End

End Sub </lang>


text mode

<lang freebasic> Screenres 320,240,32

'global variables globales Dim Shared As Integer b(3,3) 'tablero Dim Shared As Integer mx, my, btns, ox, oy

'prueba para ganar posición '3 victorias horizontales Function TestWin(t As Integer) As Integer

   Dim As Integer win = 0
   
   If b(0,0)= t And b(1,0)= t And b(2,0)= t Then win = t
   If b(0,1)= t And b(1,1)= t And b(2,1)= t Then win = t   
   If b(0,2)= t And b(1,2)= t And b(2,2)= t Then win = t
   
   '3 en vertical gana
   If b(0,0)= t And b(0,1)= t And b(0,2)= t Then win = t
   If b(1,0)= t And b(1,1)= t And b(1,2)= t Then win = t
   If b(2,0)= t And b(2,1)= t And b(2,2)= t Then win = t
   
   'cruzada gana
   If b(0,0)= t And b(1,1)= t And b(2,2)= t Then win = t
   If b(2,0)= t And b(1,1)= t And b(0,2)= t Then win = t
   
   Return win

End Function

Sub InicializarTablero()

   For j As Integer = 0 To 2
       For i As Integer = 0 To 2
           b(i,j)=0
       Next i
   Next j

End Sub

Sub DibujaTablero()

   Locate 1,1 : Print "+---+---+---+"
   For j As Integer = 0 To 2
       Print "|";
       For i As Integer = 0 To 2
           If b(i,j) = 0 Then Print "   |";
           If b(i,j) = 1 Then Print " x |";
           If b(i,j) = 2 Then Print " o |";
       Next i
       Print !"\n+---+---+---+"
   Next j

End Sub

Function MovimientoHumano() As Integer

   DibujaTablero()
   
   Print !"\n HAZ CLICK CON EL MOUSE"
   Print "EN LA CASILLA QUE ELIJAS"
   Dim As Integer opcion = -1
   
   While opcion = -1
       Getmouse mx,my,,btns
       While btns <> 1 'esperar a pulsar botón
           Getmouse mx,my,,btns
       Wend
       
       mx = (mx-4)\32
       my = (my-4)\16
       If mx >= 0 And mx < 3 And my >= 0 And my < 3 Then
           If b(mx,my) = 0 Then opcion = mx+my*3 'Casilla vacía?
       End If
       While btns=1
           Getmouse mx,my,,btns
       Wend
   Wend
   
   Return opcion

End Function

Function MovimientoAleatorio() As Integer

   Dim As Integer opcion, i, j
   opcion = Int(Rnd(1)*9)
   j = Int(opcion/3)
   i = opcion - Int(opcion/3)*3
   
   While b(i,j) <> 0 Or (opcion > 8 Or opcion < 0)
       opcion = Int(Rnd(1)*9)
       j = Int(opcion/3)
       i = opcion - Int(opcion/3)*3       
   Wend
   
   Return j*3+i

End Function

Function MovimientoInteligente(t As Integer) As Integer

   Dim As Integer i, j, opcion, t2
   opcion = -1 'opcion aún no seleccionada
   
   'obtener la ficha t2 de los oponentes
   If t = 1 Then t2 = 2 Else t2 = 1   
   
   'prueba para la casilla central
   If b(1,1) = 0 Then opcion = 4   
   
   'prueba para ganar 
   If opcion = -1 Then
       If b(0,0)= 0 And b(1,0)= t And b(2,0)= t Then opcion = 0
       If b(0,0)= t And b(1,0)= 0 And b(2,0)= t Then opcion = 1
       If b(0,0)= t And b(1,0)= t And b(2,0)= 0 Then opcion = 2
       If b(0,1)= 0 And b(1,1)= t And b(2,1)= t Then opcion = 3
       If b(0,1)= t And b(1,1)= 0 And b(2,1)= t Then opcion = 4       
       If b(0,1)= t And b(1,1)= t And b(2,1)= 0 Then opcion = 5
       If b(0,2)= 0 And b(1,2)= t And b(2,2)= t Then opcion = 6
       If b(0,2)= t And b(1,2)= 0 And b(2,2)= t Then opcion = 7
       If b(0,2)= t And b(1,2)= t And b(2,2)= 0 Then opcion = 8      
       
       '3 bloques verticales
       If b(0,0)= 0 And b(0,1)= t And b(0,2)= t Then opcion = 0
       If b(0,0)= t And b(0,1)= 0 And b(0,2)= t Then opcion = 3
       If b(0,0)= t And b(0,1)= t And b(0,2)= 0 Then opcion = 6
       If b(1,0)= 0 And b(1,1)= t And b(1,2)= t Then opcion = 1
       If b(1,0)= t And b(1,1)= 0 And b(1,2)= t Then opcion = 4
       If b(1,0)= t And b(1,1)= t And b(1,2)= 0 Then opcion = 7
       If b(2,0)= 0 And b(2,1)= t And b(2,2)= t Then opcion = 2
       If b(2,0)= t And b(2,1)= 0 And b(2,2)= t Then opcion = 5
       If b(2,0)= t And b(2,1)= t And b(2,2)= 0 Then opcion = 8
       
       'bloques cruzados 
       If b(0,0)= 0 And b(1,1)= t And b(2,2)= t Then opcion = 0
       If b(0,0)= t And b(1,1)= 0 And b(2,2)= t Then opcion = 4
       If b(0,0)= t And b(1,1)= t And b(2,2)= 0 Then opcion = 8
       If b(2,0)= 0 And b(1,1)= t And b(0,2)= t Then opcion = 2
       If b(2,0)= t And b(1,1)= 0 And b(0,2)= t Then opcion = 4
       If b(2,0)= t And b(1,1)= t And b(0,2)= 0 Then opcion = 6
   End If
   
   'prueba para bloques
   If opcion = -1 Then
       If b(0,0)= 0 And b(1,0)= t2 And b(2,0)= t2 Then opcion = 0
       If b(0,0)= t2 And b(1,0)= 0 And b(2,0)= t2 Then opcion = 1
       If b(0,0)= t2 And b(1,0)= t2 And b(2,0)= 0 Then opcion = 2
       If b(0,1)= 0 And b(1,1)= t2 And b(2,1)= t2 Then opcion = 3
       If b(0,1)= t2 And b(1,1)= 0 And b(2,1)= t2 Then opcion = 4
       If b(0,1)= t2 And b(1,1)= t2 And b(2,1)= 0 Then opcion = 5
       If b(0,2)= 0 And b(1,2)= t2 And b(2,2)= t2 Then opcion = 6
       If b(0,2)= t2 And b(1,2)= 0 And b(2,2)= t2 Then opcion = 7
       If b(0,2)= t2 And b(1,2)= t2 And b(2,2)= 0 Then opcion = 8
       
       '3 bloques verticales
       If b(0,0)= 0 And b(0,1)= t2 And b(0,2)= t2 Then opcion = 0
       If b(0,0)= t2 And b(0,1)= 0 And b(0,2)= t2 Then opcion = 3
       If b(0,0)= t2 And b(0,1)= t2 And b(0,2)= 0 Then opcion = 6
       If b(1,0)= 0 And b(1,1)= t2 And b(1,2)= t2 Then opcion = 1
       If b(1,0)= t2 And b(1,1)= 0 And b(1,2)= t2 Then opcion = 4
       If b(1,0)= t2 And b(1,1)= t2 And b(1,2)= 0 Then opcion = 7
       If b(2,0)= 0 And b(2,1)= t2 And b(2,2)= t2 Then opcion = 2
       If b(2,0)= t2 And b(2,1)= 0 And b(2,2)= t2 Then opcion = 5
       If b(2,0)= t2 And b(2,1)= t2 And b(2,2)= 0 Then opcion = 8
       
       'bloques cruzados
       If b(0,0)= 0 And b(1,1)= t2 And b(2,2)= t2 Then opcion = 0
       If b(0,0)= t2 And b(1,1)= 0 And b(2,2)= t2 Then opcion = 4
       If b(0,0)= t2 And b(1,1)= t2 And b(2,2)= 0 Then opcion = 8
       If b(2,0)= 0 And b(1,1)= t2 And b(0,2)= t2 Then opcion = 2
       If b(2,0)= t2 And b(1,1)= 0 And b(0,2)= t2 Then opcion = 4
       If b(2,0)= t2 And b(1,1)= t2 And b(0,2)= 0 Then opcion = 6
   End If
   
   If opcion = -1 Then        
       If b(0,0) = 0 Then opcion = 0
       If b(2,0) = 0 Then opcion = 2
       If b(0,2) = 0 Then opcion = 6
       If b(2,2) = 0 Then opcion = 8
   End If
   
   'no hay opción de hacer una elección al azar 
   If opcion = -1 Then
       opcion = Int(Rnd(1)*9)
       j = Int(opcion/3)
       i = opcion - Int(opcion/3)*3
       
       'encontrar una casilla vacía
       While b(i,j) <> 0
           opcion = Int(Rnd(1)*9)
           j = Int(opcion/3)
           i = opcion - Int(opcion/3)*3
       Wend
   End If
   
   Return opcion   

End Function


InicializarTablero() DibujaTablero() Dim As Integer resultado Dim As Integer jugador = 1 Dim As Integer ContarMovimientos = 0 Dim As Integer ContarPartidas = 0 Dim As Integer movimiento = 0 Dim As Integer i, j

Do

   'alternar jugadores
   If jugador = 1 Then jugador = 2 Else jugador = 1
   
   'selecciona tipo de movimiento para cada jugador
   If jugador = 1 Then
       movimiento = MovimientoHumano()
   Else
       movimiento = MovimientoInteligente(2)
   End If
   
   'print "movimiento ="; movimiento
   'print "jugador ="; jugador
   
   'convertir la elección a las coordenadas del tablero i,j
   j = Int(movimiento/3)
   i = movimiento - (j*3)
   b(i,j) = jugador 'ingrese la ficha de jugador 1 o 2
   
   resultado = TestWin(jugador) 'comprobar si el jugador ha ganado
   
   DibujaTablero()
   ContarMovimientos += 1
   
   '=======================================================
   'Comprobar final de partida y/o un resultado de victoria
   '=======================================================
   If ContarMovimientos = 9 Or resultado <> 0 Then
       DibujaTablero()
       If resultado = 0 Then Print !"\n        EMPATE         "
       If resultado = 1 Then Print !"\n        x GANA         "
       If resultado = 2 Then Print !"\n        o GANA         "
       Print Space(28)
       Print "PULSA BARRA ESPACIADORA PARA"
       Print "OTRA PARTIDA, ESC PARA SALIR"
       Sleep
       Cls
       
       InicializarTablero() 'reiniciar tablero
       ContarMovimientos = 0
       ContarPartidas += 1
   End If

Loop Until Multikey(&H01) End </lang>


Go

Intermediate, like Python's "Better skilled player." Computer wins and blocks where it can, but otherwise plays randomly. Plays multiple games and keeps score. Player gets first move of first game. Afterwards, loser gets to go first, or after cat games, first move alternates. <lang go>package main

import (

   "bufio"
   "fmt"
   "math/rand"
   "os"
   "strings"

)

var b []byte

func printBoard() {

   fmt.Printf("%s\n%s\n%s\n", b[0:3], b[3:6], b[6:9])

}

var pScore, cScore int var pMark, cMark byte = 'X', 'O' var in = bufio.NewReader(os.Stdin)

func main() {

   b = make([]byte, 9)
   fmt.Println("Play by entering a digit.")
   for {
       // start of game
       for i := range b {
           b[i] = '1' + byte(i)
       }
       computerStart := cMark == 'X'
       if computerStart {
           fmt.Println("I go first, playing X's")
       } else {
           fmt.Println("You go first, playing X's")
       }
   TakeTurns:
       for {
           if !computerStart {
               if !playerTurn() {
                   return
               }
               if gameOver() {
                   break TakeTurns
               }
           }
           computerStart = false
           computerTurn()
           if gameOver() {
               break TakeTurns
           }
       }
       fmt.Println("Score: you", pScore, "me", cScore)
       fmt.Println("\nLet's play again.")
   }

}

func playerTurn() bool {

   var pm string
   var err error
   for i := 0; i < 3; i++ { // retry loop
       printBoard()
       fmt.Printf("%c's move? ", pMark)
       if pm, err = in.ReadString('\n'); err != nil {
           fmt.Println(err)
           return false
       }
       pm = strings.TrimSpace(pm)
       if pm >= "1" && pm <= "9" && b[pm[0]-'1'] == pm[0] {
           x := pm[0] - '1'
           b[x] = pMark
           return true
       }
   }
   fmt.Println("You're not playing right.")
   return false

}

var choices = make([]int, 9)

func computerTurn() {

   printBoard()
   var x int
   defer func() {
       fmt.Println("My move:", x+1)
       b[x] = cMark
   }()
   // look for two in a row
   block := -1
   for _, l := range lines {
       var mine, yours int
       x = -1
       for _, sq := range l {
           switch b[sq] {
           case cMark:
               mine++
           case pMark:
               yours++
           default:
               x = sq
           }
       }
       if mine == 2 && x >= 0 {
           return // strategy 1: make winning move
       }
       if yours == 2 && x >= 0 {
           block = x
       } 
   }
   if block >= 0 {
       x = block // strategy 2: make blocking move
       return
   }
   // default strategy: random move
   choices = choices[:0]
   for i, sq := range b { 
       if sq == '1'+byte(i) {
           choices = append(choices, i)
       }
   }
   x = choices[rand.Intn(len(choices))]

}

func gameOver() bool {

   // check for win
   for _, l := range lines {
       if b[l[0]] == b[l[1]] && b[l[1]] == b[l[2]] {
           printBoard()
           if b[l[0]] == cMark {
               fmt.Println("I win!")
               cScore++
               pMark, cMark = 'X', 'O'
           } else {
               fmt.Println("You win!")
               pScore++
               pMark, cMark = 'O', 'X'
           }
           return true 
       } 
   }
   // check for empty squares
   for i, sq := range b {
       if sq == '1'+byte(i) {
           return false
       }
   }
   fmt.Println("Cat game.")
   pMark, cMark = cMark, pMark
   return true

}

var lines = [][]int{

   {0, 1, 2}, // rows
   {3, 4, 5},
   {6, 7, 8},
   {0, 3, 6}, // columns
   {1, 4, 7},
   {2, 5, 8},
   {0, 4, 8}, // diagonals
   {2, 4, 6},

}</lang>

Groovy

Simplified version of Tic Tac Toe for player vs. player (no AI computer-controlled option). <lang Groovy>class Main {

def input = new Scanner(System.in)

static main(args) { Main main = new Main(); main.play(); }

public void play() {

TicTackToe game = new TicTackToe(); game.init() def gameOver = false def player = game.player1

println "Players take turns marking a square. Only squares \n"+ "not already marked can be picked. Once a player has \n"+

   			"marked three squares in a row, column or diagonal, they win! If all squares \n"+
   			"are marked and no three squares are the same, a tied game is declared.\n"+

"Player 1 is O and Player 2 is X \n"+

   			"Have Fun! \n\n"

println "${game.drawBoard()}"

while (!gameOver && game.plays < 9) {

player = game.currentPlayer == 1 ? game.player1 :game.player2 def validPick = false; while (!validPick) {

def square println "Next $player, enter move by selecting square's number :" try { square = input.nextLine(); } catch (Exception ex) { }

if (square.length() == 1 && Character.isDigit(square.toCharArray()[0])) { validPick = game.placeMarker(square) } if (!validPick) { println "Select another Square" }

}

(game.checkWinner(player))? gameOver = true : game.switchPlayers() println(game.drawBoard());

} println "Game Over, " + ((gameOver == true)? "$player Wins" : "Draw") }

}

public class TicTackToe {

   def board = new Object[3][3]

def final player1 = "player 1" def final player2 = "player 2" def final marker1 = 'X' def final marker2 = 'O'

   int currentPlayer

int plays

public TicTacToe(){

}


   def init() {
       int counter = 0;
      (0..2).each { row ->
          (0..2).each { col ->
               board[row][col] = (++counter).toString();
           }
       }

plays = 0 currentPlayer =1

   }
   def switchPlayers() {
       currentPlayer = (currentPlayer == 1) ? 2:1
       plays++
   }
   def placeMarker(play) {

def result = false

       (0..2).each { row ->
           (0..2).each { col ->
               if (board[row][col].toString()==play.toString()){
                   board[row][col] = (currentPlayer == 1) ? marker2 : marker1;
                   result =  true;
               }
           }
       }
       return result;
   }
   def checkWinner(player) {
   	char current = (player == player1)? marker2:  marker1
       //Checking 
       return checkRows(current) || checkColumns(current) ||checkDiagonals(current);
   }
   
   def checkRows(char current){

(0..2).any{ line -> board[line].every { it == current} }

   }
   
   
   def checkColumns(char current){				

(0..2).any{i -> (0..2).every{j -> board[j][i]==current } }

   }
   def checkDiagonals(char current){

def rightDiag = [board[0][0],board[1][1],board[2][2]] def leftDiag = [board[0][2],board[1][1],board[2][0]] return rightDiag.every{it == current} || leftDiag.every{it == current}

   }
   
   def drawBoard() {
       StringBuilder builder = new StringBuilder("Game board: \n");
       (0..2).each { row->
           (0..2).each {col ->
               builder.append("[" + board[row][col] + "]");
           }
           builder.append("\n");
       }
       builder.append("\n");
       return builder.toString();
   }

}</lang>

Haskell

Computer player has three strategies: 1. Try to block the opponent first, 2. Try to guess a good position for the next move, 3. Place a piece randomly. There are lots of comments throughout the code. <lang Haskell> module Main where

import System.Random import Data.List (intercalate, find, minimumBy) import System.Environment (getArgs) import Data.Char (digitToInt) import Data.Maybe (listToMaybe, mapMaybe) import Control.Monad (guard) import Data.Ord (comparing)

-- check if there is a horizontal, vertical or diagonal line of -- X or O tictactoe :: String -> Bool tictactoe a = tictactoeFor 'X' a /= tictactoeFor 'O' a

-- check if there is a horizontal, vertical or diagonal line -- for the given player "n" tictactoeFor :: Char -> String -> Bool tictactoeFor n [a,b,c,d,e,f,g,h,i] =

   [n,n,n] `elem` [[a,b,c],[d,e,f],[g,h,i],[a,d,g],
                   [b,e,h],[c,f,i],[a,e,i],[c,e,g]]

-- empty game board start :: String start = " "

-- check if there is an X or an O at the given position isPossible :: Int -> String -> Bool isPossible n game = (game !! n) `notElem` "XO"

-- try to place an X or an O at a given position. -- "Right" + modified board means success, "Left" + unmodified board -- means failure place :: Int -> Char -> String -> Either String String place i c game =

   if isPossible i game
   then Right $ take i game ++ [c] ++ drop (i + 1) game
   else Left game

-- COMPUTER AI -- get the number of movements, starting from a given non-empty board -- and a position for the next movement, until the specified player -- wins or no movement is possible -- the positions are chosen sequentially, so there's not much -- intelligence here anyway developGame :: Bool -> Int -> Int -> Char -> String -> (Int, Char, String) developGame iterateMore moves i player game

   | i > 8 = 
       -- if i arrives to the last position, iterate again from 0
       -- but do it only once
       if iterateMore
       then developGame False moves 0 player game
       -- draw game (after one iteration, still no winning moves)
       else (moves, player, game)
       -- draw game (game board full) or a win for the player
   | moves == 9 || tictactoeFor player game = (moves, player, game)
       -- make a move, if possible, and continue playing
   | otherwise = case place i otherPlayer game of
       -- position i is not empty. try with the next position
       Left _ -> developGame iterateMore moves (i + 1)
                   otherPlayer game
       -- position i was empty, so it was a valid move.
       -- change the player and make a new move, starting at pos 0
       Right newGame -> developGame iterateMore (moves + 1) 0
                   otherPlayer newGame
       where
           otherPlayer = changePlayer player

-- COMPUTER AI -- starting from a given non-empty board, try to guess which position -- could lead the player to the fastest victory. bestMoveFor :: Char -> String -> Int bestMoveFor player game = bestMove

   where
       -- drive the game to its end for each starting position
       continuations = [ (x, developGame True 0 x player game) |
           x <- [0..8] ]
       -- compare the number of moves of the game and take the
       -- shortest one
       move (_, (m, _, _)) = m
       (bestMove, _) = minimumBy (comparing move) continuations

-- canBlock checks if the opponent has two pieces in a row and the -- other cell in the row is empty, and places the player's piece there, -- blocking the opponent canBlock :: Char -> String -> Maybe Int canBlock p [a,b,c,d,e,f,g,h,i] =

   listToMaybe $ mapMaybe blockable [[a,b,c],[d,e,f],[g,h,i],[a,d,g],
                                     [b,e,h],[c,f,i],[a,e,i],[c,e,g]]
   where
       blockable xs = do          
         guard $ length (filter (== otherPlayer) xs) == 2
         x <- find (`elem` "123456789") xs
         return $ digitToInt x
       otherPlayer = changePlayer p

-- format a game board for on-screen printing showGame :: String -> String showGame [a,b,c,d,e,f,g,h,i] =

   topBottom ++
   "|    | 1 | 2 | 3 |\n" ++
   topBottom ++
   row "0" [[a],[b],[c]] ++
   row "3" [[d],[e],[f]] ++
   row "6" [[g],[h],[i]]
   where
       topBottom = "+----+---+---+---+\n"
       row n x = "| " ++ n ++ "+ | " ++
           intercalate " | " x ++ " |\n" ++ topBottom

-- ask the user to press a numeric key and convert it to an int enterNumber :: IO Int enterNumber = do

   c <- getChar
   if c `elem` "123456789"
   then do
       putStrLn ""
       return $ digitToInt c
   else do
       putStrLn "\nPlease enter a digit!"
       enterNumber

-- a human player's turn: get the number of pieces put on the board, -- the next piece to be put (X or O) and a game board, and return -- a new game state, checking if the piece can be placed on the board. -- if it can't, make the user try again. turn :: (Int, Char, String) -> IO (Int, Char, String) turn (count, player, game) = do

   putStr $ "Please tell me where you want to put an " ++
       [player] ++ ": "
   pos <- enterNumber
   case place (pos - 1) player game of
       Left oldGame -> do
           putStrLn "That place is already taken!\n"
           turn (count, player, oldGame)
       Right newGame ->
           return (count + 1, changePlayer player, newGame)

-- alternate between X and O players changePlayer :: Char -> Char changePlayer 'O' = 'X' changePlayer 'X' = 'O'

-- COMPUTER AI -- make an automatic turn, placing an X or an O game board. -- the first movement is always random. -- first, the computer looks for two pieces of his opponent in a row -- and tries to block. -- otherwise, it tries to guess the best position for the next movement. -- as a last resort, it places a piece randomly. autoTurn :: Bool -> (Int, Char, String) -> IO (Int, Char, String) autoTurn forceRandom (count, player, game) = do

   -- try a random position 'cause everything else failed
   -- count == 0 overrides the value of forceRandom
   i <- if count == 0 || forceRandom
           then randomRIO (0,8)
           else return $
               case canBlock player game of
                   -- opponent can't be blocked. try to guess
                   -- the best movement
                   Nothing -> bestMoveFor player game
                   -- opponent can be blocked, so just do it!
                   Just blockPos -> blockPos
   -- if trying to place a piece at a calculated position doesn't work,
   -- just try again with a random value
   case place i player game of
       Left oldGame -> autoTurn True (count, player, oldGame)
       Right newGame -> do
           putStrLn $ "It's player " ++ [player] ++ "'s turn."
           return (count + 1, changePlayer player, newGame)

-- play a game until someone wins or the board becomes full. -- depending on the value of the variable "auto", ask the user(s) to -- put some pieces on the board or do it automatically play :: Int -> (Int, Char, String) -> IO () play auto cpg@(_, player, game) = do

   newcpg@(newCount, newPlayer, newGame) <- case auto of
       -- if both players are human, always ask them
       0 -> turn cpg
       -- if both players are computer, always play auto
       1 -> autoTurn False cpg
       -- X is computer, O is human
       2 -> if player == 'X' then autoTurn False cpg else turn cpg
       -- X is human, O is computer
       3 -> if player == 'O' then autoTurn False cpg else turn cpg
   putStrLn $ "\n" ++ showGame newGame
   if tictactoe newGame
   then putStrLn $ "Player " ++ [changePlayer newPlayer] ++ " wins!\n"
   else
       if newCount == 9
       then putStrLn "Draw!\n"
       else play auto newcpg

-- main program: greet the user, ask for a game type, ask for the -- player that'll start the game, and play the game beginning with an -- empty board main :: IO () main = do

   a <- getArgs
   if null a
   then usage
   else do
       let option = head a
       if option `elem` ["0","1","2","3"]
       then do
           putStrLn $ "\n" ++ showGame start
           let m = read option :: Int
           play m (0, 'X', start)
       else usage

usage :: IO () usage = do

   putStrLn "TIC-TAC-TOE GAME\n================\n"
   putStrLn "How do you want to play?"
   putStrLn "Run the program with one of the following options."
   putStrLn "0 : both players are human"
   putStrLn "1 : both players are computer"
   putStrLn "2 : player X is computer and player O is human"
   putStrLn "3 : player X is human and player O is computer"
   putStrLn "Player X always begins."

</lang>

Output:

Player X is computer, O is human.

+----+---+---+---+
|    | 1 | 2 | 3 |
+----+---+---+---+
| 0+ |   |   |   |
+----+---+---+---+
| 3+ |   |   |   |
+----+---+---+---+
| 6+ |   |   |   |
+----+---+---+---+

It's player X's turn.

+----+---+---+---+
|    | 1 | 2 | 3 |
+----+---+---+---+
| 0+ |   |   |   |
+----+---+---+---+
| 3+ |   | X |   |
+----+---+---+---+
| 6+ |   |   |   |
+----+---+---+---+

Please tell me where you want to put an O: 1

+----+---+---+---+
|    | 1 | 2 | 3 |
+----+---+---+---+
| 0+ | O |   |   |
+----+---+---+---+
| 3+ |   | X |   |
+----+---+---+---+
| 6+ |   |   |   |
+----+---+---+---+

It's player X's turn.

+----+---+---+---+
|    | 1 | 2 | 3 |
+----+---+---+---+
| 0+ | O |   | X |
+----+---+---+---+
| 3+ |   | X |   |
+----+---+---+---+
| 6+ |   |   |   |
+----+---+---+---+

Please tell me where you want to put an O: 7

+----+---+---+---+
|    | 1 | 2 | 3 |
+----+---+---+---+
| 0+ | O |   | X |
+----+---+---+---+
| 3+ |   | X |   |
+----+---+---+---+
| 6+ | O |   |   |
+----+---+---+---+

It's player X's turn.

+----+---+---+---+
|    | 1 | 2 | 3 |
+----+---+---+---+
| 0+ | O |   | X |
+----+---+---+---+
| 3+ | X | X |   |
+----+---+---+---+
| 6+ | O |   |   |
+----+---+---+---+

Please tell me where you want to put an O: 6

+----+---+---+---+
|    | 1 | 2 | 3 |
+----+---+---+---+
| 0+ | O |   | X |
+----+---+---+---+
| 3+ | X | X | O |
+----+---+---+---+
| 6+ | O |   |   |
+----+---+---+---+

It's player X's turn.

+----+---+---+---+
|    | 1 | 2 | 3 |
+----+---+---+---+
| 0+ | O |   | X |
+----+---+---+---+
| 3+ | X | X | O |
+----+---+---+---+
| 6+ | O | X |   |
+----+---+---+---+

Please tell me where you want to put an O: 2

+----+---+---+---+
|    | 1 | 2 | 3 |
+----+---+---+---+
| 0+ | O | O | X |
+----+---+---+---+
| 3+ | X | X | O |
+----+---+---+---+
| 6+ | O | X |   |
+----+---+---+---+

It's player X's turn.

+----+---+---+---+
|    | 1 | 2 | 3 |
+----+---+---+---+
| 0+ | O | O | X |
+----+---+---+---+
| 3+ | X | X | O |
+----+---+---+---+
| 6+ | O | X | X |
+----+---+---+---+

Draw!

Icon and Unicon

The following works in both Icon and Unicon. The computer plays randomly against a human player, with legal moves enforced and wins/draws notified.

<lang Icon>

  1. Play TicTacToe

$define E " " # empty square $define X "X" # X piece $define O "O" # O piece

  1. -- define a board

record Board(a, b, c, d, e, f, g, h, i)

procedure display_board (board, player)

 write ("\n===============")
 write (board.a || " | " || board.b || " | " || board.c)
 write ("---------")
 write (board.d || " | " || board.e || " | " || board.f)
 write ("---------")
 write (board.g || " | " || board.h || " | " || board.i)

end

  1. return a set of valid moves (empty positions) in given board

procedure empty_fields (board)

 fields := set()
 every i := !fieldnames(board) do 
   if (board[i] == E) then insert (fields, i)
 return fields

end

procedure game_start ()

 return Board (E, E, E, E, E, E, E, E, E)

end

procedure game_is_drawn (board)

 return *empty_fields(board) = 0

end

procedure game_won_by (board, player)

 return (board.a == board.b == board.c == player) |
        (board.d == board.e == board.f == player) |
        (board.g == board.h == board.i == player) |
        (board.a == board.d == board.g == player) | 
        (board.b == board.e == board.h == player) |
        (board.c == board.f == board.i == player) |
        (board.a == board.e == board.i == player) |
        (board.g == board.e == board.c == player)

end

procedure game_over (board)

 return game_is_drawn (board) | game_won_by (board, O) | game_won_by (board, X)

end

  1. -- players make their move on the board
  2. assume there is at least one empty square

procedure human_move (board, player)

 choice := "z"
 options := empty_fields (board)
 # keep prompting until player selects a valid square
 until member (options, choice) do {
   writes ("Choose one of: ")
   every writes (!options || " ")
   writes ("\n> ") 
   choice := read ()
 }
 board[choice] := player

end

  1. pick and make a move at random from empty positions

procedure random_move (board, player)

 board[?empty_fields(board)] := player

end

  1. -- manage the game play

procedure play_game ()

 # hold procedures for players' move in variables
 player_O := random_move
 player_X := human_move
 # randomly determine if human or computer moves first
 if (?2 = 0) 
   then {
     write ("Human plays first as O")
     player_O := human_move
     player_X := random_move
   }
   else write ("Computer plays first, human is X")
 # set up the game to start
 board := game_start ()
 player := O
 display_board (board, player)
 # loop until the game is over, getting each player to move in turn
 until game_over (board) do { 
   write (player || " to play next")
   # based on player, prompt for the next move
   if (player == O)
     then (player_O (board, player))
     else (player_X (board, player))
   # change player to move
   player := if (player == O) then X else O
   display_board (board, player)
 }
 # finish by writing out result
 if game_won_by (board, O) 
   then write ("O won") 
   else if game_won_by (board, X) 
     then write ("X won")
     else write ("draw") # neither player won, so must be a draw

end

  1. -- get things started

procedure main ()

 play_game ()

end </lang>

J

To subsequent j poster: replacing this entry is fine by me. <lang J> Note 'ttt adjudicates or plays'

  use:  markers ttt characters
  characters represent the cell names.
  markers is a length 3 character vector of the
  characters to use for first and second player
  followed by the opponent's mark.
  'XOX' means X plays 1st, O is the other mark,
  and the first strategy plays 1st.
  'XOO' means X plays 1st, O is the other mark,
  and the second strategy moves first.
  The game  is set  up for  the computer as the
  first strategy (random), and human as second.
  A standard use:
     'XOX'ttt'abcdefghijkl'
  Example game reformatted w/ emacs artist-mode
  to fit your display:
     '#-#'ttt'wersdfxcv'
  w│e│r                     w│e│r        ....    -│e│r           .    -│e│#
  ─┼─┼─                 .   ─┼─┼─       ..       ─┼─┼─         ..     ─┼─┼─
  s│d│f                 .   s│#│f      ..        s│#│f        ..      -│#│f
  ─┼─┼─                ..   ─┼─┼─      .         ─┼─┼─      ...       ─┼─┼─
  x│c│v               ..    -│c│v      .         -│c│#     ..         -│c│#
  d                  ..     v         ..         r         .          VICTORY
  w│e│r             ..      w│e│r     ..         -│e│#     .
  ─┼─┼─           ...       ─┼─┼─     ..         ─┼─┼─    .
  s│#│f         ...         s│#│f     ..         s│#│f    .
  ─┼─┼─        ..           ─┼─┼─   ...          ─┼─┼─  ...
  x│c│v                     -│c│#                -│c│#
  -->cell for -?            -->cell for -?       -->cell for -?
  x                         w                    s

)

while=: conjunction def 'u ^: v ^:_' NB. j assumes while is a verb and needs to know while is a conjunction.

ttt=: outcome@:((display@:move) while undecided)@:display@:prepare

blindfolded_variant=: outcome@:display@:(move while undecided)@:display@:prepare

outcome=: {&(>;:'kitty VICTORY')@:won NB. (outcome does not pass along the state) move=: post locate undecided=: won nor full prepare=: , board@:] NB. form the state vector

Note 'locate'

 is a monadic verb.  y is the state vector.
 returns the character of the chosen cell.
 Generally:
 locate=: second_strategy`first_strategy@.(first = mark)
 Simplified:
 locate=: human_locate NB. human versus human

) locate=: human_locate`computer_locate@.(first = mark)

display=: show [: (1 1,:5 5)&(];.0)@:": [: <"0 fold

computer_locate=: [: show@{. board -. marks NB. strategy: first available computer_locate=: [: show@({~ ?@:#) board -. marks NB. strategy: random

human_locate=: monad define

 state=. y
 m=. mark state
 b=. board state
 cells=. b -. marks state
 show '-->cell for ' , m , '?'
 whilst. cell -.@:e. cells do. cell =. {. (1!:1]1) , m end.

)

post=: 2&A.@:(3&{.)@:[ prepare mark@:[`((i.~ board)~)`(board@:[)}

mark=: {. NB. mark of the current player from state marks=: 2&{. NB. extract both markers from state board=: _9&{. NB. extract board from state first=: 2&{ NB. extract first player from state

show=: [ smoutput

full=: 2 = #@:~. won=: test@:fold fold=: 3 3 $ board test=: [: any [: all [: infix_pairs_agree |:@:lines

lines=: , diagonal , diagonal@:|. , |: diagonal=: (<0 1)&|: all=: *./ any=: +./ nor=: 8 b. infix_pairs_agree=: 2&(=/\) </lang>

Java

This version works in the terminal itself, and uses the numpad for data entry. The computer is unbeatable, but some lines can be removed to avoid that. There's also an override that thrown in, just for fun. <lang java> import java.io.BufferedReader; import java.io.InputStreamReader; import java.util.Hashtable;

public class TicTacToe { public static void main(String[] args) { TicTacToe now=new TicTacToe(); now.startMatch(); }

private int[][] marks; private int[][] wins; private int[] weights; private char[][] grid; private final int knotcount=3; private final int crosscount=4; private final int totalcount=5; private final int playerid=0; private final int compid=1; private final int truceid=2; private final int playingid=3; private String movesPlayer; private byte override; private char[][] overridegrid={{'o','o','o'},{'o','o','o'},{'o','o','o'}}; private char[][] numpad={{'7','8','9'},{'4','5','6'},{'1','2','3'}}; private Hashtable<Integer,Integer> crossbank; private Hashtable<Integer,Integer> knotbank;

public void startMatch() { BufferedReader br=new BufferedReader(new InputStreamReader(System.in)); System.out.print("Start?(y/n):"); char choice='y'; try { choice=br.readLine().charAt(0); } catch(Exception e) { System.out.println(e.getMessage()); } if(choice=='n'||choice=='N') { return; }

System.out.println("Use a standard numpad as an entry grid, as so:\n "); display(numpad); System.out.println("Begin"); int playerscore=0; int compscore=0; do { int result=startGame(); if(result==playerid) playerscore++; else if(result==compid) compscore++; System.out.println("Score: Player-"+playerscore+" AI-"+compscore); System.out.print("Another?(y/n):"); try { choice=br.readLine().charAt(0); } catch(Exception e) { System.out.println(e.getMessage()); }

}while(choice!='n'||choice=='N');

System.out.println("Game over."); } private void put(int cell,int player) { int i=-1,j=-1;; switch(cell) { case 1:i=2;j=0;break; case 2:i=2;j=1;break; case 3:i=2;j=2;break; case 4:i=1;j=0;break; case 5:i=1;j=1;break; case 6:i=1;j=2;break; case 7:i=0;j=0;break; case 8:i=0;j=1;break; case 9:i=0;j=2;break; default:display(overridegrid);return; } char mark='x'; if(player==0) mark='o'; grid[i][j]=mark; display(grid); } private int startGame() { init(); display(grid); int status=playingid; while(status==playingid) { put(playerMove(),0); if(override==1) { System.out.println("O wins."); return playerid; } status=checkForWin(); if(status!=playingid) break; try{Thread.sleep(1000);}catch(Exception e){System.out.print(e.getMessage());} put(compMove(),1); status=checkForWin(); } return status; } private void init() { movesPlayer=""; override=0; marks=new int[8][6]; wins=new int[][] //new int[8][3]; { {7,8,9}, {4,5,6}, {1,2,3}, {7,4,1}, {8,5,2}, {9,6,3}, {7,5,3}, {9,5,1} }; weights=new int[]{3,2,3,2,4,2,3,2,3}; grid=new char[][]{{' ',' ',' '},{' ',' ',' '},{' ',' ',' '}}; crossbank=new Hashtable<Integer,Integer>(); knotbank=new Hashtable<Integer,Integer>(); } private void mark(int m,int player) { for(int i=0;i<wins.length;i++) for(int j=0;j<wins[i].length;j++) if(wins[i][j]==m) { marks[i][j]=1; if(player==playerid) marks[i][knotcount]++; else marks[i][crosscount]++; marks[i][totalcount]++; } } private void fixWeights() { for(int i=0;i<3;i++) for(int j=0;j<3;j++) if(marks[i][j]==1) if(weights[wins[i][j]-1]!=Integer.MIN_VALUE) weights[wins[i][j]-1]=Integer.MIN_VALUE;

for(int i=0;i<8;i++) { if(marks[i][totalcount]!=2) continue; if(marks[i][crosscount]==2) { int p=i,q=-1; if(marks[i][0]==0) q=0; else if(marks[i][1]==0) q=1; else if(marks[i][2]==0) q=2;

if(weights[wins[p][q]-1]!=Integer.MIN_VALUE) { weights[wins[p][q]-1]=6; } } if(marks[i][knotcount]==2) { int p=i,q=-1; if(marks[i][0]==0) q=0; else if(marks[i][1]==0) q=1; else if(marks[i][2]==0) q=2;

if(weights[wins[p][q]-1]!=Integer.MIN_VALUE) { weights[wins[p][q]-1]=5; } } } } private int compMove() { int cell=move(); System.out.println("Computer plays: "+cell); //weights[cell-1]=Integer.MIN_VALUE; return cell; } private int move() { int max=Integer.MIN_VALUE; int cell=0; for(int i=0;i<weights.length;i++) if(weights[i]>max) { max=weights[i]; cell=i+1; }

//This section ensures the computer never loses //Remove it for a fair match //Dirty kluge if(movesPlayer.equals("76")||movesPlayer.equals("67")) cell=9; else if(movesPlayer.equals("92")||movesPlayer.equals("29")) cell=3; else if (movesPlayer.equals("18")||movesPlayer.equals("81")) cell=7; else if(movesPlayer.equals("73")||movesPlayer.equals("37")) cell=4*((int)(Math.random()*2)+1); else if(movesPlayer.equals("19")||movesPlayer.equals("91")) cell=4+2*(int)(Math.pow(-1, (int)(Math.random()*2)));

mark(cell,1); fixWeights(); crossbank.put(cell, 0); return cell; } private int playerMove() { System.out.print("What's your move?: "); BufferedReader br=new BufferedReader(new InputStreamReader(System.in)); int cell=0; int okay=0; while(okay==0) { try { cell=Integer.parseInt(br.readLine()); } catch(Exception e) { System.out.println(e.getMessage()); } if(cell==7494) { override=1; return -1; } if((cell<1||cell>9)||weights[cell-1]==Integer.MIN_VALUE) System.out.print("Invalid move. Try again:"); else okay=1; } playerMoved(cell); System.out.println(); return cell; } private void playerMoved(int cell) { movesPlayer+=cell; mark(cell,0); fixWeights(); knotbank.put(cell, 0); } private int checkForWin() { int crossflag=0,knotflag=0; for(int i=0;i<wins.length;i++) { if(crossbank.containsKey(wins[i][0])) if(crossbank.containsKey(wins[i][1])) if(crossbank.containsKey(wins[i][2])) { crossflag=1; break; } if(knotbank.containsKey(wins[i][0])) if(knotbank.containsKey(wins[i][1])) if(knotbank.containsKey(wins[i][2])) { knotflag=1; break; } } if(knotflag==1) { display(grid); System.out.println("O wins."); return playerid; } else if(crossflag==1) { display(grid); System.out.println("X wins."); return compid; }

for(int i=0;i<weights.length;i++) if(weights[i]!=Integer.MIN_VALUE) return playingid; System.out.println("Truce");

return truceid; } private void display(char[][] grid) { for(int i=0;i<3;i++) { System.out.println("\n-------"); System.out.print("|"); for(int j=0;j<3;j++) System.out.print(grid[i][j]+"|"); } System.out.println("\n-------"); } } </lang>

Start?(y/n):y
Use a standard numpad as an entry grid, as so:
-------
|7|8|9|
-------
|4|5|6|
-------
|1|2|3|
-------
Begin

-------
| | | |
-------
| | | |
-------
| | | |
-------
What's your move?: 4

-------
| | | |
-------
|o| | |
-------
| | | |
-------

(...)

Computer plays: 7
-------
|x| |o|
-------
|o|x|o|
-------
|x|o|x|
-------
X wins.

Score: Player-0 AI-1
Another?(y/n):n
Game over.


This version uses javax.swing. <lang java>import javax.swing.*; import java.awt.*; import java.awt.event.*; import java.util.logging.Logger; /**

  • TicTacToe Application
  • @author Steve Robinson
  • @version 1.0
  • /

class TicTacToeFrame extends JFrame {

JButton [][] buttons= new JButton[3][3];
JTextField statusBar;
GamePanel panel;
Integer turn;
GameListener listener=new GameListener();
Integer count;
public TicTacToeFrame()
{

setLayout(new BorderLayout());

 panel=new GamePanel();
 add(panel,BorderLayout.CENTER);
 statusBar=new JTextField("Player1's Turn");
 statusBar.setEditable(false);
 add(statusBar,BorderLayout.SOUTH);
 setTitle("Tic Tac Toe!");
 setVisible(true);
 setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
 setBounds(400,400,300,300);
}
class GamePanel extends JPanel
{
 public GamePanel()
 {
  setLayout(new GridLayout(3,3));
  turn =1;
  count=0;
  for(int i=0;i<3;i++)
   for(int j=0;j<3;j++)   {
    buttons[i][j]=new JButton();
    buttons[i][j].putClientProperty("INDEX", new Integer[]{i,j});
    buttons[i][j].putClientProperty("OWNER", null);
    buttons[i][j].addActionListener(listener);
    add(buttons[i][j]);
   }
 }
}
class GameListener implements ActionListener
{
 public void actionPerformed(ActionEvent e)
 {
  count++;
  JButton b=(JButton)e.getSource();
  Integer[]index=(Integer[]) b.getClientProperty("INDEX");
  //System.out.println(turn); //turn                  //   //System.out.println("["+index[0]+"]"+"["+index[1]+"]");         //
  b.putClientProperty("OWNER", turn);
  Icon ico=new ImageIcon(turn.toString()+".gif");
  b.setIcon(ico);
  b.setEnabled(false);
  boolean result=checkVictoryCondition(index);
  if(result)
  {
   JOptionPane.showMessageDialog(null, "Player "+turn.toString()+" Wins");
   initComponents();
  }
  else
  {
   if(turn==1)
   {
    turn=2;
    statusBar.setText("Player2's Turn");
   }
   else
   {
    turn=1;
    statusBar.setText("Player1's Turn");
   }
  }
  if(count==9)
  {
   JOptionPane.showMessageDialog(null, "Match is a draw!");
   initComponents();
  }
 }
 Integer getOwner(JButton b)
 {
  return (Integer)b.getClientProperty("OWNER");
 }
 //PrintButtonMap for Diagnostics
 void printbuttonMap(Integer [][]bMap)
 {
  for(int i=0;i    for(int j=0;j     System.out.print(bMap[i][j]+" ");
   System.out.println("");
  }
 }
 boolean checkVictoryCondition(Integer [] index)
 {
  /*Integer[][]buttonMap=new Integer[][] {
    { getOwner(buttons[0][0]),getOwner(buttons[0][1]),getOwner(buttons[0][2])},
    { getOwner(buttons[1][0]),getOwner(buttons[1][1]),getOwner(buttons[1][2])},
    { getOwner(buttons[2][0]),getOwner(buttons[2][1]),getOwner(buttons[2][2])}
  };
  printbuttonMap(buttonMap); */
  Integer a=index[0];
               Integer b=index[1];
  int i;
  //check row
  for(i=0;i<3;i++)  {
   if(getOwner(buttons[a][i])!=getOwner(buttons[a][b]))
    break;
  }
  if(i==3)
   return true;
  //check column
  for(i=0;i<3;i++)  {
   if(getOwner(buttons[i][b])!=getOwner(buttons[a][b]))
    break;
  }
  if(i==3)
   return true;
  //check diagonal
  if((a==2&&b==2)||(a==0&&b==0)||(a==1&&b==1)||(a==0&&b==2)||(a==2&&b==0))
  {
   //left diagonal
   for(i=0;i     if(getOwner(buttons[i][i])!=getOwner(buttons[a][b]))
     break;
   if(i==3)
    return true;
   //right diagonal
   if((getOwner(buttons[0][2])==getOwner(buttons[a][b]))&&(getOwner(buttons[1][1])==getOwner(buttons[a][b]))&&(getOwner(buttons[2][0])==getOwner(buttons[a][b])))
    return true;
   }
  return false;
 }
}
void initComponents()
{
 for(int i=0;i<3;i++)  
  for(int j=0;j<3;j++)  {
   buttons[i][j].putClientProperty("INDEX", new Integer[]{i,j});
   buttons[i][j].putClientProperty("OWNER",null);
   buttons[i][j].setIcon(null);
   buttons[i][j].setEnabled(true);
   turn=1;
   count=0;
   statusBar.setText("Player1's Turn");
  }
}

} class TicTacToe {

public static void main(String[] args) {
 EventQueue.invokeLater(new Runnable(){
  public void run()
  {
   TicTacToeFrame frame=new TicTacToeFrame();
  }
 });
}

} </lang>

Graphical Java Example <lang java> import javax.swing.*; import java.awt.event.*; import java.awt.*;


//Make sure the name of the class is the same as the .java file name. //If you change the class name you should change the class object name in runGUI method public class ticTacToeCallum implements ActionListener {

 static JFrame frame;          
 static JPanel contentPane;    
 static JLabel lblEnterFirstPlayerName, lblEnterSecondPlayerName, lblFirstPlayerScore, lblSecondPlayerScore;    
 static JButton btnButton1, btnButton2, btnButton3, btnButton4, btnButton5, btnButton6, btnButton7, btnButton8, btnButton9, btnClearBoard, btnClearAll, btnCloseGame;     
 static JTextField txtEnterFirstPlayerName, txtEnterSecondPlayerName;  
 static Icon imgicon = new ImageIcon("saveIcon.JPG");
 Font buttonFont = new Font("Arial", Font.PLAIN, 20);
 
 
 //to adjust the frame size change the values in pixels
 static int width = 600;
 static int length = 400;
 static int firstPlayerScore = 0;
 static int secondPlayerScore = 0;
 static int playerTurn = 1;
 static int roundComplete = 0;
 static int button1 = 1, button2 = 1, button3 = 1, button4 = 1, button5 = 1, button6 = 1, button7 = 1, button8 = 1, button9 = 1; // 1 is true, 0 is false
 
 public ticTacToeCallum(){
   frame = new JFrame("Tic Tac Toe ^_^");
   frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
   
   contentPane = new JPanel();
   contentPane.setLayout(new GridLayout(6, 3, 10, 10));
   contentPane.setBorder(BorderFactory.createEmptyBorder(20, 20, 20, 20));
  
   btnButton1 = new JButton("");
   btnButton1.setFont(buttonFont);
   btnButton1.setAlignmentX(JButton.CENTER_ALIGNMENT);
   btnButton1.setIcon(imgicon);
   btnButton1.setActionCommand("CLICK1");    
   btnButton1.addActionListener(this);  
   contentPane.add(btnButton1);
   
   btnButton2 = new JButton("");
   btnButton2.setFont(buttonFont);
   btnButton2.setAlignmentX(JButton.CENTER_ALIGNMENT);
   btnButton2.setIcon(imgicon);
   btnButton2.setActionCommand("CLICK2");    
   btnButton2.addActionListener(this);      
   contentPane.add(btnButton2);
   
   btnButton3 = new JButton(""); 
   btnButton3.setFont(buttonFont);
   btnButton3.setAlignmentX(JButton.CENTER_ALIGNMENT);
   btnButton3.setIcon(imgicon);
   btnButton3.setActionCommand("CLICK3");    
   btnButton3.addActionListener(this);      
   contentPane.add(btnButton3);
   
   btnButton4 = new JButton("");
   btnButton4.setFont(buttonFont);
   btnButton4.setAlignmentX(JButton.CENTER_ALIGNMENT);
   btnButton4.setIcon(imgicon);
   btnButton4.setActionCommand("CLICK4");    
   btnButton4.addActionListener(this);      
   contentPane.add(btnButton4);
   
   btnButton5 = new JButton(""); 
   btnButton5.setFont(buttonFont);
   btnButton5.setAlignmentX(JButton.CENTER_ALIGNMENT);
   btnButton5.setIcon(imgicon);
   btnButton5.setActionCommand("CLICK5");    
   btnButton5.addActionListener(this);      
   contentPane.add(btnButton5);
   
   btnButton6 = new JButton(""); 
   btnButton6.setFont(buttonFont);
   btnButton6.setAlignmentX(JButton.CENTER_ALIGNMENT);
   btnButton6.setIcon(imgicon);
   btnButton6.setActionCommand("CLICK6");    
   btnButton6.addActionListener(this);      
   contentPane.add(btnButton6);
   
   btnButton7 = new JButton(""); 
   btnButton7.setFont(buttonFont);
   btnButton7.setAlignmentX(JButton.CENTER_ALIGNMENT);
   btnButton7.setIcon(imgicon);
   btnButton7.setActionCommand("CLICK7");    
   btnButton7.addActionListener(this);      
   contentPane.add(btnButton7);
   
   btnButton8 = new JButton(""); 
   btnButton8.setFont(buttonFont);
   btnButton8.setAlignmentX(JButton.CENTER_ALIGNMENT);
   btnButton8.setIcon(imgicon);
   btnButton8.setActionCommand("CLICK8");    
   btnButton8.addActionListener(this);      
   contentPane.add(btnButton8);
   
   btnButton9 = new JButton("");
   btnButton9.setFont(buttonFont);
   btnButton9.setAlignmentX(JButton.CENTER_ALIGNMENT);
   btnButton9.setIcon(imgicon);
   btnButton9.setActionCommand("CLICK9");    
   btnButton9.addActionListener(this);      
   contentPane.add(btnButton9);
   
   lblEnterFirstPlayerName = new JLabel("Enter First Player's Name");
   contentPane.add(lblEnterFirstPlayerName);
   
   txtEnterFirstPlayerName = new JTextField("");
   contentPane.add(txtEnterFirstPlayerName);
   
   lblFirstPlayerScore = new JLabel("Score: " + firstPlayerScore);
   contentPane.add(lblFirstPlayerScore);
   
   lblEnterSecondPlayerName = new JLabel("Enter Second Player's Name");
   contentPane.add(lblEnterSecondPlayerName);
   
   txtEnterSecondPlayerName = new JTextField("");
   contentPane.add(txtEnterSecondPlayerName);
   
   lblSecondPlayerScore = new JLabel("Score: " + secondPlayerScore);
   contentPane.add(lblSecondPlayerScore);
   
   btnClearBoard = new JButton("Clear Board");  
   btnClearBoard.setAlignmentX(JButton.CENTER_ALIGNMENT);
   btnClearBoard.setIcon(imgicon);
   btnClearBoard.setActionCommand("CLICKClearBoard");    
   btnClearBoard.addActionListener(this);      
   contentPane.add(btnClearBoard);
   
   btnClearAll = new JButton("Clear All");  
   btnClearAll.setAlignmentX(JButton.CENTER_ALIGNMENT);
   btnClearAll.setIcon(imgicon);
   btnClearAll.setActionCommand("CLICKClearAll");    
   btnClearAll.addActionListener(this);      
   contentPane.add(btnClearAll);
   
   btnCloseGame = new JButton("Close Game"); 
   btnCloseGame.setAlignmentX(JButton.CENTER_ALIGNMENT);
   btnCloseGame.setIcon(imgicon);
   btnCloseGame.setActionCommand("CLICKCloseGame");    
   btnCloseGame.addActionListener(this);      
   contentPane.add(btnCloseGame);
   
   frame.setContentPane(contentPane);
   frame.pack();
   frame.setSize(width,length);
   frame.setVisible(true);
 }
 public void actionPerformed(ActionEvent event) {
   String eventName = event.getActionCommand();
    if (eventName.equals("CLICK1")) {
   	 if (button1 == 1){
   		 if (playerTurn == 1){
   			 btnButton1.setForeground(Color.RED);
   			 btnButton1.setText("X");
  	  			 playerTurn = 2;
   			 button1 = 0;
   		 } else if (playerTurn == 2) {
   			 btnButton1.setForeground(Color.GREEN);
   			 btnButton1.setText("O");
   			 playerTurn = 1;
   			 button1 = 0;
   		 }
   	 }
     } else if (eventName.equals ("CLICK2")) {
   	  if (button2 == 1){	
   	  	if (playerTurn == 1){
   	  		btnButton2.setForeground(Color.RED);
   	  		btnButton2.setText("X");
 	  			playerTurn = 2;
   	  		button2 = 0;
   	  	} else if (playerTurn == 2) {
   	  		btnButton2.setForeground(Color.GREEN);
   	  		btnButton2.setText("O");
   	  		playerTurn = 1;
   	  		button2 = 0;
   	  	}
   	  }	
     }	else if (eventName.equals ("CLICK3")) {
   	  if (button3 == 1){	
     	  	if (playerTurn == 1){
     	  		btnButton3.setForeground(Color.RED);
     	  		btnButton3.setText("X");
 	  			playerTurn = 2;
     	  		button3 = 0;
     	  	} else if (playerTurn == 2) {
     	  		btnButton3.setForeground(Color.GREEN);
     	  		btnButton3.setText("O");
     	  		playerTurn = 1;
     	  		button3 = 0;
     	  	}
     	  }
     }	else if (eventName.equals ("CLICK4")) {
   	  if (button4 == 1){	
     	  	if (playerTurn == 1){
     	  		btnButton4.setForeground(Color.RED);
     	  		btnButton4.setText("X");
 	  			playerTurn = 2;
     	  		button4 = 0;
     	  	} else if (playerTurn == 2) {
     	  		btnButton4.setForeground(Color.GREEN);
     	  		btnButton4.setText("O");
     	  		playerTurn = 1;
     	  		button4 = 0;
     	  	}
     	  }
     }	else if (eventName.equals ("CLICK5")) {
   	  if (button5 == 1){	
     	  	if (playerTurn == 1){
     	  		btnButton5.setForeground(Color.RED);
 	  			btnButton5.setText("X");
 	  			playerTurn = 2;
 	  			button5 = 0;
     	  	} else if (playerTurn == 2) {
     	  		btnButton5.setForeground(Color.GREEN);
 	  			btnButton5.setText("O");
 	  			playerTurn = 1;
 	  			button5 = 0;
     	  	}
     	  }
     } else if (eventName.equals ("CLICK6")) {
   	  if (button6 == 1){	
     	  	if (playerTurn == 1){
     	  		btnButton6.setForeground(Color.RED);
 	  			btnButton6.setText("X");
 	  			playerTurn = 2;
 	  			button6 = 0;
     	  	} else if (playerTurn == 2) {
     	  		btnButton6.setForeground(Color.GREEN);
 	  			btnButton6.setText("O");
 	  			playerTurn = 1;
 	  			button6 = 0;
     	  	}
     	  }
     } else if (eventName.equals ("CLICK7")) {
   	  if (button7 == 1){	
     	  	if (playerTurn == 1){
     	  		btnButton7.setForeground(Color.RED);
 	  			btnButton7.setText("X");
 	  			playerTurn = 2;
 	  			button7 = 0;
     	  	} else if (playerTurn == 2) {
     	  		btnButton7.setForeground(Color.GREEN);
 	  			btnButton7.setText("O");
 	  			playerTurn = 1;
 	  			button7 = 0;
     	  	}
     	  }
     } else if (eventName.equals ("CLICK8")) {
   	  if (button8 == 1){	
     	  	if (playerTurn == 1){
     	  		btnButton8.setForeground(Color.RED);
 	  			btnButton8.setText("X");
 	  			playerTurn = 2;
 	  			button8 = 0;
     	  	} else if (playerTurn == 2) {
     	  		btnButton8.setForeground(Color.GREEN);
 	  			btnButton8.setText("O");
 	  			playerTurn = 1;
 	  			button8 = 0;
     	  	}
     	  }
     } else if (eventName.equals ("CLICK9")) {
   	  if (button9 == 1){	
     	  	if (playerTurn == 1){
     	  		btnButton9.setForeground(Color.RED);
 	  			btnButton9.setText("X");
 	  			playerTurn = 2;
 	  			button9 = 0;
     	  	} else if (playerTurn == 2) {
     	  		btnButton9.setForeground(Color.GREEN);
 	  			btnButton9.setText("O");
 	  			playerTurn = 1;
 	  			button9 = 0;
     	  	}
     	  }
     } else if (eventName.equals ("CLICKClearBoard")) {
         
   	  btnButton1.setText("");
         btnButton2.setText("");
         btnButton3.setText("");
         btnButton4.setText("");
         btnButton5.setText("");
         btnButton6.setText("");
         btnButton7.setText("");
         btnButton8.setText("");
         btnButton9.setText("");
         
         button1 = 1;
         button2 = 1;
         button3 = 1;
         button4 = 1;
         button5 = 1;
         button6 = 1;
         button7 = 1;
         button8 = 1;
         button9 = 1;
         
         playerTurn = 1;
         
         roundComplete = 0;
         
     } else if (eventName.equals ("CLICKClearAll")) {
   	  
   	  btnButton1.setText("");
         btnButton2.setText("");
         btnButton3.setText("");
         btnButton4.setText("");
         btnButton5.setText("");
         btnButton6.setText("");
         btnButton7.setText("");
         btnButton8.setText("");
         btnButton9.setText("");
         
         firstPlayerScore = 0;
         lblFirstPlayerScore.setText("Score: " + firstPlayerScore);
         secondPlayerScore = 0;
         lblSecondPlayerScore.setText("Score: " + secondPlayerScore);
         
         txtEnterFirstPlayerName.setText("");
         txtEnterSecondPlayerName.setText("");
         
         button1 = 1;
         button2 = 1;
         button3 = 1;
         button4 = 1;
         button5 = 1;
         button6 = 1;
         button7 = 1;
         button8 = 1;
         button9 = 1;
        
         playerTurn = 1;
         
         roundComplete = 0;
         
     } else if (eventName.equals ("CLICKCloseGame")) {
   	  System.exit(0);
     }  
    score();
   }
 
 
 public static void score(){

if (roundComplete == 0){ if (btnButton1.getText().equals(btnButton2.getText()) && btnButton1.getText().equals(btnButton3.getText())){ if (btnButton1.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton1.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton1.getText().equals(btnButton4.getText()) && btnButton1.getText().equals(btnButton7.getText())){ if (btnButton1.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton1.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton1.getText().equals(btnButton5.getText()) && btnButton1.getText().equals(btnButton9.getText())){ if (btnButton1.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton1.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton7.getText().equals(btnButton8.getText()) && btnButton7.getText().equals(btnButton9.getText())){ if (btnButton7.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton7.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton7.getText().equals(btnButton5.getText()) && btnButton7.getText().equals(btnButton3.getText())){ if (btnButton7.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton7.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton3.getText().equals(btnButton6.getText()) && btnButton3.getText().equals(btnButton9.getText())){ if (btnButton3.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton3.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton4.getText().equals(btnButton5.getText()) && btnButton4.getText().equals(btnButton6.getText())){ if (btnButton4.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton4.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } if (btnButton2.getText().equals(btnButton5.getText()) && btnButton2.getText().equals(btnButton8.getText())){ if (btnButton2.getText().equals("X")){ firstPlayerScore += 1; lblFirstPlayerScore.setText("Score: " + firstPlayerScore); roundComplete = 1; } else if (btnButton2.getText().equals("O")){ secondPlayerScore += 1; lblSecondPlayerScore.setText("Score: " + secondPlayerScore); roundComplete = 1; } } } if (roundComplete == 1){ button1 = 0; button2 = 0; button3 = 0; button4 = 0; button5 = 0; button6 = 0; button7 = 0; button8 = 0; button9 = 0; }

 }
 
 /**
  * Create and show the GUI.
  */
 private static void runGUI() {
   ticTacToeCallum        greeting     = new ticTacToeCallum();
 }
 
 
 
 //Do not change this method
 public static void main(String[] args) {
   /* Methods that create and show a GUI should be run from an event-dispatching thread */
   javax.swing.SwingUtilities.invokeLater(new Runnable() {
     public void run() {
       runGUI();
     }
   });
 }

} </lang> The following program may be executed for a player-against-player game. <lang java> import javax.swing.*; import javax.swing.border.Border; import java.awt.*;

public class TicTacToe {

       private static int turnNumber = 0;
       private static final JPanel panel = new JPanel();
       private static final JTextField ta = new JTextField("Player A's Turn (X)");
       private static final JButton r1c1 = new JButton("");
       private static final JButton r1c2 = new JButton("");
       private static final JButton r1c3 = new JButton("");
       private static final JButton r2c1 = new JButton("");
       private static final JButton r2c2 = new JButton("");
       private static final JButton r2c3 = new JButton("");
       private static final JButton r3c1 = new JButton("");
       private static final JButton r3c2 = new JButton("");
       private static final JButton r3c3 = new JButton("");
       private static final JButton restart = new JButton("New Game");
       private static final JPanel startMain = new JPanel();
   public static void main(String[]args){
       JFrame frame = new JFrame("Tic Tac Toe");
       frame.setSize(600,650);
       ta.setEditable(false);
       restart.addActionListener(e -> {
           enableAll();
           ta.setText("Player A's Turn (X)");
       });
       r1c1.setSize(67,67);
       r1c1.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
       r1c1.addActionListener(e -> {
           turnNumber++;
           if(turnNumber % 2 == 0){
               r1c1.setText("O");
               r1c1.setEnabled(false);
               ta.setText("Player A's Turn (X)");
           }else{
               r1c1.setText("X");
               r1c1.setEnabled(false);
               ta.setText("Player B's Turn (O)");
           }
           checkWin();
       });
       r1c2.setSize(67,67);
       r1c2.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
       r1c2.addActionListener(e -> {
           turnNumber++;
           if(turnNumber % 2 == 0){
               r1c2.setText("O");
               r1c2.setEnabled(false);
               ta.setText("Player A's Turn (X)");
           }else{
               r1c2.setText("X");
               r1c2.setEnabled(false);
               ta.setText("Player B's Turn (O)");
           }
           checkWin();
       });
       r1c3.setSize(67,67);
       r1c3.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
       r1c3.addActionListener(e -> {
           turnNumber++;
           if(turnNumber % 2 == 0){
               r1c3.setText("O");
               r1c3.setEnabled(false);
               ta.setText("Player A's Turn (X)");
           }else{
               r1c3.setText("X");
               r1c3.setEnabled(false);
               ta.setText("Player B's Turn (O)");
           }
           checkWin();
       });
       r2c1.setSize(67,67);
       r2c1.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
       r2c1.addActionListener(e -> {
           turnNumber++;
           if(turnNumber % 2 == 0){
               r2c1.setText("O");
               r2c1.setEnabled(false);
               ta.setText("Player A's Turn (X)");
           }else{
               r2c1.setText("X");
               r2c1.setEnabled(false);
               ta.setText("Player B's Turn (O)");
           }
           checkWin();
       });
       r2c2.setSize(67,67);
       r2c2.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
       r2c2.addActionListener(e -> {
           turnNumber++;
           if(turnNumber % 2 == 0){
               r2c2.setText("O");
               r2c2.setEnabled(false);
               ta.setText("Player A's Turn (X)");
           }else{
               r2c2.setText("X");
               r2c2.setEnabled(false);
               ta.setText("Player B's Turn (O)");
           }
           checkWin();
       });
       r2c3.setSize(67,67);
       r2c3.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
       r2c3.addActionListener(e -> {
           turnNumber++;
           if(turnNumber % 2 == 0){
               r2c3.setText("O");
               r2c3.setEnabled(false);
               ta.setText("Player A's Turn (X)");
           }else{
               r2c3.setText("X");
               r2c3.setEnabled(false);
               ta.setText("Player B's Turn (O)");
           }
           checkWin();
       });
       r3c1.setSize(67,67);
       r3c1.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
       r3c1.addActionListener(e -> {
           turnNumber++;
           if(turnNumber % 2 == 0){
               r3c1.setText("O");
               r3c1.setEnabled(false);
               ta.setText("Player A's Turn (X)");
           }else{
               r3c1.setText("X");
               r3c1.setEnabled(false);
               ta.setText("Player B's Turn (O)");
           }
           checkWin();
       });
       r3c2.setSize(67,67);
       r3c2.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
       r3c2.addActionListener(e -> {
           turnNumber++;
           if(turnNumber % 2 == 0){
               r3c2.setText("O");
               r3c2.setEnabled(false);
               ta.setText("Player A's Turn (X)");
           }else{
               r3c2.setText("X");
               r3c2.setEnabled(false);
               ta.setText("Player B's Turn (O)");
           }
           checkWin();
       });
       r3c3.setSize(67,67);
       r3c3.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
       r3c3.addActionListener(e -> {
           turnNumber++;
           if(turnNumber % 2 == 0){
               r3c3.setText("O");
               r3c3.setEnabled(false);
               ta.setText("Player A's Turn (X)");
           }else{
               r3c3.setText("X");
               r3c3.setEnabled(false);
               ta.setText("Player B's Turn (O)");
           }
           checkWin();
       });
       panel.setLayout(new GridLayout(3,3));
       panel.add(r1c1);
       panel.add(r1c2);
       panel.add(r1c3);
       panel.add(r2c1);
       panel.add(r2c2);
       panel.add(r2c3);
       panel.add(r3c1);
       panel.add(r3c2);
       panel.add(r3c3);
       startMain.setLayout(new GridLayout(5,5));
       JButton start = new JButton("Start");
       JLabel main = new JLabel("Tic Tac Toe", SwingConstants.CENTER);
       main.setFont(new Font("Trebuchet MS", Font.PLAIN, 70));
       main.setSize(400,400);
       startMain.add(main);
       startMain.add(start);
       frame.add(startMain);
       frame.setVisible(true);
       frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
       start.addActionListener(e -> {
           startMain.setVisible(false);
           frame.add(restart, BorderLayout.PAGE_START);
           frame.add(ta, BorderLayout.PAGE_END);
           frame.add(panel, BorderLayout.CENTER);
       });
   }
   public static void checkWin(){
       if(r1c1.getText().equals("X") && r1c2.getText().equals("X") && r1c3.getText().equals("X")){
           ta.setText("Player A Won! (X)");
           disableAll();
       }else if(r1c1.getText().equals("O") && r1c2.getText().equals("O") && r1c3.getText().equals("O")){
           ta.setText("Player B Won! (O)");
           disableAll();
       }else if(r1c1.getText().equals("X") && r2c2.getText().equals("X") && r3c3.getText().equals("X")){
           ta.setText("Player A Won! (X)");
           disableAll();
       }else if(r1c1.getText().equals("O") && r2c2.getText().equals("O") && r3c3.getText().equals("O")){
           ta.setText("Player B Won! (O)");
           disableAll();
       }else if(r1c1.getText().equals("X") && r2c1.getText().equals("X") && r3c1.getText().equals("X")){
           ta.setText("Player A Won! (X)");
           disableAll();
       }else if(r1c1.getText().equals("O") && r2c1.getText().equals("O") && r3c1.getText().equals("O")){
           ta.setText("Player B Won! (O)");
           disableAll();
       }else if(r2c1.getText().equals("X") && r2c2.getText().equals("X") && r2c3.getText().equals("X")){
           ta.setText("Player A Won! (X)");
           disableAll();
       }else if(r2c1.getText().equals("O") && r2c2.getText().equals("O") && r2c3.getText().equals("O")){
           ta.setText("Player B Won! (O)");
           disableAll();
       }else if(r1c2.getText().equals("X") && r2c2.getText().equals("X") && r3c2.getText().equals("X")){
           ta.setText("Player A Won! (X)");
           disableAll();
       }else if(r1c2.getText().equals("O") && r2c2.getText().equals("O") && r3c2.getText().equals("O")){
           ta.setText("Player B Won! (O)");
           disableAll();
       }else if(r1c3.getText().equals("X") && r2c3.getText().equals("X") && r3c3.getText().equals("X")){
           ta.setText("Player A Won! (X)");
           disableAll();
       }else if(r1c3.getText().equals("O") && r2c3.getText().equals("O") && r3c3.getText().equals("O")){
           ta.setText("Player B Won! (O)");
           disableAll();
       }else if(r3c1.getText().equals("X") && r3c2.getText().equals("X") && r3c3.getText().equals("X")){
           ta.setText("Player A Won! (X)");
           disableAll();
       }else if(r3c1.getText().equals("O") && r3c2.getText().equals("O") && r3c3.getText().equals("O")){
           ta.setText("Player B Won! (O)");
           disableAll();
       }else if(r3c1.getText().equals("X") && r2c2.getText().equals("X") && r1c3.getText().equals("X")){
           ta.setText("Player A Won! (X)");
           disableAll();
       }else if(r3c1.getText().equals("O") && r2c2.getText().equals("O") && r1c3.getText().equals("O")){
           ta.setText("Player B Won! (O)");
           disableAll();
       }else if(!r1c1.isEnabled() && !r1c2.isEnabled() && !r1c3.isEnabled() && !r2c1.isEnabled() && !r2c2.isEnabled() && !r2c3.isEnabled() && !r3c1.isEnabled() && !r3c2.isEnabled() && !r3c3.isEnabled()){
           ta.setText("Draw!");
           disableAll();
       }
   }
   public static void disableAll(){
       r1c1.setEnabled(false);
       r1c2.setEnabled(false);
       r1c3.setEnabled(false);
       r2c1.setEnabled(false);
       r2c2.setEnabled(false);
       r2c3.setEnabled(false);
       r3c1.setEnabled(false);
       r3c2.setEnabled(false);
       r3c3.setEnabled(false);
   }
   public static void enableAll(){
       turnNumber = 0;
       r1c1.setEnabled(true);
       r1c2.setEnabled(true);
       r1c3.setEnabled(true);
       r2c1.setEnabled(true);
       r2c2.setEnabled(true);
       r2c3.setEnabled(true);
       r3c1.setEnabled(true);
       r3c2.setEnabled(true);
       r3c3.setEnabled(true);
       r1c1.setText("");
       r1c2.setText("");
       r1c3.setText("");
       r2c1.setText("");
       r2c2.setText("");
       r2c3.setText("");
       r3c1.setText("");
       r3c2.setText("");
       r3c3.setText("");
       panel.setEnabled(true);
   }

} </lang>

JavaScript

HTML5 Canvas implementation. Should play perfectly or near-perfectly. <lang Javascript> <!DOCTYPE html>

<html>

<head>

   <meta charset="utf-8" />
   <title>TicTacToe</title>

</head>

<body>

   <canvas id="canvas" width="400" height="400"></canvas>
   <script>
       //All helper functions
       isBetween = (num, a, b) => {
           return num >= a && num <= b;
       }
       randInt = (low, high) => {
           return Math.floor(Math.random() * (high - low + 1)) + low;
       }
       choice = arr => {
           return arr[randInt(0, arr.length - 1)];
       }
       //Checks if every value in an array equals an item
       equals = (arr, item) => {
           return arr.filter(a => {
               return a === item;
           }).length === arr.length;
       }
       //Returns number of items in array that equal an item
       equallen = (arr, item) => {
           return arr.filter(a => {
               return a === item;
           }).length
       }
       //Checks if any value in the array equals an item
       equalanyof = (arr, item) => {
           return equallen(arr, item) > 0;
       }
       //Should be scalable, but it uses default elements for calculations and tracking
       let canvas = document.getElementById("canvas");
       let ctx = canvas.getContext("2d");
       const width = canvas.width;
       const blockSize = canvas.width / 3;
       const lineSize = blockSize / 5;
       //Draws background
       ctx.fillStyle = "rgb(225, 225, 225)";
       ctx.fillRect(0, 0, 400, 400);
       //Title page
       ctx.fillStyle = "rgb(0, 0, 0)";
       ctx.font = width / (250 / 17) + "px Arial"; //34
       ctx.textAlign = "center";
       ctx.fillText("Tic Tac Toe", width / 2, width / (2 + 2 / 3)); //200, 150
       //Button for starting
       ctx.fillStyle = "rgb(200, 200, 200)";
       ctx.fillRect(width / 3.2, width / 2, width / (2 + 2 / 3), width / 8); //125, 200, 150, 50
       ctx.fillStyle = "rgb(0, 0, 0)";
       ctx.font = width / (200 / 9) + "px Arial"; //18
       ctx.fillText("Start", width / 2, width / (40 / 23)); //200, 230
       //Uses an array so a forEach loop can scan it for the correct tile
       let tileArray = []; //Contains all tiles
       let available = []; //Contains only available tiles
       class Tile {
           constructor(x, y) {
               this.x = x * blockSize;
               this.y = y * blockSize;
               this.state = "none";
               tileArray.push(this);
               available.push(this);
           }
           draw() {
               ctx.strokeStyle = "rgb(175, 175, 175)";
               ctx.lineWidth = blockSize / 10;
               if (this.state === "X") {
                   ctx.beginPath();
                   ctx.moveTo(this.x + blockSize / 4, this.y + blockSize / 4);
                   ctx.lineTo(this.x + blockSize / (4 / 3), this.y + blockSize / (4 / 3));
                   ctx.moveTo(this.x + blockSize / 4, this.y + blockSize / (4 / 3));
                   ctx.lineTo(this.x + blockSize / (4 / 3), this.y + blockSize / 4);
                   ctx.stroke();
               } else if (this.state === "O") {
                   ctx.beginPath();
                   ctx.arc(this.x + blockSize / 2, this.y + blockSize / 2, blockSize / 4, 0, 2 * Math.PI);
                   ctx.stroke();
               }
               //Removes this from the available array
               const ind = available.indexOf(this);
               available = available.slice(0, ind).concat(available.slice(ind + 1, available.length));
           }
       }


       //Defines the game
       let game = {
           state: "start",
           turn: "Player",
           player: "X",
           opp: "O"
       }
       //Generates tiles
       for (let x = 0; x < 3; x++) {
           for (let y = 0; y < 3; y++) {
               new Tile(x, y);
           }
       }
       //Gets the mouse position
       getMousePos = evt => {
           let rect = canvas.getBoundingClientRect();
           return {
               x: evt.clientX - rect.left,
               y: evt.clientY - rect.top
           }
       }
       //Checks for win conditions
       checkCondition = () => {
           //Local variables are created to make access easier
           let as = tileArray[0].state;
           let bs = tileArray[1].state;
           let cs = tileArray[2].state;
           let ds = tileArray[3].state;
           let es = tileArray[4].state;
           let fs = tileArray[5].state;
           let gs = tileArray[6].state;
           let hs = tileArray[7].state;
           let is = tileArray[8].state;
           //Equals function checks if each value in the array has a state of X or O
           if (equals([as, bs, cs], "X") || equals([ds, es, fs], "X") || equals([gs, hs, is], "X") ||
               equals([as, ds, gs], "X") || equals([bs, es, hs], "X") || equals([cs, fs, is], "X") ||
               equals([as, es, is], "X") || equals([cs, es, gs], "X")) {
               alert("Player wins!");
               game.state = "over";
           } else if (equals([as, bs, cs], "O") || equals([ds, es, fs], "O") || equals([gs, hs, is], "O") ||
               equals([as, ds, gs], "O") || equals([bs, es, hs], "O") || equals([cs, fs, is], "O") ||
               equals([as, es, is], "O") || equals([cs, es, gs], "O")) {
               alert("Opponent wins!");
               game.state = "over";
               //It is a tie if none of the above conditions are fulfilled and there are no available tiles
           } else if (available.length === 0) {
               alert("It's a tie!");
               game.state = "over";
           }
       }
       //Controls the opponent. Uses many nested switches/if-else for efficiency
       oppTurn = () => {
           if (game.state === "game") {
               let tile = 0;
               //Similar local variables as the win checker
               let at = tileArray[0].state;
               let bt = tileArray[1].state;
               let ct = tileArray[2].state;
               let dt = tileArray[3].state;
               let et = tileArray[4].state;
               let ft = tileArray[5].state;
               let gt = tileArray[6].state;
               let ht = tileArray[7].state;
               let it = tileArray[8].state;
               let all = [at, bt, ct, dt, et, ft, gt, ht, it];
               /*The AI will automatically win if possible
               I considered using a filter based system, but it was ugly and
               inelegant, and also redundant
               I used a nested if-else instead
               Equallen checks how many values in the array equal the given value*/
               if (equallen(all, "O") >= 2) {
                   if (equallen([at, bt, ct], "O") === 2 && equallen([at, bt, ct], "X") === 0) {
                       if (at === "none") {
                           tile = tileArray[0];
                       } else if (bt === "none") {
                           tile = tileArray[1];
                       } else if (ct === "none") {
                           tile = tileArray[2];
                       }
                   } else if (equallen([dt, et, ft], "O") === 2 && equallen([dt, et, ft], "X") === 0) {
                       if (dt === "none") {
                           tile = tileArray[3];
                       } else if (et === "none") {
                           tile = tileArray[4];
                       } else if (ft === "none") {
                           tile = tileArray[5];
                       }
                   } else if (equallen([gt, ht, it], "O") === 2 && equallen([gt, ht, it], "X") === 0) {
                       if (gt === "none") {
                           tile = tileArray[6];
                       } else if (ht === "none") {
                           tile = tileArray[7];
                       } else if (it === "none") {
                           tile = tileArray[8];
                       }
                   } else if (equallen([at, dt, gt], "O") === 2 && equallen([at, dt, gt], "X") === 0) {
                       if (at === "none") {
                           tile = tileArray[0];
                       } else if (dt === "none") {
                           tile = tileArray[3];
                       } else if (gt === "none") {
                           tile = tileArray[6];
                       }
                   } else if (equallen([bt, et, ht], "O") === 2 && equallen([bt, et, ht], "X") === 0) {
                       if (bt === "none") {
                           tile = tileArray[1];
                       } else if (et === "none") {
                           tile = tileArray[4];
                       } else if (ht === "none") {
                           tile = tileArray[7];
                       }
                   } else if (equallen([ct, ft, it], "O") === 2 && equallen([ct, ft, it], "X") === 0) {
                       if (ct === "none") {
                           tile = tileArray[2];
                       } else if (ft === "none") {
                           tile = tileArray[5];
                       } else if (it === "none") {
                           tile = tileArray[8];
                       }
                   } else if (equallen([at, et, it], "O") === 2 && equallen([at, et, it], "X") === 0) {
                       if (at === "none") {
                           tile = tileArray[0];
                       } else if (et === "none") {
                           tile = tileArray[4];
                       } else if (it === "none") {
                           tile = tileArray[8];
                       }
                   } else if (equallen([ct, et, gt], "O") === 2 && equallen([ct, et, gt], "X") === 0) {
                       if (ct === "none") {
                           tile = tileArray[2];
                       } else if (et === "none") {
                           tile = tileArray[4];
                       } else if (gt === "none") {
                           tile = tileArray[6];
                       }
                   }
               }
               //Stops player from winning if possible
               if (equallen(all, "X") >= 2 && tile === 0) {
                   if (equallen([at, bt, ct], "X") === 2 && equallen([at, bt, ct], "O") === 0) {
                       if (at === "none") {
                           tile = tileArray[0];
                       } else if (bt === "none") {
                           tile = tileArray[1];
                       } else if (ct === "none") {
                           tile = tileArray[2];
                       }
                   } else if (equallen([dt, et, ft], "X") === 2 && equallen([dt, et, ft], "O") === 0) {
                       if (dt === "none") {
                           tile = tileArray[3];
                       } else if (et === "none") {
                           tile = tileArray[4];
                       } else if (ft === "none") {
                           tile = tileArray[5];
                       }
                   } else if (equallen([gt, ht, it], "X") === 2 && equallen([gt, ht, it], "O") === 0) {
                       if (gt === "none") {
                           tile = tileArray[6];
                       } else if (ht === "none") {
                           tile = tileArray[7];
                       } else if (it === "none") {
                           tile = tileArray[8];
                       }
                   } else if (equallen([at, dt, gt], "X") === 2 && equallen([at, dt, gt], "O") === 0) {
                       if (at === "none") {
                           tile = tileArray[0];
                       } else if (dt === "none") {
                           tile = tileArray[3];
                       } else if (gt === "none") {
                           tile = tileArray[6];
                       }
                   } else if (equallen([bt, et, ht], "X") === 2 && equallen([bt, et, ht], "O") === 0) {
                       if (bt === "none") {
                           tile = tileArray[1];
                       } else if (et === "none") {
                           tile = tileArray[4];
                       } else if (ht === "none") {
                           tile = tileArray[7];
                       }
                   } else if (equallen([ct, ft, it], "X") === 2 && equallen([ct, ft, it], "O") === 0) {
                       if (ct === "none") {
                           tile = tileArray[2];
                       } else if (ft === "none") {
                           tile = tileArray[5];
                       } else if (it === "none") {
                           tile = tileArray[8];
                       }
                   } else if (equallen([at, et, it], "X") === 2 && equallen([at, et, it], "O") === 0) {
                       if (at === "none") {
                           tile = tileArray[0];
                       } else if (et === "none") {
                           tile = tileArray[4];
                       } else if (it === "none") {
                           tile = tileArray[8];
                       }
                   } else if (equallen([ct, et, gt], "X") === 2 && equallen([ct, et, gt], "O") === 0) {
                       if (ct === "none") {
                           tile = tileArray[2];
                       } else if (et === "none") {
                           tile = tileArray[4];
                       } else if (gt === "none") {
                           tile = tileArray[6];
                       }
                   }
               }
               //Other options in case the above are not fulfilled
               //Controls the course of play over the game
               if (tile === 0) {
                   switch (9 - available.length) {
                       case 1:
                           //If the center is taken, it plays randomly in the corner
                           //Otherwise, it takes the center
                           if (et === "X") {
                               tile = tileArray[choice([0, 2, 6, 8])];
                           } else {
                               tile = tileArray[4];
                           }
                           break;
                       case 3:
                           if (et === "X" && (equalanyof([at, ct, gt, it], "O"))) {
                               /*To counter the strategy of
                                   O - -
                                   - X -
                                   X - -
                                   O - -
                                   - X -
                                   - - X
                               and related strategies*/
                               if (at === "X") {
                                   if (it === "none") {
                                       tile = tileArray[8];
                                   } else {
                                       tile = tileArray[choice([2, 6])];
                                   }
                               } else if (ct === "X") {
                                   if (gt === "none") {
                                       tile = tileArray[6];
                                   } else {
                                       tile = tileArray[choice([0, 8])];
                                   }
                               } else if (gt === "X") {
                                   if (ct === "none") {
                                       tile = tileArray[2];
                                   } else {
                                       tile = tileArray[choice([0, 8])];
                                   }
                               } else if (it === "X") {
                                   if (at === "none") {
                                       tile = tileArray[0];
                                   } else {
                                       tile = tileArray[choice([2, 6])];
                                   }
                               }
                           } else {
                               tile = choice(tileArray);
                           }
                           break;
                   }
               }
               //Generates a random number if it could cause an error
               if (tile.state != "none") {
                   tile = choice(available);
               }
               //Draws the selection
               tile.state = game.opp;
               tile.draw();
               checkCondition();
               game.turn = "Player";
           }
       }
       //Click handler
       document.onclick = event => {
           let pos = getMousePos(event);
           switch (game.state) {
               case "start":
                   //Checks if the button was clicked
                   if (isBetween(pos.x, width / 3.2, width / (16 / 11)) && isBetween(pos.y, width / 2, width / 1.6)) {
                       game.state = "game"
                       //Draws the setup for the game
                       ctx.fillStyle = "rgb(225, 225, 225)";
                       ctx.fillRect(0, 0, 400, 400);
                       //Draws the lines
                       ctx.fillStyle = "rgb(200, 200, 200)";
                       ctx.fillRect(blockSize - lineSize / 2, 0, lineSize, width);
                       ctx.fillRect(blockSize * 2 - lineSize / 2, 0, lineSize, width);
                       ctx.fillRect(0, blockSize - lineSize / 2, width, lineSize);
                       ctx.fillRect(0, blockSize * 2 - lineSize / 2, width, lineSize);
                   }
                   break;
               case "game":
                   if (game.turn === "Player") {
                       //Goes through the tile array, checking if the click occurred there
                       tileArray.forEach(tile => {
                           if (isBetween(pos.x, tile.x, tile.x + blockSize) && isBetween(pos.y, tile.y, tile.y + blockSize)) {
                               if (available.indexOf(tile) != -1) {
                                   tile.state = game.player;
                                   tile.draw();
                                   checkCondition();
                                   game.turn = "Opponent";
                                   oppTurn();
                               }
                           }
                       });
                   }
                   break;
           }
       }
   </script>

</body>

</html> </lang>


A Node.js implementation using strategy heuristics as defined in the Wikipedia page linked above. Some of the steps can be embargoed until the board only has n plays left. This makes for a bit of randomness in the gameplay. Human is X and goes first.

<lang Javascript> // Board const topLeft = 1; const topMid = 2; const topRight = 3; const midLeft = 4; const center = 5; const midRight = 6; const botLeft = 7; const botMid = 8; const botRight = 9; const tiles = [

 topLeft, topMid, topRight,
 midLeft, center, midRight,
 botLeft, botMid, botRight

]; const corners = [

 topLeft, topRight,
 botLeft, botRight

]; const sides = [

 topMid,
 midLeft, midRight,
 botMid

]; const winningCombos = [

 [topLeft, topMid, topRight],
 [midLeft, center, midRight],
 [botLeft, botMid, botRight],
 [topLeft, midLeft, botLeft],
 [topMid, center, botMid],
 [topRight, midRight, botRight],
 [topLeft, center, botRight],
 [topRight, center, botLeft],

]; const board = new Map();

// Utility const reset = () => tiles.forEach(e => board.set(e, ' ')); const repeat = (s, n) => Array(n).fill(s).join(); const fromBoard = e => board.get(e); const notSpace = e => e !== ' '; const occupied = e => notSpace(fromBoard(e)); const isAvailable = e => !occupied(e); const notString = s => e => fromBoard(e) !== s; const containsOnly = s => a => a.filter(occupied).map(fromBoard).join() === s; const chooseRandom = a => a[Math.floor(Math.random() * a.length)]; const legalPlays = () => tiles.filter(isAvailable); const legalCorners = () => corners.filter(isAvailable); const legalSides = () => sides.filter(isAvailable); const opponent = s => s === 'X' ? 'O' : 'X'; const hasElements = a => a.length > 0; const compose = (...fns) => (...x) => fns.reduce((a, b) => c => a(b(c)))(...x); const isDef = t => t !== undefined; const flatten = a => a.reduce((p, c) => [...p, ...c], []);

const findShared = a => [...flatten(a).reduce((p, c) =>

       p.has(c) ? p.set(c, [...p.get(c), c]) : p.set(c, [c]),
   new Map()).values()].filter(e => e.length > 1).map(e => e[0]);

const wrap = (f, s, p = 9) => n => {

 if (isDef(n) || legalPlays().length > p) {
   return n;
 }
 const r = f(n);
 if (isDef(r)) {
   console.log(`${s}: ${r}`);
 }
 return r;

};

const drawBoard = () => console.log(`

 ${[fromBoard(topLeft), fromBoard(topMid), fromBoard(topRight)].join('|')}
 -+-+-
 ${[fromBoard(midLeft), fromBoard(center), fromBoard(midRight)].join('|')}
 -+-+-
 ${[fromBoard(botLeft), fromBoard(botMid), fromBoard(botRight)].join('|')}

`);

const win = s => () => {

 if (winningCombos.find(containsOnly(repeat(s, 3)))) {
   console.log(`${s} wins!`);
   reset()
 } else if (hasElements(legalPlays())) {
   console.log(`${opponent(s)}s turn:`);
 } else {
   console.log('Draw!');
   reset();
 }

};

const play = s => n => occupied(n) ? console.log('Illegal') : board.set(n, s);


// Available strategy steps const attack = (s, t = 2) => () => {

 const m = winningCombos.filter(containsOnly(repeat(s, t)));
 if (hasElements(m)) {
   return chooseRandom(chooseRandom(m).filter(notString(s)))
 }

};

const fork = (s, isDefence = false) => () => {

 let result;
 const p = winningCombos.filter(containsOnly(s));
 const forks = findShared(p).filter(isAvailable);
 // On defence, when there is only one fork, play it, else choose a
 // two-in-a row attack to force the opponent to not execute the fork.
 if (forks.length > 1 && isDefence) {
   const me = opponent(s);
   const twoInRowCombos = winningCombos.filter(containsOnly(repeat(me, 1)));
   const chooseFrom = twoInRowCombos.reduce((p, a) => {
     const avail = a.filter(isAvailable);
     avail.forEach((e, i) => {
       board.set(e, me).set(i ? avail[i - 1] : avail[i + 1], opponent(me));
       winningCombos.filter(containsOnly(repeat(s, 2))).length < 2
           ? p.push(e)
           : undefined;
     });
     avail.forEach(e => board.set(e, ' '));
     return p;
   }, []);
   result = hasElements(chooseFrom)
       ? chooseRandom(chooseFrom)
       : attack(opponent(s), 1)()
 }
 return result || chooseRandom(forks);

};

const defend = (s, t = 2) => attack(opponent(s), t);

const defendFork = s => fork(opponent(s), true);

const chooseCenter = () => isAvailable(center) ? center : undefined;

const chooseCorner = () => chooseRandom(legalCorners());

const chooseSide = () => chooseRandom(legalSides());

const randLegal = () => chooseRandom(legalPlays());

// Implemented strategy const playToWin = s => compose(

   win(s),
   drawBoard,
   play(s),
   wrap(randLegal, 'Chose random'),
   wrap(chooseSide, 'Chose random side', 8),
   wrap(chooseCorner, 'Chose random corner', 8),
   wrap(chooseCenter, 'Chose center', 7),
   wrap(defendFork(s), 'Defended fork'),
   wrap(fork(s), 'Forked'),
   wrap(defend(s), 'Defended'),
   wrap(attack(s), 'Attacked')

);

// Prep players const O = n => playToWin('O')(n); const X = n => playToWin('X')(n);

// Begin reset(); console.log("Let's begin..."); drawBoard(); console.log('X Begins: Enter a number from 1 - 9');

// Manage user input. const standard_input = process.stdin; const overLog = s => {

 process.stdout.moveCursor(0, -9);
 process.stdout.cursorTo(0);
 process.stdout.clearScreenDown();
 process.stdout.write(s);

}; standard_input.setEncoding('utf-8'); standard_input.on('data', (data) => {

 if (data === '\n') {
   overLog('O: ');
   O();
 } else {
   overLog(`X: Plays ${data}`);
   X(Number(data));
 }

}); </lang>

Output:

Let's begin...
X: Plays 1
O: Chose random corner: 7
X: Plays 5
O: Defended: 9
X: Plays 8
O: Defended: 2
X: Plays 3
O: Chose random side: 6
X: Plays 4

  X|O|X
  -+-+-
  X|X|O
  -+-+-
  O|X|O
Draw!

Julia

One move look-ahead algorithm. Computer plays to win or at least draw. <lang julia>const winningpositions = [[1, 2, 3], [4, 5, 6], [7, 8, 9], [1, 4, 7],

   [2, 5, 8], [3, 6, 9],[1, 5, 9], [7, 5, 3]] 

function haswon(brd, xoro)

   marked = findall(x -> x == xoro, brd)
   for pos in winningpositions
       if length(pos) <= length(marked) && pos == sort(marked)[1:3]
           return true
       end
   end
   false

end

function readcharwithprompt(prompt, expected)

   ret = '*'
   while !(ret in expected)
       print("\n", prompt, " ->  ")
       ret = lowercase(chomp(readline()))[1]
   end
   ret

end

availablemoves(brd) = findall(x -> x == ' ', brd) cornersopen(brd) = [x for x in [1, 3, 7, 9] if brd[x] == ' '] int2char(x) = Char(x + UInt8('0')) char2int(x) = UInt8(x) - UInt8('0') getyn(query) = readcharwithprompt(query, ['y', 'n']) gettheirmove(brd) = char2int(readcharwithprompt("Your move(1-9)", int2char.(availablemoves(brd))))

function findwin(brd, xoro)

   tmpbrd = deepcopy(brd)
   for mv in availablemoves(tmpbrd)
       tmpbrd[mv] = xoro
       if haswon(tmpbrd, xoro)
           return mv
       end
       tmpbrd[mv] = ' '
   end
   return nothing

end

function choosemove(brd, mychar, theirchar)

   if all(x -> x == ' ', brd)
       brd[rand(cornersopen(brd))] = mychar # corner trap if starting game
   elseif availablemoves(brd) == [] # no more moves
       println("Game is over. It was a draw.")
       exit(0)
   elseif (x = findwin(brd, mychar)) != nothing || (x = findwin(brd, theirchar)) != nothing
       brd[x] = mychar # win if possible, block their win otherwise if their win is possible
   elseif brd[5] == ' '
       brd[5] = mychar # take center if open and not doing corner trap
   elseif (corners = cornersopen(brd)) != []
       brd[rand(corners)] = mychar # choose a corner over a side middle move
   else
       brd[rand(availablemoves(brd))] = mychar # random otherwise
   end

end

function display(brd)

   println("+-----------+")
   println("| ", brd[1], " | ", brd[2], " | ", brd[3], " |")
   println("| ", brd[4], " | ", brd[5], " | ", brd[6], " |")
   println("| ", brd[7], " | ", brd[8], " | ", brd[9], " |")
   println("+-----------+")

end

function tictactoe()

   board = fill(' ', 9)
   println("Board move grid:\n 1 2 3\n 4 5 6\n 7 8 9")
   yn = getyn("Would you like to move first (y/n)?")
   if yn == 'y'
       mychar = 'O'
       theirchar = 'X'
       board[gettheirmove(board)] = theirchar
   else
       mychar = 'X'
       theirchar = 'O'
   end
   while true
       choosemove(board, mychar, theirchar)
       println("Computer has moved.")
       display(board)
       if haswon(board, mychar)
           println("Game over. Computer wins!")
           exit(0)
       elseif availablemoves(board) == []
           break
       end
       board[gettheirmove(board)] = theirchar
       println("Player has moved.")
       display(board)
       if haswon(board, theirchar)
           println("Game over. Player wins!")
           exit(0)
       elseif availablemoves(board) == []
           break
       end
   end
   println("Game over. It was a draw.")

end

tictactoe()

</lang>

Output:

Board move grid:
 1 2 3
 4 5 6
 7 8 9

Would you like to move first (y/n)? ->  y
Your move(1-9) ->  5
Computer has moved.
+-----------+
|   |   |   |
|   | X |   |
| O |   |   |
+-----------+

Your move(1-9) ->  1
Player has moved.
+-----------+
| X |   |   |
|   | X |   |
| O |   |   |
+-----------+
Computer has moved.
+-----------+
| X |   |   |
|   | X |   |
| O |   | O |
+-----------+

Your move(1-9) ->  3
Player has moved.
+-----------+
| X |   | X |
|   | X |   |
| O |   | O |
+-----------+
Computer has moved.
+-----------+
| X |   | X |
|   | X |   |
| O | O | O |
+-----------+
Game over. Computer wins!

Kotlin

Translation of: C

<lang scala>// version 1.1.51

import java.util.Random

val r = Random() val b = Array(3) { IntArray(3) } // board -> 0: blank; -1: computer; 1: human

var bestI = 0 var bestJ = 0

fun checkWinner(): Int {

   for (i in 0..2) {
       if (b[i][0] != 0 && b[i][1] == b[i][0] && b[i][2] == b[i][0]) return b[i][0]
       if (b[0][i] != 0 && b[1][i] == b[0][i] && b[2][i] == b[0][i]) return b[0][i]
   }
   if (b[1][1] == 0) return 0
   if (b[1][1] == b[0][0] && b[2][2] == b[0][0]) return b[0][0]
   if (b[1][1] == b[2][0] && b[0][2] == b[1][1]) return b[1][1]
   return 0

}

fun showBoard() {

   val t = "X O"
   for (i in 0..2) {
       for (j in 0..2) print("${t[b[i][j] + 1]} ")
       println()
   }
   println("-----")

}

fun testMove(value: Int, depth: Int): Int {

   var best = -1
   var changed = 0
   var score = checkWinner()
   if (score != 0) return if (score == value) 1 else -1
   for (i in 0..2) {
       for (j in 0..2) {
           if (b[i][j] != 0) continue
           b[i][j] = value
           changed = value
           score = -testMove(-value, depth + 1)
           b[i][j] = 0
           if (score <= best) continue
           if (depth == 0) {
               bestI = i
               bestJ = j
           }
           best = score
       }
   }
   return if (changed != 0) best else 0

}

fun game(user: Boolean): String {

   var u = user
   for (i in 0..2) b[i].fill(0)
   print("Board postions are numbered so:\n1 2 3\n4 5 6\n7 8 9\n")
   print("You have O, I have X.\n\n")
   for (k in 0..8) {
       while (u) {
           var move: Int?
           do {
               print("Your move: ")
               move = readLine()!!.toIntOrNull()
           }
           while (move != null && move !in 1..9)
           move = move!! - 1
           val i = move / 3
           val j = move % 3
           if (b[i][j] != 0) continue
           b[i][j] = 1
           break
       }
       if (!u) {
           if (k == 0) { // randomize if computer opens, less boring
               bestI = r.nextInt(Int.MAX_VALUE) % 3
               bestJ = r.nextInt(Int.MAX_VALUE) % 3
           }
           else testMove(-1, 0)
           b[bestI][bestJ] = -1
           val myMove = bestI * 3 + bestJ + 1
           println("My move: $myMove")
       }
       showBoard()
       val win = checkWinner()
       if (win != 0) return (if (win == 1) "You win" else "I win") + ".\n\n"
       u = !u
   }
   return "A draw.\n\n"

}

fun main(args: Array<String>) {

   var user = false
   while (true) {
       user = !user
       print(game(user))
       var yn: String
       do {
           print("Play again y/n: ")
           yn = readLine()!!.toLowerCase()
       }
       while (yn != "y" && yn != "n")
       if (yn != "y") return
       println()
   }

}</lang>

Sample game:

Board postions are numbered so:
1 2 3
4 5 6
7 8 9
You have O, I have X.

Your move: 2
  O   
      
      
-----
My move: 1
X O   
      
      
-----
Your move: 8
X O   
      
  O   
-----
My move: 5
X O   
  X   
  O   
-----
Your move: 9
X O   
  X   
  O O 
-----
My move: 7
X O   
  X   
X O O 
-----
Your move: 3
X O O 
  X   
X O O 
-----
My move: 4
X O O 
X X   
X O O 
-----
I win.

Play again y/n: n

Lasso

This example is incomplete. Computer doesn't play - it merely manages the board. Please ensure that it meets all task requirements and remove this message.

This example uses an HTML form for the UI, buttons representing the game state, and Lasso's built inn session handler to keep track of who's turn it is, what the game matrix state is, and the winner history.

As image uploads has been disabled, a live version can be viewed at: http://jono.guthrie.net.nz/rosetta/Tic-tac-toe.lasso <lang Lasso>[ session_start('user') session_addvar('user', 'matrix') session_addvar('user', 'winrecord') session_addvar('user', 'turn') var(matrix)->isNotA(::array) ? var(matrix = array('-','-','-','-','-','-','-','-','-')) var(winrecord)->isNotA(::array) ? var(winrecord = array) var(turn)->isNotA(::string) ? var(turn = 'x')

if(web_request->params->asStaticArray >> 'reset') => { $matrix = array('-','-','-','-','-','-','-','-','-') $turn = 'x' }

with i in web_request->params->asStaticArray do => { if(#i->name->beginswith('p')) => { local(num = #i->name->asCopy) #num->removeLeading('p') #num = integer(#num) #num > 0 && $matrix->get(#num) == '-' ? $matrix->get(#num) = #i->value $turn == 'o' ? $turn = 'x' | $turn = 'o' } }

local( istie = false, winner = 'noone', clear = false )

// determine if we have a winner if($matrix->find('-')->size < 9) => { local(winners = array('123','456','789','147','258','369','159','357')) loop(8) => { local(xscore = 0,oscore = 0,use = #winners->get(loop_count)) with v in #use->values do => { $matrix->findposition('x') >> integer(#v) ? #xscore++ $matrix->findposition('o') >> integer(#v) ? #oscore++ } if(#xscore == 3) => { #winner = 'x' $winrecord->insert('x') #clear = true loop_abort } if(#oscore == 3) => { #winner = 'o' $winrecord->insert('o') #clear = true loop_abort }

}

} // determine if tie if(not $matrix->find('-')->size && #winner == 'noone') => { #istie = true #winner = 'tie' $winrecord->insert('tie') #clear = true } ] <form action="?" method="post">

[loop(3) => {^][^}] [loop(-from=4,-to=6) => {^][^}] [loop(-from=7,-to=9) => {^][^}]
<button name="p[loop_count]" value="[$turn]"[
       $matrix->get(loop_count) != '-' || #winner != 'noone' ? ' disabled="disabled"'
]>[$matrix->get(loop_count) != '-' ? $matrix->get(loop_count) | ' ']</button>
<button name="p[loop_count]" value="[$turn]"[
       $matrix->get(loop_count) != '-' || #winner != 'noone' ? ' disabled="disabled"'
]>[$matrix->get(loop_count) != '-' ? $matrix->get(loop_count) | ' ']</button>
<button name="p[loop_count]" value="[$turn]"[
       $matrix->get(loop_count) != '-' || #winner != 'noone' ? ' disabled="disabled"'
]>[$matrix->get(loop_count) != '-' ? $matrix->get(loop_count) | ' ']</button>

</form> [if(#istie && #winner == 'tie')]

It's a tie!

[else(#winner != 'noone')]

[#winner->uppercase&] won! Congratulations.

[else]

It is now [$turn]'s turn!

[/if]

<a href="?reset">Reset</a>

[if($winrecord->size)]

Win record: [$winrecord->join(', ')]

[/if]

[if(#clear == true) => { $matrix = array('-','-','-','-','-','-','-','-','-') $turn = 'x' }]</lang>

Lingo

The standard way to create GUI apps in Lingo is to use the authoring tool "Director" as GUI builder. The code below instead uses a simple framework (stored in global "$") that eases programmatic GUI creation.
Screenshot of application window: http://valentin.dasdeck.com/lingo/tic-tac-toe/tic-tac-toe-lingo.png
"Human" cannot win this game. <lang Lingo>global $ -- object representing simple framework global gBoard -- current board image global gBoardTemplate -- empty board image global gHumanChip -- cross image global gComputerChip -- circle image global gM -- 3x3 matrix storing game state: 0=free cell, 1=human cell, -1=computer cell global gStep -- index of current move (1..9) global gGameOverFlag -- TRUE if current game is over


-- Entry point


on startMovie

   -- libs
   $.import("sprite")
   -- window properties
   _movie.stage.title = "Tic-Tac-Toe"
   _movie.stage.rect = rect(0, 0, 224, 310)
   _movie.centerStage = TRUE
   -- load images from filesystem
   m = new(#bitmap)
   m.importFileInto($.@("resources/cross.bmp"), [#trimWhiteSpace:FALSE])
   gHumanChip = m.image
   m = new(#bitmap)
   m.importFileInto($.@("resources/circle.bmp"), [#trimWhiteSpace:FALSE])
   gComputerChip = m.image
   -- create GUI
   m = new(#bitmap)
   m.importFileInto($.@("resources/board.bmp"))
   m.regpoint = point(0, 0)
   s = $.sprite.make(m, [#loc:point(20, 20)], TRUE)
   s.addListener(#mouseDown, _movie, #humanMove)
   gBoard = m.image
   gBoardTemplate = gBoard.duplicate()
   m = $.sprite.newMember(#button, [#text:"New Game (Human starts)", #fontstyle:"bold", #rect:rect(0, 0, 180, 0)])
   s = $.sprite.make(m, [#loc:point(20, 220)], TRUE)
   s.addListener(#mouseDown, _movie, #newGame, 1)
   m = $.sprite.newMember(#button, [#text:"New Game (Computer starts)", #fontstyle:"bold", #rect:rect(0, 0, 180, 0)])
   s = $.sprite.make(m, [#loc:point(20, 250)], TRUE)
   s.addListener(#mouseDown, _movie, #newGame, -1)
   m = $.sprite.newMember(#field, [#name:"feedback", #editable:FALSE, #fontstyle:"bold", #alignment:"center",\
       #border:0, #color:rgb(255, 0, 0), #rect:rect(0, 0, 180, 0)])
   s = $.sprite.make(m, [#loc:point(20, 280)], TRUE)
   newGame(1)
   -- show the application window
   _movie.updateStage()
   _movie.stage.visible = TRUE

end


-- Starts a new game


on newGame (whoStarts)

   -- reset board
   gBoard.copyPixels(gBoardTemplate, gBoardTemplate.rect, gBoardTemplate.rect)
   -- clear feedback
   member("feedback").text = ""
   -- reset states
   gM = [[0, 0, 0], [0, 0, 0], [0, 0, 0]]
   gStep = 0
   gGameOverFlag = FALSE
   if whoStarts=-1 then computerMove()

end


-- Handles a human move (mouse click)


on humanMove ()

   if gGameOverFlag then return
   -- find cell for mouse position
   p = _mouse.clickLoc - sprite(1).loc
   if p.locH mod 60<4 or p.locV mod 60<4 then return
   p = p / 60
   x = p[1] + 1
   y = p[2] + 1
   if gM[x][y] then return -- ignore illegal moves
   gM[x][y] = 1
   -- update cell image
   p = p * 60
   gBoard.copyPixels(gHumanChip, gHumanChip.rect.offset(4+p[1], 4+p[2]), gHumanChip.rect)
   -- proceed (unless game over)
   gStep = gStep + 1
   if not checkHumanMove(x, y) then computerMove()

end


-- Checks if human has won or game ended with draw


on checkHumanMove (x, y)

   if sum([gM[x][1], gM[x][2], gM[x][3]])=3 then return gameOver(1, [[x, 1], [x, 2], [x, 3]])
   if sum([gM[1][y], gM[2][y], gM[3][y]])=3 then return gameOver(1, [[1, y], [2, y], [3, y]])
   if x=y and sum([gM[1][1], gM[2][2], gM[3][3]])=3 then return gameOver(1, [[1, 1], [2, 2], [3, 3]])
   if x+y=4 and sum([gM[1][3], gM[2][2], gM[3][1]])=3 then return gameOver(1, [[1, 3], [2, 2], [3, 1]])
   if gStep=9 then return gameOver(0)
   return FALSE

end


-- Checks if selecting specified empty cell makes computer or human win


on checkCellWins (x, y, who)

   wins = who*2
   if sum([gM[1][y], gM[2][y], gM[3][y]]) = wins then return [[1, y], [2, y], [3, y]]
   if sum([gM[x][1], gM[x][2], gM[x][3]]) = wins then return [[x, 1], [x, 2], [x, 3]]
   if x=y and sum([gM[1][1], gM[2][2], gM[3][3]]) = wins then return [[1, 1], [2, 2], [3, 3]]
   if x+y=4 and sum([gM[1][3], gM[2][2], gM[3][1]]) = wins then return [[1, 3], [2, 2], [3, 1]]
   return FALSE

end


-- Handles game over


on gameOver (winner, cells)

   gGameOverFlag = TRUE
   if winner = 0 then
       member("feedback").text = "It's a draw!"
   else
       -- hilite winning line with yellow
       img = image(56, 56, 32)
       img.fill(img.rect, rgb(255, 255, 0))
       repeat with c in cells
           x = (c[1]-1)*60 + 4
           y = (c[2]-1)*60 + 4
           gBoard.copyPixels(img, img.rect.offset(x, y), img.rect, [#ink:#darkest])
       end repeat
       member("feedback").text = ["Human", "Computer"][1+(winner=-1)] & " has won!"
   end if
   return TRUE

end


-- Calculates next computer move


on computerMove ()

   gStep = gStep + 1
   -- move 1: select center
   if gStep=1 then return doComputerMove(2, 2)
   -- move 2 (human started)
   if gStep=2 then
       if gM[2][2]=1 then
           -- if center, select arbitrary corner
           return doComputerMove(1, 1)
       else
           -- otherwise select center
           return doComputerMove(2, 2)
       end if
   end if
   -- move 3 (computer started)
   if gStep=3 then
       -- if corner, select diagonally opposite corner
       if gM[1][1]=1 then return doComputerMove(3, 3)
       if gM[3][3]=1 then return doComputerMove(1, 1)
       if gM[1][3]=1 then return doComputerMove(3, 1)
       return doComputerMove(1, 1) -- top left corner as default
   end if
   -- get free cells
   free = []
   repeat with x = 1 to 3
       repeat with y = 1 to 3
           if gM[x][y]=0 then free.add([x, y])
       end repeat
   end repeat
   -- check if computer can win now
   repeat with c in free
       res = checkCellWins(c[1], c[2], -1)
       if res<>FALSE then
           doComputerMove(c[1], c[2])
           return gameOver(-1, res)
       end if
   end repeat
   -- check if human could win with next move (if yes, prevent it)
   repeat with c in free
       res = checkCellWins(c[1], c[2], 1)
       if res<>FALSE then return doComputerMove(c[1], c[2], TRUE)
   end repeat
   -- move 4 (human started): prevent "double mills"
   if gStep=4 then
       if gM[2][2]=1 and (gM[1][1]=1 or gM[3][3]=1) then return doComputerMove(3, 1)
       if gM[2][2]=1 and (gM[1][3]=1 or gM[3][1]=1) then return doComputerMove(1, 1)
       if gM[2][3]+gM[3][2]=2 then return doComputerMove(3, 3)
       if gM[1][2]+gM[2][3]=2 then return doComputerMove(1, 3)
       if gM[1][2]+gM[2][1]=2 then return doComputerMove(1, 1)
       if gM[2][1]+gM[3][2]=2 then return doComputerMove(3, 1)
       if (gM[1][3]+gM[3][1]=2) or (gM[1][1]+gM[3][3]=2) then return doComputerMove(2, 1)
   end if
   -- move 5 (computer started): try to create a "double mill"
   if gStep=5 then
       repeat with x = 1 to 3
           col = [gM[x][1], gM[x][2], gM[x][3]]
           if not (sum(col)=-1 and max(col)=0) then next repeat
           repeat with y = 1 to 3
               row = [gM[1][y], gM[2][y], gM[3][y]]
               if not (sum(row)=-1 and max(row)=0 and gM[x][y]=0) then next repeat
               return doComputerMove(x, y)
           end repeat
       end repeat
   end if
   -- otherwise use first free cell
   c = free[1]
   doComputerMove(c[1], c[2])

end


-- Updates state matrix and cell image


on doComputerMove (x, y, checkDraw)

   gM[x][y] = -1
   gBoard.copyPixels(gComputerChip, gComputerChip.rect.offset(4+(x-1)*60, 4+(y-1)*60), gComputerChip.rect)
   if checkDraw and gStep=9 then gameOver(0)

end


--


on sum (aLine)

   return aLine[1]+aLine[2]+aLine[3]

end</lang>

Lua

Version for LuaJIT with or without ffi, negamax algorithm with alpha-beta pruning and caching of results. Human can't win. <lang Lua>#!/usr/bin/env luajit ffi=require"ffi" local function printf(fmt,...) io.write(string.format(fmt, ...)) end local board="123456789" -- board local pval={1, -1} -- player 1=1 2=-1 for negamax local pnum={} for k,v in ipairs(pval) do pnum[v]=k end local symbol={'X','O'} -- default symbols X and O local isymbol={} for k,v in pairs(symbol) do isymbol[v]=pval[k] end math.randomseed(os.time()^5*os.clock()) -- time-seed the random gen local random=math.random -- usage of ffi variables give 20% speed ffi.cdef[[ typedef struct{ char value; char flag; int depth; }cData; ]] -- draw the "board" in the way the numpad is organized local function draw(board) for i=7,1,-3 do print(board:sub(i,i+2)) end end -- pattern for win situations local check={"(.)...%1...%1","..(.).%1.%1..", "(.)%1%1......","...(.)%1%1...","......(.)%1%1", "(.)..%1..%1..",".(.)..%1..%1.","..(.)..%1..%1", } -- calculate a win situation for which player or draw local function win(b) local sub for i=1,#check do sub=b:match(check[i]) if sub then break end end sub=isymbol[sub] return sub or 0 end -- input only validate moves of not yet filled positions local function input(b,player) char=symbol[pnum[player]] local inp repeat printf("Player %d (\"%s\") move: ",pnum[player],char) inp=tonumber(io.read()) or 0 until inp>=1 and inp<=9 and b:find(inp) b=b:gsub(inp,char) return b,inp end -- ask how many human or AI players local function playerselect() local ai={} local yn for i=1,2 do repeat printf("Player %d human (Y/n)? ", i) yn=io.read():lower() until yn:match("[yn]") or yn== if yn=='n' then ai[pval[i]]=true printf("Player %d is AI\n", i) else printf("Player %d is human\n", i) end end return ai end local function endgame() repeat printf("\nEnd game? (y/n)? ", i) yn=io.read():lower() until yn:match("[yn]") if yn=='n' then return false else printf("\nGOOD BYE PROFESSOR FALKEN.\n\nA STRANGE GAME.\nTHE ONLY WINNING MOVE IS\nNOT TO PLAY.\n\nHOW ABOUT A NICE GAME OF CHESS?\n") return true end end -- AI Routine local function shuffle(t) for i=#t,1,-1 do local rnd=random(i) t[i], t[rnd] = t[rnd], t[i] end return t end -- move generator local function genmove(node, color) return coroutine.wrap(function() local moves={} for m in node:gmatch("%d") do moves[#moves+1]=m end shuffle(moves) -- to make it more interesting for _,m in ipairs(moves) do local child=node:gsub(m,symbol[pnum[color]]) coroutine.yield(child, m) end end) end --[[ Negamax with alpha-beta pruning and table caching ]] local cache={} local best, aimove, tDepth local LOWERB,EXACT,UPPERB=-1,0,1 -- has somebody an idea how to make them real constants? local function negamax(node, depth, color, α, β) color=color or 1 α=α or -math.huge β=β or math.huge -- check for cached node local αOrg=α local cData=cache[node] if cData and cData.depth>=depth and depth~=tDepth then if cData.flag==EXACT then return cData.value elseif cData.flag==LOWERB then α=math.max(α,cData.value) elseif cData.flag==UPPERB then β=math.min(β,cData.value) end if α>=β then return cData.value end end

local winner=win(node) if depth==0 or winner~=0 then return winner*color end local value=-math.huge for child,move in genmove(node, color) do value=math.max(value, -negamax(child, depth-1, -color, -β, -α)) if value>α then α=value if depth==tDepth then best=child aimove=move end end if α>=β then break end end -- cache known data --cData={} -- if you want Lua tables instead of ffi you can switch the two lines here, costs 20% speed cData=ffi.new("cData") cData.value=value if value<=αOrg then cData.flag=UPPERB elseif value>=β then cData.flag=LOWERB else cData.flag=EXACT end cData.depth=depth cache[node]=cData return α end -- MAIN do local winner,value local score={[-1]=0, [0]=0, [1]=0} repeat print("\n TIC-TAC-TOE\n") local aiplayer=playerselect() local player=1 board="123456789" for i=1,#board do draw(board) tDepth=10-i if aiplayer[player] then negamax(board, tDepth, player, -math.huge, math.huge) board=best printf("AI %d moves %s\n", pnum[player], aimove) else board=input(board,player) end winner=win(board) if winner~=0 then break end player=-player end score[winner]=score[winner]+1 if winner and winner~=0 then printf("*** Player %d (%s) has won\n", pnum[winner], symbol[pnum[winner]]) else printf("*** No winner\n") end printf("Score Player 1: %d Player 2: %d Draw: %d\n",score[1],score[-1],score[0]) draw(board) until endgame() end</lang>

Output:
> time echo "n\nn\ny\n"| ./tictactoe.lua                                 ⏎

   TIC-TAC-TOE

Player 1 human (Y/n)? Player 1 is AI
Player 2 human (Y/n)? Player 2 is AI
789
456
123
AI 1 moves 1
789
456
X23
AI 2 moves 5
789
4O6
X23
AI 1 moves 9
78X
4O6
X23
AI 2 moves 2
78X
4O6
XO3
AI 1 moves 8
7XX
4O6
XO3
AI 2 moves 7
OXX
4O6
XO3
AI 1 moves 3
OXX
4O6
XOX
AI 2 moves 6
OXX
4OO
XOX
AI 1 moves 4
*** No winner
Score Player 1: 0 Player 2: 0 Draw: 1
OXX
XOO
XOX

End game? (y/n)? 
GOOD BYE PROFESSOR FALKEN.

A STRANGE GAME.
THE ONLY WINNING MOVE IS
NOT TO PLAY.

HOW ABOUT A NICE GAME OF CHESS?
echo "n\nn\ny\n"  0,00s user 0,00s system 69% cpu 0,002 total
./tictactoe.lua  0,03s user 0,00s system 98% cpu 0,035 total

M2000 Interpreter

Computer May loose; <lang M2000 Interpreter> Module Tic.Tac.Toe {

     Dim Board$(1 to 3, 1 to 3)=" "
     WinGame=False
     p=Board$()
     RandomPosition=lambda -> {
           =(random(1,3), random(1,3))
     }
     
     BoardItemEmpty=Lambda p (x, y) -> {
           =Array$(p, x, y)=" "
     }
     BoardSetItem=Lambda p (x, y, w$) -> {
           link p to a$()
           a$(x, y)=w$
     }
     T=9
     R=0
     C=0
     Repeat {
           Print "Computer Move:"
           CompMove()
           T--
           DrawBoard()
           CheckWin()
           if WinGame Then Print "Computer Win": Exit
           if T=0 then exit
           Repeat {
                 GetRowCol("Input Row", &R)
                 GetRowCol("Input Column", &C)
                 If BoardItemEmpty(R,C) then call boardsetitem(R,C,"O") : exit 
           } Always
           T--
           DrawBoard()
           CheckWin()
           if WinGame Then Print "You Win": Exit
     } until T=0 or WinGame
     Sub DrawBoard()
     Print "R/C 1 2 3"
     Print " 1) "; Board$(1,1);"|";Board$(1,2);"|";Board$(1,3)
     Print "    -+-+-"
     Print " 2) "; Board$(2,1);"|";Board$(2,2);"|";Board$(2,3)
     Print "    -+-+-"
     Print " 3) "; Board$(3,1);"|";Board$(3,2);"|";Board$(3,3)
     End Sub
     Sub CheckWin()
           WinGame=false
           local i,j,three$
           For i=1 to 3
                 three$=""
                 For j=1 to 3 : three$+=Board$(i,j) : Next j
                 CheckThree()
                 three$=""
                 For j=1 to 3 :  three$+=Board$(j,i) :Next j
                 CheckThree()
           Next i
           three$=""
           For i=1 to 3 : three$+=Board$(i,i): Next i
           CheckThree()
           three$=""
           For i=1 to 3:three$+=Board$(i,4-i): Next i
           CheckThree()
     End Sub
     Sub CheckThree()
           if instr(three$," ")=0 then  WinGame=WinGame or Filter$(three$, left$(three$,1))=""
     End Sub
     Sub CompMove()
           if T<9 and Board$(2,2)=" " then {
                 call boardsetitem(2,2,"X")
           } Else {
                 local i=3, j=3, found=false
                 if T<=6 then {
                       CompThink("X","X")
                 } 
                 let i=3, j=3
                 If Not found And T<6 then {
                       CompThink("O","X")    
                 }
                 If not found then {
                       Repeat {
                             comp=RandomPosition()
                             If BoardItemEmpty(!comp) then call boardsetitem(!comp, "X") : exit
                       } Always
                 }
           }
     End Sub
     Sub CompThink(Bad$, Good$)
                       While i>0 {
                             j=3
                             While j>0 {
                                   if Board$(i,j)=" " then {
                                         Board$(i,j)=Bad$
                                         CheckWin()
                                         if WinGame then {
                                                Board$(i,j)=Good$:i=0:j=0: found=true
                                         } Else Board$(i,j)=" "
                                   }
                                   j--
                             }
                             i--
                       }
     
     End Sub
     Sub GetRowCol(What$, &W)
           Print What$;":";
           Repeat {
                 W=Val("0"+Key$)
           } until W>=1 and W<=3
           Print Str$(W,"")
     End Sub

} Tic.Tac.Toe </lang>

Output:
Computer Move:
R/C 1 2 3
 1)  | | 
    -+-+-
 2)  | | 
    -+-+-
 3)  | |X
Input Row:2
Input Column:2
R/C 1 2 3
 1)  | | 
    -+-+-
 2)  |O| 
    -+-+-
 3)  | |X
Computer Move:
R/C 1 2 3
 1)  | | 
    -+-+-
 2)  |O| 
    -+-+-
 3) X| |X
Input Row:3
Input Column:2
R/C 1 2 3
 1)  | | 
    -+-+-
 2)  |O| 
    -+-+-
 3) X|O|X
Computer Move:
R/C 1 2 3
 1)  |X| 
    -+-+-
 2)  |O| 
    -+-+-
 3) X|O|X
Input Row:2
Input Column:1
R/C 1 2 3
 1)  |X| 
    -+-+-
 2) O|O| 
    -+-+-
 3) X|O|X
Computer Move:
R/C 1 2 3
 1)  |X| 
    -+-+-
 2) O|O|X
    -+-+-
 3) X|O|X
Input Row:1
Input Column:3
R/C 1 2 3
 1)  |X|O
    -+-+-
 2) O|O|X
    -+-+-
 3) X|O|X
Computer Move:
R/C 1 2 3
 1) X|X|O
    -+-+-
 2) O|O|X
    -+-+-
 3) X|O|X

Mathematica/Wolfram Language

<lang>DynamicModule[{board = ConstantArray[0, {3, 3}], text = "Playing...",

 first, rows = 
  Join[#, Transpose@#, {Diagonal@#, Diagonal@Reverse@#}] &}, 
Column@{Graphics[{Thickness[.02], 
    Table[With[{i = i, j = j}, 
      Button[{White, Rectangle[{i, j} - 1, {i, j}], Black, 
        Dynamic[Switch[boardi, j, 0, Black, 1, 
          Circle[{i, j} - .5, .3], -1, 
          Line[{{{i, j} - .2, {i, j} - .8}, {{i - .2, 
              j - .8}, {i - .8, j - .2}}}]]]}, 
       Which[text != "Playing...", board = ConstantArray[0, {3, 3}];
        text = "Playing...", boardi, j == 0, 
        If[board == ConstantArray[0, {3, 3}], 
         first = {i, 
            j} /. {{2, 2} -> 1, {1 | 3, 1 | 3} -> 2, _ -> 3}]; 
        boardi, j = 1;
        FinishDynamic[];
        Which[MemberQ[rows[board], {1, 1, 1}], text = "You win.", 
         FreeQ[board, 0], text = "Draw.", True, 
         board[[Sequence @@ 
             SortBy[Select[Tuples[{Range@3, Range@3}], 
                boardSequence @@ # == 
                  0 &], -Total[
                   Sort /@ 
                   rows[ReplacePart[
                   board, # -> -1]] /. {{-1, -1, -1} -> 
                   512, {-1, 1, 1} -> 64, {-1, -1, 0} -> 
                   8, {0, 1, 1} -> -1, {_, _, _} -> 0}] - 
                 Switch[#, {2, 2}, 1, {1 | 3, 1 | 3}, 
                  If[first == 2, -1, 0], _, 
                  If[first == 2, 0, -1]] &]1]] = -1; 
         Which[MemberQ[rows[board], {-1, -1, -1}], 
          text = "You lost.", FreeQ[board, 0], 
          text = "Draw."]]]]], {i, 1, 3}, {j, 1, 3}], Thickness[.01],
     Line[{{{1, 0}, {1, 3}}, {{2, 0}, {2, 3}}, {{0, 1}, {3, 1}}, {{0,
         2}, {3, 2}}}]}], Dynamic@text}]</lang>

MATLAB

Allows for choice between any combination of human or computer players. Computer players are intelligent, but not perfect. It implements the "rules" used by the Newell and Simon's 1972 tic-tac-toe program (as explained by Wikipedia), but this implementation does not factor in the move before the move causing the fork (either for creation or prevention). <lang MATLAB>function TicTacToe

   % Set up the board (one for each player)
   boards = false(3, 3, 2);    % Players' pieces
   rep = ['   1 | 4 | 7' ; '   2 | 5 | 8' ; '   3 | 6 | 9'];
   
   % Prompt user with options
   fprintf('Welcome to Tic-Tac-Toe!\n')
   nHumans = str2double(input('Enter the number of human players: ', 's'));
   if isnan(nHumans) || ceil(nHumans) ~= nHumans || nHumans < 1 || nHumans > 2
       nHumans = 0;
       pHuman = false(2, 1);
   elseif nHumans == 1
       humanFirst = input('Would the human like to go first (Y/N)? ', 's');
       if length(humanFirst) == 1 && lower(humanFirst) == 'n'
           pHuman = [false ; true];
       else
           pHuman = [true ; false];
       end
   else
       pHuman = true(2, 1);
   end
   if any('o' == input('Should Player 1 use X or O? ', 's'))
       marks = 'OX';
   else
       marks = 'XO';
   end
   fprintf('So Player 1 is %shuman and %cs and Player 2 is %shuman and %cs.\n', ...
       char('not '.*~pHuman(1)), marks(1), char('not '.*~pHuman(2)), marks(2))
   if nHumans > 0
       fprintf('Select the space to mark by entering the space number.\n')
       fprintf('No entry will quit the game.\n')
   end
   
   % Play game
   gameOver = false;
   turn = 1;
   while ~gameOver
       fprintf('\n')
       disp(rep)
       fprintf('\n')
       if pHuman(turn)
           [move, isValid, isQuit] = GetMoveFromPlayer(turn, boards);
           gameOver = isQuit;
       else
           move = GetMoveFromComputer(turn, boards);
           fprintf('Player %d chooses %d\n', turn, move)
           isValid = true;
           isQuit = false;
       end
       if isValid && ~isQuit
           [r, c] = ind2sub([3 3], move);
           boards(r, c, turn) = true;
           rep(r, 4*c) = marks(turn);
           if CheckWin(boards(:, :, turn))
               gameOver = true;
               fprintf('\n')
               disp(rep)
               fprintf('\nPlayer %d wins!\n', turn)
           elseif CheckDraw(boards)
               gameOver = true;
               fprintf('\n')
               disp(rep)
               fprintf('\nCats game!\n')
           end
           turn = ~(turn-1)+1;
       end
   end

end

function [move, isValid, isQuit] = GetMoveFromPlayer(pNum, boards) % move - 1-9 indicating move position, 0 if invalid move % isValid - logical indicating if move was valid, true if quitting % isQuit - logical indicating if player wishes to quit game

   p1 = boards(:, :, 1);
   p2 = boards(:, :, 2);
   moveStr = input(sprintf('Player %d: ', pNum), 's');
   if isempty(moveStr)
       fprintf('Play again soon!\n')
       move = 0;
       isValid = true;
       isQuit = true;
   else
       move = str2double(moveStr);
       isQuit = false;
       if isnan(move) || move < 1 || move > 9 || p1(move) || p2(move)
           fprintf('%s is an invalid move.\n', moveStr)
           isQuit = 0;
           isValid = false;
       else
           isValid = true;
       end
   end

end

function move = GetMoveFromComputer(pNum, boards) % pNum - 1-2 player number % boards - 3x3x2 logical array where pBoards(:,:,1) is player 1's marks % Assumes that it is possible to make a move

   if ~any(boards(:))     % Play in the corner for first move
       move = 1;
   else                    % Use Newell and Simon's "rules to win"
       pMe = boards(:, :, pNum);
       pThem = boards(:, :, ~(pNum-1)+1);
       possMoves = find(~(pMe | pThem)).';
       
       % Look for a winning move
       move = FindWin(pMe, possMoves);
       if move
           return
       end
       
       % Look to block opponent from winning
       move = FindWin(pThem, possMoves);
       if move
           return
       end
       
       % Look to create a fork (two non-blocked lines of two)
       for m = possMoves
           newPMe = pMe;
           newPMe(m) = true;
           if CheckFork(newPMe, pThem)
               move = m;
               return
           end
       end
       
       % Look to make two in a row so long as it doesn't force opponent to fork
       notGoodMoves = false(size(possMoves));
       for m = possMoves
           newPMe = pMe;
           newPMe(m) = true;
           if CheckPair(newPMe, pThem)
               nextPossMoves = possMoves;
               nextPossMoves(nextPossMoves == m) = [];
               theirMove = FindWin(newPMe, nextPossMoves);
               newPThem = pThem;
               newPThem(theirMove) = true;
               if ~CheckFork(newPThem, newPMe)
                   move = m;
                   return
               else
                   notGoodMoves(possMoves == m) = true;
               end
           end
       end
       possMoves(notGoodMoves) = [];
       
       % Play the center if available
       if any(possMoves == 5)
           move = 5;
       	return
       end
       
       % Play the opposite corner of the opponent's piece if available
       corners = [1 3 7 9];
       move = intersect(possMoves, ...
           corners(~(pMe(corners) | pThem(corners)) & pThem(fliplr(corners))));
       if ~isempty(move)
           move = move(1);
           return
       end
       
       % Play an empty corner if available
       move = intersect(possMoves, corners);
       if move
           move = move(1);
           return
       end
       
       % Play an empty side if available
       sides = [2 4 6 8];
       move = intersect(possMoves, sides);
       if move
           move = move(1);
           return
       end
       
       % No good moves, so move randomly
       possMoves = find(~(pMe | pThem));
       move = possMoves(randi(length(possMoves)));
   end

end

function move = FindWin(board, possMoves) % board - 3x3 logical representing one player's pieces % move - integer indicating position to move to win, or 0 if no winning move

   for m = possMoves
       newPMe = board;
       newPMe(m) = true;
       if CheckWin(newPMe)
           move = m;
           return
       end
   end
   move = 0;

end

function win = CheckWin(board) % board - 3x3 logical representing one player's pieces % win - logical indicating if that player has a winning board

   win = any(all(board)) || any(all(board, 2)) || ...
       all(diag(board)) || all(diag(fliplr(board)));

end

function fork = CheckFork(p1, p2) % fork - logical indicating if player 1 has created a fork unblocked by player 2

   fork = sum([sum(p1)-sum(p2) (sum(p1, 2)-sum(p2, 2)).' ...
       sum(diag(p1))-sum(diag(p2)) ...
       sum(diag(fliplr(p1)))-sum(diag(fliplr(p2)))] == 2) > 1;

end

function pair = CheckPair(p1, p2) % pair - logical indicating if player 1 has two in a line unblocked by player 2

   pair = any([sum(p1)-sum(p2) (sum(p1, 2)-sum(p2, 2)).' ...
       sum(diag(p1))-sum(diag(p2)) ...
       sum(diag(fliplr(p1)))-sum(diag(fliplr(p2)))] == 2);

end

function draw = CheckDraw(boards) % boards - 3x3x2 logical representation of all players' pieces

   draw = all(all(boards(:, :, 1) | boards(:, :, 2)));

end</lang>

Output:

Computer goes first and plays perfectly:

Welcome to Tic-Tac-Toe!
Enter the number of human players: 1
Would the human like to go first (Y/N)? n
Should Player 1 use X or O? x
So Player 1 is not human and Xs and Player 2 is human and Os.
Select the space to mark by entering the space number.
No entry will quit the game.

   1 | 4 | 7
   2 | 5 | 8
   3 | 6 | 9

Player 1 chooses 1

   X | 4 | 7
   2 | 5 | 8
   3 | 6 | 9

Player 2: 4

   X | O | 7
   2 | 5 | 8
   3 | 6 | 9

Player 1 chooses 2

   X | O | 7
   X | 5 | 8
   3 | 6 | 9

Player 2: 3

   X | O | 7
   X | 5 | 8
   O | 6 | 9

Player 1 chooses 5

   X | O | 7
   X | X | 8
   O | 6 | 9

Player 2: 8

   X | O | 7
   X | X | O
   O | 6 | 9

Player 1 chooses 9

   X | O | 7
   X | X | O
   O | 6 | X

Player 1 wins!

Computer goes first, but misses opportunity to set up for a fork, setting up human player instead:

Welcome to Tic-Tac-Toe!
Enter the number of human players: 1
Would the human like to go first (Y/N)? n
Should Player 1 use X or O? x
So Player 1 is not human and Xs and Player 2 is human and Os.
Select the space to mark by entering the space number.
No entry will quit the game.

   1 | 4 | 7
   2 | 5 | 8
   3 | 6 | 9

Player 1 chooses 1

   X | 4 | 7
   2 | 5 | 8
   3 | 6 | 9

Player 2: 9

   X | 4 | 7
   2 | 5 | 8
   3 | 6 | O

Player 1 chooses 2

   X | 4 | 7
   X | 5 | 8
   3 | 6 | O

Player 2: 3

   X | 4 | 7
   X | 5 | 8
   O | 6 | O

Player 1 chooses 6

   X | 4 | 7
   X | 5 | 8
   O | X | O

Player 2: 7

   X | 4 | O
   X | 5 | 8
   O | X | O

Player 1 chooses 5

   X | 4 | O
   X | X | 8
   O | X | O

Player 2: 8

   X | 4 | O
   X | X | O
   O | X | O

Player 2 wins!

mIRC Scripting Language

<lang mirc>alias ttt {

 if ($2 isin %ttt) || (!%ttt) {
   var %ttt~ = $remove($iif(%ttt,%ttt,1 2 3 4 5 6 7 8 9),$2,X,O)
   var %ttt~~ = $replace($iif(%ttt,%ttt,1 2 3 4 5 6 7 8 9),$2,X)
   set %ttt $replace(%ttt~~,$iif(($regex(%ttt~~,/(?:O . . (?:(?:. O .|O) . . (\d)|(?:. (\d) .|(\d)) . . O)|(\d) . . (?:. O .|O) . . O|. . (?:O . (?:O . (\d)|(\d) . O)|(\d) . O . O) . .)/)) || ($regex(%ttt~~,/^(?:. . . )*(?:O (?:O (\d)|(\d) O)|(\d) O O)(?: . . .)*$/)),$regml(1),$iif(($regex(%ttt~~,/(?:X . . (?:(?:. X .|X) . . (\d)|(?:. (\d) .|(\d)) . . X)|(\d) . . (?:. X .|X) . . X|. . (?:X . (?:X . (\d)|(\d) . X)|(\d) . X . X) . .)/)) || ($regex(%ttt~~,/^(?:. . . )*(?:X (?:X (\d)|(\d) X)|(\d) X X)(?: . . .)*$/)),$regml(1),$iif($remove(%ttt~,2,4,6,8,$chr(32)),$iif((5 isin $remove(%ttt~,2,4,6,8)) && ($rand(0,$numtok($v2,32)) == 0),5,$gettok($remove(%ttt~,2,4,6,8),$rand(1,$numtok($remove(%ttt~,2,4,6,8),32)),32)),$gettok(%ttt~,$rand(1,$numtok(%ttt~,32)),32)))),O)
   tokenize 32 %ttt
   if ($regex(%ttt,/(?:X . . (?:X|. X .) . . X|. . X . X . X . .)/)) || ($regex(%ttt,/^(?:. . . )*X X X(?: . . .)*$/)) {
     echo -ag $me Wins
     tokenize 32 %ttt~~
     unset %ttt
   }
   elseif ($regex(%ttt,/(?:O . . (?:O|. O .) . . O|. . O . O . O . .)/)) || ($regex(%ttt,/^(?:. . . )*O O O(?: . . .)*$/)) {
     echo -ag $me Loses
     unset %ttt
   }
   elseif (!$regex(%ttt,/\d/)) {
     echo -ag Draw
     unset %ttt
   }
   echo -ag � $+ $iif($1 isnum,$chr(32),$1) $+ $chr(124) $+ $iif($2 isnum,$chr(32),$2) $+ $chr(124) $+ $iif($3 isnum, ,$3)
   echo -ag � $+ $iif($4 isnum,$chr(32),$4) $+ $chr(124) $+ $iif($5 isnum,$chr(32),$5) $+ $chr(124) $+ $iif($6 isnum, ,$6)
   echo -ag � $+ $iif($7 isnum,$chr(32),$7) $+ $chr(124) $+ $iif($8 isnum,$chr(32),$8) $+ $chr(124) $+ $iif($9 isnum, ,$9)
 }
 else {
   echo -ag Place Taken
   tokenize 32 %ttt
   echo -ag � $+ $iif($1 isnum,$chr(32),$1) $+ $chr(124) $+ $iif($2 isnum,$chr(32),$2) $+ $chr(124) $+ $iif($3 isnum, ,$3)
   echo -ag � $+ $iif($4 isnum,$chr(32),$4) $+ $chr(124) $+ $iif($5 isnum,$chr(32),$5) $+ $chr(124) $+ $iif($6 isnum, ,$6)
   echo -ag � $+ $iif($7 isnum,$chr(32),$7) $+ $chr(124) $+ $iif($8 isnum,$chr(32),$8) $+ $chr(124) $+ $iif($9 isnum, ,$9)
 }

}</lang>

МК-61/52

<lang mk-61>9 С/П ПП 28 пи * cos x<0 16 ИП2 ПП 28 1 - БП 51 ИП7 ПП 28 ИП7 ПП 28 КИП2 ИП2 ВП 4 4 С/П 1 - x=0 33 8 П2 С/П П7 ИП2 4 - x#0 43 x<0 45 8 + П8 ИП7 - x#0 55 ИП8 ВП 6 6 С/П ИП2 В/О</lang>

Cell numbering 1 to 9; starts from the upper left cell, then clockwise in a spiral. The first move is a calculator. Result: 44 - draw, 66 - victory of the calculator.

Nim

Translation of: Python

This is a translation of the second version with the better AI, but with some differences. For instance, we have chosen to display the board in the same way as the first version. All procedures have a parameter "board" rather accessing a global variable. We use also base 1-indexing for the board. Etc.

<lang Nim>import options, random, sequtils, strutils

type

 Board = array[1..9, char]
 Score = (char, array[3, int])

const NoChoice = 0

var board: Board = ['1', '2', '3', '4', '5', '6', '7', '8', '9']

const Wins = [[1, 2, 3], [4, 5, 6], [7, 8, 9],

             [1, 4, 7], [2, 5, 8], [3, 6, 9],
             [1, 5, 9], [3, 5, 7]]

template toIndex(ch: char): int =

 ## Convert a character to an index in board.
 ord(ch) - ord('0')

proc print(board: Board) =

 for i in [1, 4, 7]:
   echo board[i..(i + 2)].join(" ")

proc score(board: Board): Option[Score] =

 for w in Wins:
   let b = board[w[0]]
   if b in "XO" and w.allIt(board[it] == b):
     return some (b, w)
 result = none(Score)

proc finished(board: Board): bool =

 board.allIt(it in "XO")

proc space(board: Board): seq[char] =

 for b in board:
   if b notin "XO":
     result.add b

proc myTurn(board: var Board; xo: char): char =

 let options = board.space()
 result = options.sample()
 board[result.toIndex] = xo

proc myBetterTurn(board: var Board; xo: char): int =

 let ox = if xo == 'X': 'O' else: 'X'
 var oneBlock = NoChoice
 let options = board.space.mapIt(it.toIndex)
 block search:
   for choice in options:
     var brd = board
     brd[choice] = xo
     if brd.score.isSome:
       result = choice
       break search
     if oneBlock == NoChoice:
       brd[choice] = ox
       if brd.score.isSome:
         oneBlock = choice
   result = if oneBlock != NoChoice: oneBlock else: options.sample()
 board[result] = xo

proc yourTurn(board: var Board; xo: char): int =

 let options = board.space()
 var choice: char
 while true:
   stdout.write "\nPut your $# in any of these positions: $# ".format(xo, options.join())
   let input = stdin.readLine().strip()
   if input.len == 1 and input[0] in options:
     choice = input[0]
     break
   echo "Whoops I don't understand the input"
 result = choice.toIndex
 board[result] = xo

proc me(board: var Board; xo: char): Option[Score] =

 board.print()
 echo "\nI go at ", board.myBetterTurn(xo)
 result = board.score()

proc you(board: var Board; xo: char): Option[Score] =

 board.print()
 echo "\nYou went at ", board.yourTurn(xo)
 result = board.score()

proc play() =

 while not board.finished():
   let score = board.me('X')
   if score.isSome:
     board.print()
     let (winner, line) = score.get()
     echo "\n$# wins along ($#).".format(winner, line.join(", "))
     return
   if not board.finished():
     let score = board.you('O')
     if score.isSome:
       board.print()
       let (winner, line) = score.get()
       echo "\n$# wins along ($#).".format(winner, line.join(", "))
       return
 echo "\nA draw."

echo "Tic-tac-toe game player." echo "Input the index of where you wish to place your mark at your turn." randomize() play()</lang>

Output:
Tic-tac-toe game player.
Input the index of where you wish to place your mark at your turn.
1 2 3
4 5 6
7 8 9

I go at 9
1 2 3
4 5 6
7 8 X

Put your O in any of these positions: 12345678 7

You went at 7
1 2 3
4 5 6
O 8 X

I go at 5
1 2 3
4 X 6
O 8 X

Put your O in any of these positions: 123468 1

You went at 1
O 2 3
4 X 6
O 8 X

I go at 4
O 2 3
X X 6
O 8 X

Put your O in any of these positions: 2368 6

You went at 6
O 2 3
X X O
O 8 X

I go at 3
O 2 X
X X O
O 8 X

Put your O in any of these positions: 28 8

You went at 8
O 2 X
X X O
O O X

I go at 2

A draw.

Objeck

Tic-tac-toe game using Minimax algorithm. <lang objeck>class TicTacToe {

 @board : Char[,];
 @cpu_opening : Bool;
 enum Status {
   INVALID_MOVE,
   PLAYING,
   QUIT,
   TIE,
   CPU_WIN,
   PLAYER_WIN
 }
 consts Weights {
   MIN := -1000,
   MAX := 1000
 }
 function : Main(args : String[]) ~ Nil {
   cpu_score := 0;
   player_score := 0;
   for(i :=0; i < 5; i += 1;) {
     game := TicTacToe->New();
     result := game->Play();
     if(result = Status->PLAYER_WIN) {
       player_score += 1;
       "\n=> Player Wins!"->PrintLine();
     }
     else if(result = Status->CPU_WIN) {
       cpu_score += 1;
       "\n=> CPU Wins!"->PrintLine();
     }
     else if(result = Status->TIE) {              
       "\n=> Tie."->PrintLine();
     }
     else {
       break;
     };
   };
   "\nHuman={$player_score}, CPU={$cpu_score}"->PrintLine();
 }
 New() {
   @board := Char->New[3, 3];
   for(index := 0; index < 9; index += 1;) {
     j := index / 3;
     i := index % 3;
     @board[i, j] := '1' + index; 
   };
   @cpu_opening := true;
 }
 method : Play() ~ Status {
   players_turn := Int->Random(1) = 1 ? true : false;
   if(players_turn) {
     @cpu_opening := false;
     "\n*** NEW (Player) ***\n"->PrintLine();
     Draw();
   }
   else {
     "\n*** NEW (CPU) ***\n"->PrintLine();
   };
   playing := true;
   do {
     status : Status;
     if(players_turn) { 
       status := PlayerMove();
       players_turn := false;
     }
     else {
       status := CpuMove();
       players_turn := true;
     };
     if(players_turn) {
       Draw();
     };
     select(status) {
       label Status->INVALID_MOVE: {
         "\n=> Invalid Move"->PrintLine();
       }
       label Status->PLAYER_WIN: {
         return Status->PLAYER_WIN;
       }
       label Status->CPU_WIN: {
         return Status->CPU_WIN;
       }
       label Status->TIE: {
         return Status->TIE;
       }
       label Status->QUIT: {
         playing := false;
       }
     };      
   }
   while(playing);
   return Status->QUIT;
 }          
 method : PlayerMove() ~ Status {
   move := System.IO.Console->ReadString();
   if(move->Size() = 0) {
     return Status->INVALID_MOVE;
   };
   option := move->Get(0);
   if(option = 'q') {
     return Status->QUIT;
   };
   if(LegalMove(option, 'X')) {
     if(IsWinner(@board, 'X')) {
       return Status->PLAYER_WIN;
     }
     else if(IsTied()) {
       return Status->TIE;
     }
     else {
       return Status->PLAYING;
     };
   }
   else {
     return Status->INVALID_MOVE;
   };
 }
 method : CpuMove() ~ Status {
   if(@cpu_opening) {
     select(Int->Random(2)) {
       label 0: {
         @board[0, 0] := 'O';
       }
       label 1: {
         @board[1, 1] := 'O';
       }
       label 2: {
         @board[2, 2] := 'O';
       }
     };
     @cpu_opening := false;
   }
   else {
     BestCpuMove(CopyBoard());
   };
   if(IsWinner(@board, 'O')) {
     return Status->CPU_WIN;
   }
   else if(IsTied()) {
     return Status->TIE;
   }
   else {
     return Status->PLAYING;
   };
 }
 method : Minimax(board : Char[,], depth : Int, is_max : Bool, alpha : Int, beta : Int) ~ Int {
     score := EvaluateMove(board); 
     if(score = 10 | score = -10) {
         return score; 
     };
     if(IsTied()) {
       return 0;
     };
   if(is_max) { 
         best := Weights->MIN;
         for(i := 0; i < 3; i += 1;) { 
       for(j := 0; j < 3; j += 1;) {
         if(board[i,j] <> 'X' & board[i,j] <>'O') { 
           test := board[i,j];
           board[i,j] := 'O';     
           best := Int->Max(best, Minimax(board, depth + 1, false, alpha, beta)); 
           alpha := Int->Max(alpha, best);
           board[i,j] := test;
           if(beta <= alpha) { 
             return best;
           };  
         }; 
       };
     };
     return best;
   }
   else {
     best := Weights->MAX;
         for(i := 0; i < 3; i += 1;) { 
       for(j := 0; j < 3; j += 1;) {
         if(board[i,j] <> 'X' & board[i,j] <>'O') { 
           test := board[i,j];
           board[i,j] := 'X';     
           best := Int->Min(best, Minimax(board, depth + 1, true, alpha, beta));
           beta := Int->Min(beta, best);
           board[i,j] := test;
           if(beta <= alpha) { 
             return best;
           }; 
         }; 
       };
     };
     return best;
   };
   }
   method : BestCpuMove(board : Char[,]) ~ Nil {
     best := Weights->MIN; # empty 
     best_i := -1;
     best_j := -1;
     for(i := 0; i < 3; i += 1;) { 
     for(j := 0; j < 3; j += 1;) {
       if(board[i,j] <> 'X' & board[i,j] <> 'O') { 
         test := board[i,j];
         board[i,j] := 'O';    
         move := Int->Max(best, Minimax(board, 0, false, Weights->MIN, Weights->MAX)); 
         board[i,j] := test;
         if(move > best) { 
           best_i := i;
             best_j := j;
           best := move;
         };
               };
     };
   };
   @board[best_i, best_j] := 'O';
   }
   method : EvaluateMove(board : Char[,]) ~ Int {
     if(IsWinner(board, 'O')) {
       return 10;
     }
     else if(IsWinner(board, 'X')) {
       return -10;
     }
     else {
       return 0;
     };
   }
   
   method : CopyBoard() ~ Char[,] {
     board := Char->New[3, 3];
     for(i := 0; i < 3; i += 1;) { 
     for(j := 0; j < 3; j += 1;) {
       board[i,j] := @board[i,j];
     };
   };
   return board;
   }
 method : LegalMove(move : Char, player: Char) ~ Bool {
   if(move >= '1' & move <= '9') {
     index := (move - '1')->As(Int);
     j := index / 3; i := index % 3;
     if(@board[i, j] = 'X' | @board[i, j] = 'O') {
       return false;
     };
     @board[i, j] := player;
     return true;
   }
   else {
     return false;
   };
 }
 method : IsWinner(board : Char[,], player : Char) ~ Bool {
   # --- diagonal --- 
   check := 0;
   for(i := 0; i < 3; i += 1;) {
     if(board[i, i] = player) {
       check += 1;
     };
   };
   if(check = 3) {
     return true;
   };
   check := 0;
   j := 2;
   for(i := 0; i < 3; i += 1;) {
     if(board[i, j] = player) {
       check += 1;
     };
     j -= 1;
   };
   if(check = 3) {
     return true;
   };
   # --- vertical ---
   for(i := 0; i < 3; i += 1;) {
     check := 0;
     for(j := 0; j < 3; j += 1;) {
       if(board[i, j] = player) {
         check += 1;
       };
     };
     if(check = 3) {
       return true;
     };
   };
   # --- horizontal --- 
   for(j := 0; j < 3; j += 1;) {
     check := 0;
     for(i := 0; i < 3; i += 1;) {
       if(board[i, j] = player) {
         check += 1;
       };
     };
     if(check = 3) {
       return true;
     };
   };
   return false;
 }
 method : IsTied() ~ Bool {
   for(i := 0; i < 3; i += 1;) {
     for(j := 0; j < 3; j += 1;) {
       if(@board[i, j] <> 'X' & @board[i, j] <> 'O') {
         return false;
       };
     }; 
   };
   return true;
 }
 method : Draw() ~ Nil {
   a1 := @board[0, 0]; a2 := @board[1, 0]; a3 := @board[2, 0];
   b1 := @board[0, 1]; b2 := @board[1, 1]; b3 := @board[2, 1];
   c1 := @board[0, 2]; c2 := @board[1, 2]; c3 := @board[2, 2];
   "==========="->PrintLine();
   " {$a1} | {$a2} | {$a3} "->PrintLine();
   "---|---|---"->PrintLine();
   " {$b1} | {$b2} | {$b3} "->PrintLine();
   "---|---|---"->PrintLine();
   " {$c1} | {$c2} | {$c3} "->PrintLine();
   "===========\n"->PrintLine();
 }

}</lang>

Perl

A basic negamax search (with caching) is done to find the best move. If there are several equally good moves, one of them is selected randomly.

The computer player is not perfect, and so a human player can sometimes win.

This is not perl's fault, but mine; it ought to always be a tie, or a win for the computer. Anyone who can identify the mistake, is welcome to fix it.

<lang Perl>use warnings; use strict;

my $initial = join ",", qw(abc def ghi); my %reverse = qw(X O O X);

  1. In list context, returns best move,
  2. In scalar context, returns the score of best move.

my %cache; sub best_move { my ($b, $me) = @_; if( exists $cache{$b,$me,wantarray} ) { return $cache{$b,$me,wantarray}; } elsif( my $s = score( $b, $me ) ) { return $cache{$b,$me,wantarray} = (wantarray ? undef : $s); } my $him = $reverse{$me}; my ($best, @best) = (-999); for my $m (moves($b)) { (my $with_m = $b) =~ s/$m/$me/ or die; # The || operator supplies scalar context to best_move(...) my $s = -(score($with_m, $him) || best_move($with_m, $him)); if( $s > $best ) { ($best, @best) = ($s, $m); } elsif( $s == $best ) { push @best, $m; } } $cache{$b,$me,wantarray} = wantarray ? $best[rand @best] : $best; }

my $winner = q[([XOxo])(?:\1\1|...\1...\1|..\1..\1|....\1....\1)]; sub score { my ($b, $me) = @_; $b =~ m/$winner/o or return 0; return $1 eq $me ? +1 : -1; }

sub moves { my ($b) = @_; $b =~ /([^xoXO,\n])/g; }

sub print_board { my ($b) = @_; $b =~ s/\B/|/g; $b =~ s/,/\n-+-+-\n/g; print $b, "\n"; }

sub prompt { my ($b, $color) = @_; my @moves = moves($b); unless( @moves ) { return; } while( 1 ) { print "Place your $color on one of [@moves]: "; defined(my $m = <>) or return; chomp($m); return $m if grep $m eq $_, @moves; } }

my @players = ( { whose => "your", name => "You", verb => "You place", get_move => \&prompt }, { whose => "the computer's", name => "Computer", verb => "The computer places", get_move => \&best_move }, ); my $whose_turn = int rand 2;

my $color = "X"; my $b = $initial;

while( 1 ) { my $p = $players[$whose_turn]; print_board($b); print "It is $p->{whose} turn.\n"; # The parens around $m supply list context to the right side # or the = operator, which causes sub best_move to return the # best move, rather than the score of the best move. my ( $m ) = $p->{get_move}->($b, $color); if( $m ) { print "$p->{verb} an $color at $m\n"; $b =~ s/$m/$color/; my $s = score($b, $color) or next; print_board($b); print "$p->{name} ", $s > 0 ? "won!\n" : "lost!\n"; } else { print "$p->{name} cannot move.\n"; } print "Game over.\nNew Game...\n"; ($b, $color, $whose_turn) = ($initial, "X", int rand 2); redo; } continue { $color = $reverse{$color}; $whose_turn = !$whose_turn; } </lang>

Output:
a|b|c
-+-+-
d|e|f
-+-+-
g|h|i
It is your turn.
Place your X on one of [a b c d e f g h i]: e
You place an X at e
a|b|c
-+-+-
d|X|f
-+-+-
g|h|i
It is the computer's turn.
The computer places an O at c
a|b|O
-+-+-
d|X|f
-+-+-
g|h|i
It is your turn.
Place your X on one of [a b d f g h i]: a
You place an X at a
X|b|O
-+-+-
d|X|f
-+-+-
g|h|i
It is the computer's turn.
The computer places an O at f
X|b|O
-+-+-
d|X|O
-+-+-
g|h|i
It is your turn.
Place your X on one of [b d g h i]: i
You place an X at i
X|b|O
-+-+-
d|X|O
-+-+-
g|h|X
You won!
Game over.
New Game...
a|b|c
-+-+-
d|e|f
-+-+-
g|h|i
It is your turn.
Place your X on one of [a b c d e f g h i]:

Alternate with GUI

<lang Perl>#!/usr/bin/perl

use strict; use warnings; use Tk; use List::Util qw( shuffle );

my $win = qr/(?| ^(\w)...\1...\1 | ^..(\w).\1.\1 # diagonals

 | ^(?:...)*?(\w)\1\1 | (\w)..\1..\1 )/x;         # row or column

my (%cache, $message, $game);

my $mw = MainWindow->new( -title => 'TicTacToe' ); $mw->geometry('+1000+300'); $mw->Label(-textvariable => \$message, -font => 'courierbold 16',

 )->pack(-fill => 'x');

my $grid = $mw->Frame( -borderwidth => 5, -relief => 'ridge' )->pack; $mw->Button(-text => $_->[0], -command => $_->[1],

 )->pack(-side => 'left', -fill => 'x', -expand => 1) for
 ['Restart X first' => sub { restart(1) }],
 ['Restart O first' => sub { restart(0) }],
 [           'Exit' => sub { $mw->destroy }];

my @cells = map { my $me = $_;

 $grid->Button( -command => sub { person($me) },
   -width => 1, -height => 1, -font => 'courierbold 40',
   )->grid(-row => int $_ / 3, -column => $_ % 3)
 } 0 .. 8;

restart(1);

MainLoop;

sub show { $cells[$_]->configure(-text => substr $game, $_, 1) for 0 .. 8 }

sub person

 {
 $message =~ /O's turn/ or return;
 pos($game) = shift();
 if( $game =~ s/\G /O/ )
   {
   $message = $game =~ $win ? "O Wins" :
     $game !~ / / ? "Draw" : do {
       $game = move( $game, 'X' )->[1];
       $game =~ $win ? 'X Wins' :
         $game !~ / / ? 'Draw' : "O's turn to move"
     };
   show;
   }
 }

sub restart

 {
 %cache = ();
 $game = shift() ? move( ' ' x 9, 'X' )->[1] : ' ' x 9;
 show;
 $message = "O's turn to move";
 }

sub move

 {
 (local $_, my $who, my @moves) = @_;
 /$win/ and return [ 2 * ($1 eq 'X'), $_ ];
 / / or return [ 1, $_ ];
 $cache{$_ . $who} //= do
   {
   while( / /g )
     {
     my $move = "$`$who$'";
     push @moves, [ move($move, $who ^ 'X' ^ 'O')->[0], $move ];
     }
   (sort {$a->[0] <=> $b->[0]} shuffle @moves)[ -($who eq 'X') ]
   };
 }</lang>

Phix

AI copied from C. User goes first, as does loser. After a draw the start player alternates.

sequence board = repeat(' ',9)  -- {' '/'X'/'O'}
 
constant wins = {{1,2,3},{4,5,6},{7,8,9},{1,4,7},{2,5,8},{3,6,9},{1,5,9},{3,5,7}}
 
function check_winner()
    for w=1 to length(wins) do
        integer {i,j,k} = wins[w],
                boardi = board[i]
        if boardi!=' ' and boardi=board[j] and boardi=board[k] then
            return boardi
        end if
    end for
    return 0
end function
 
procedure showboard()
    printf(1," %c | %c | %c\n---+---+---\n %c | %c | %c\n---+---+---\n %c | %c | %c\n",board)
end procedure
 
integer best_i
function test_move(integer val, integer depth)
integer score = check_winner()
integer best = -1, changed = 0
    if score!=0 then return iff(score=val?1:-1) end if
    for i=1 to 9 do
        if board[i]=' ' then 
            changed = val
            board[i] = val
            score = -test_move('O'+'X'-val, depth + 1)
            board[i] = ' '
            if score>best then
                if depth=0 then
                    best_i = i;
                end if
                best = score;
            end if
        end if
    end for
    return iff(changed!=0?best:0)
end function
 
integer user = 1
 
function game()
integer key, k, win
    board = repeat(' ',9)
 
    printf(1,"Board postions are numbered so:\n1 2 3\n4 5 6\n7 8 9\n");
    printf(1,"You have O, I have X.\n\n");
    for n=1 to 9 do
        if(user) then
            printf(1,"your move: ");
            while 1 do
                key = wait_key()
                if find(key,{#1B,'q','Q'}) then return "Quit" end if
                k = key-'0'
                if k>=1 and k<=9 and board[k]=' ' then
                    board[k] = 'O'
                    printf(1,"%c\n",key)
                    exit
                end if
            end while
        else
            if n=1 then --/* randomize if computer opens, less boring */
                best_i = rand(9)
            else
                {} = test_move('X', 0);
            end if
            board[best_i] = 'X'
            printf(1," my move: %d\n", best_i);
        end if
        showboard();
        user = 1-user
        win = check_winner()
        if win!=0 then
            return iff(win=='O' ? "You win.\n\n" : "I win.\n\n");
        end if
    end for
    return "A draw.\n\n";
end function
 
while 1 do
    string res = game()
    puts(1,res)
    if res="Quit" then exit end if
end while

Sample game (after a draw), with the boards cut/pasted into the horizontal

Board postions are numbered so:
1 2 3
4 5 6
7 8 9
You have O, I have X.

 my move: 5     your move: 2     my move: 1     your move: 9     my move: 4     your move: 6     my move: 7
   |   |           | O |         X | O |         X | O |         X | O |         X | O |         X | O |
---+---+---     ---+---+---     ---+---+---     ---+---+---     ---+---+---     ---+---+---     ---+---+---
   | X |           | X |           | X |           | X |         X | X |         X | X | O       X | X | O
---+---+---     ---+---+---     ---+---+---     ---+---+---     ---+---+---     ---+---+---     ---+---+---
   |   |           |   |           |   |           |   | O         |   | O         |   | O       X |   | O
I win.

Board postions are numbered so:
1 2 3
4 5 6
7 8 9
You have O, I have X.

your move: Quit

PHP

A simple interactive version for the browser. NOTE: While PHP can considered a super-set of HTML/JS, usage has been kept to a minimum to focus on the more specific PHP parts.

<lang PHP> <?php const BOARD_NUM = 9; const ROW_NUM = 3; $EMPTY_BOARD_STR = str_repeat('.', BOARD_NUM);

function isGameOver($board, $pin) { $pat = '/X{3}|' . //Horz 'X..X..X..|' . //Vert Left '.X..X..X.|' . //Vert Middle '..X..X..X|' . //Vert Right '..X.X.X..|' . //Diag TL->BR 'X...X...X|' . //Diag TR->BL '[^\.]{9}/i'; //Cat's game if ($pin == 'O') $pat = str_replace('X', 'O', $pat); return preg_match($pat, $board); }

//Start $boardStr = isset($_GET['b'])? $_GET['b'] : $EMPTY_BOARD_STR; $turn = substr_count($boardStr, '.')%2==0? 'O' : 'X'; $oppTurn = $turn == 'X'? 'O' : 'X'; $gameOver = isGameOver($boardStr, $oppTurn);

//Display board echo '<style>'; echo 'td {width: 200px; height: 200px; text-align: center; }'; echo '.pin {font-size:72pt; text-decoration:none; color: black}'; echo '.pin.X {color:red}'; echo '.pin.O {color:blue}'; echo '</style>';

echo '

'; $p = 0; for ($r = 0; $r < ROW_NUM; $r++) { echo ''; for ($c = 0; $c < ROW_NUM; $c++) { $pin = $boardStr[$p]; echo ''; $p++; } echo ''; echo '<input type="hidden" name="b" value="', $boardStr, '"/>'; } echo '
';

if ($gameOver || $pin != '.') echo '', $pin, ''; //Occupied else { //Available $boardDelta = $boardStr; $boardDelta[$p] = $turn; echo '<a class="pin ', $pin, '" href="?b=', $boardDelta, '">'; echo $boardStr[$p]; echo '</a>'; }

echo '

';

echo '<a href="?b=', $EMPTY_BOARD_STR, '">Reset</a>';

if ($gameOver) echo '

Game Over!

';

</lang>

PicoLisp

This solution doesn't bother about the game logic, but simply uses the alpha-beta-pruning 'game' function in the "simul" library. <lang PicoLisp>(load "@lib/simul.l") # for 'game' function

(de display ()

  (for Y (3 2 1)
     (prinl "   +---+---+---+")
     (prin " " Y)
     (for X (1 2 3)
        (prin " | " (or (get *Board X Y) " ")) )
     (prinl " |") )
  (prinl "   +---+---+---+")
  (prinl "     a   b   c") )

(de find3 (P)

  (find
     '((X Y DX DY)
        (do 3
           (NIL (= P (get *Board X Y)))
           (inc 'X DX)
           (inc 'Y DY)
           T ) )
     (1 1 1 1 2 3 1 1)
     (1 2 3 1 1 1 1 3)
     (1 1 1 0 0 0 1 1)
     (0 0 0 1 1 1 1 -1) ) )

(de myMove ()

  (when
     (game NIL 8
        '((Flg)     # Moves
           (unless (find3 (or (not Flg) 0))
              (make
                 (for (X . L) *Board
                    (for (Y . P) L
                       (unless P
                          (link
                             (cons
                                (cons X Y (or Flg 0))
                                (list X Y) ) ) ) ) ) ) ) )
        '((Mov) # Move
           (set (nth *Board (car Mov) (cadr Mov)) (cddr Mov)) )
        '((Flg)     # Cost
           (if (find3 (or Flg 0)) -100 0) ) )
     (let Mov (caadr @)
        (set (nth *Board (car Mov) (cadr Mov)) 0) )
     (display) ) )

(de yourMove (X Y)

  (and
     (sym? X)
     (>= 3 (setq X (- (char X) 96)) 1)
     (num? Y)
     (>= 3 Y 1)
     (not (get *Board X Y))
     (set (nth *Board X Y) T)
     (display) ) )

(de main ()

  (setq *Board (make (do 3 (link (need 3)))))
  (display) )

(de go Args

  (cond
     ((not (yourMove (car Args) (cadr Args)))
        "Illegal move!" )
     ((find3 T) "Congratulation, you won!")
     ((not (myMove)) "No moves")
     ((find3 0) "Sorry, you lost!") ) )</lang>
Output:
: (main)
   +---+---+---+
 3 |   |   |   |
   +---+---+---+
 2 |   |   |   |
   +---+---+---+
 1 |   |   |   |
   +---+---+---+
     a   b   c

: (go a 1)
   +---+---+---+
 3 |   |   |   |
   +---+---+---+
 2 |   |   |   |
   +---+---+---+
 1 | T |   |   |
   +---+---+---+
     a   b   c
   +---+---+---+
 3 |   |   |   |
   +---+---+---+
 2 |   | 0 |   |
   +---+---+---+
 1 | T |   |   |
   +---+---+---+
     a   b   c

Prolog

Works with SWI-Prolog.
Uses a minimax algorithm with no Alpha-beta pruning, as the max depth of the recursion is 8. Computer never loses.
A GUI interface written in XPCE is given. <lang Prolog>:- use_module('min-max.pl').

-dynamic box/2.
- dynamic tic_tac_toe_window/1.

% Computer begins. tic-tac-toe(computer) :- V is random(9), TTT = [_,_,_,_,_,_ ,_,_,_], nth0(V, TTT, o), display_tic_tac_toe(TTT).

% Player begins tic-tac-toe(me) :- TTT = [_,_,_,_,_,_ ,_,_,_], display_tic_tac_toe(TTT).


display_tic_tac_toe(TTT) :- retractall(box(_,_)), retractall(tic_tac_toe_window(_)), new(D, window('Tic-tac-Toe')), send(D, size, size(170,170)), X = 10, Y = 10, display(D, X, Y, 0, TTT), assert(tic_tac_toe_window(D)), send(D, open).

display(_, _, _, _, []).

display(D, X, Y, N, [A,B,C|R]) :- display_line(D, X, Y, N, [A,B,C]), Y1 is Y+50, N3 is N+3, display(D, X, Y1, N3, R).


display_line(_, _, _, _, []). display_line(D, X, Y, N, [C|R]) :- ( nonvar(C)-> C1 = C; C1 = ' '), new(B, tic_tac_toe_box(C1)), assertz(box(N, B)), send(D, display, B, point(X, Y)), X1 is X + 50, N1 is N+1, display_line(D, X1, Y, N1, R).


% class tic_tac_toe_box % display an 'x' when the player clicks % display an 'o' when the computer plays

- pce_begin_class(tic_tac_toe_box, box, "Graphical window with text").

variable(mess, any, both, "text to display").

initialise(P, Lbl) :-> send(P, send_super, initialise), send(P, slot, mess, Lbl), WS = 50, HS = 50, send(P, size, size(WS,HS)), send(P, recogniser, handler_group(new(click_gesture(left, , single, message(@receiver, my_click))))).

% the box is clicked my_click(B) :-> send(B, set_val, x), send(@prolog, play).

% only works when the box is "free" set_val(B, Val) :-> get(B, slot, mess, ' '), send(B, slot, mess, Val), send(B, redraw), send(B, flush).


% redefined method to display custom graphical objects. '_redraw_area'(P, A:area) :-> send(P, send_super, '_redraw_area', A), %we display the text get(P, slot, mess, Lbl), new(Str1, string(Lbl)), get_object(P, area, area(X,Y,W,H)), send(P, draw_box, X, Y, W, H), send(P, draw_text, Str1, font(times, normal, 30), X, Y, W, H, center, center).

- pce_end_class.

play :- numlist(0, 8, L), maplist(init, L, TTT), finished(x, TTT, Val), ( Val = 2 -> send(@display, inform,'You win !'), tic_tac_toe_window(D), send(D, destroy) ; ( Val = 1 -> send(@display, inform,'Draw !'), tic_tac_toe_window(D), send(D, destroy)  ; next_move(TTT, TT1), maplist(display, L, TT1), finished(o, TT1, V), ( V = 2 -> send(@display, inform,'I win !'), tic_tac_toe_window(D), send(D, destroy) ; ( V = 1 -> send(@display, inform,'Draw !'), tic_tac_toe_window(D), send(D, destroy)  ; true)))).


% use minmax to compute the next move next_move(TTT, TT1) :- minimax(o, 0, 1024, TTT, _V1- TT1).


% we display the new board display(I, V) :- nonvar(V), box(I, V1), send(V1, set_val, V).

display(_I, _V).

% we create the board for minmax init(I, V) :- box(I, V1), get(V1, slot, mess, V), V \= ' '.

init(_I, _V).

% winning position for the player P ? winned(P, [A1, A2, A3, A4, A5, A6, A7, A8, A9]) :-

      (is_winning_line(P, [A1, A2, A3]);

is_winning_line(P, [A4, A5, A6]); is_winning_line(P, [A7, A8, A9]); is_winning_line(P, [A1, A4, A7]); is_winning_line(P, [A2 ,A5, A8]); is_winning_line(P, [A3, A6, A9]); is_winning_line(P, [A1, A5, A9]); is_winning_line(P, [A3, A5, A7])).


is_winning_line(P, [A, B, C]) :- nonvar(A), A = P, nonvar(B), B = P, nonvar(C), C = P.

% Winning position for the player eval(Player, Deep, TTT, V) :- winned(Player, TTT), ( Player = o -> V is 1000 - 50 * Deep; V is -1000+ 50 * Deep).

% Loosing position for the player eval(Player, Deep, TTT, V) :- select(Player, [o,x], [Player1]), winned(Player1, TTT), ( Player = x -> V is 1000 - 50 * Deep; V is -1000+ 50 * Deep).

% Draw position eval(_Player, _Deep, TTT, 0) :- include(var, TTT, []).


% we fetch the free positions of the board possible_move(TTT, LMove) :- new(C, chain), forall(between(0,8, I), ( nth0(I, TTT, X), ( var(X) -> send(C, append, I); true))), chain_list(C, LMove).

% we create the new position when the player P clicks % the box "N" assign_move(P, TTT, N, TT1) :- copy_term(TTT, TT1), nth0(N, TT1, P).

% We fetch all the possible boards obtained from board TTT % for the player P get_next(Player, Deep, TTT, Player1, Deep1, L):- possible_move(TTT, LMove), select(Player, [o,x], [Player1]), Deep1 is Deep + 1, maplist(assign_move(Player, TTT), LMove, L).


% The game is over ? % Player P wins finished(P, TTT, 2) :- winned(P, TTT).

% Draw finished(_P, TTT, 1) :- include(var, TTT, []).

% the game is not over finished(_P, _TTT, 0) .

% minmax must knows when the computer plays % (o for ordinateur in French) computer(o).

</lang> Module min-max.pl defines minimax algorithm. <lang prolog>:- module('min-max.pl', [minimax/5]).

% minimax(Player, Deep, MaxDeep, B, V-B) % @arg1 : current player at this level % @arg2 : current level of recursion % @arg3 : max level of recursion (in this version of the game no use : set to 1024 !) % @arg4 : current board % @arg5 : B is the evaluation of the board, the result is V-B to know the new board

% Here we get an evaluation minimax(Player, Deep, MaxDeep, B, V-B) :- ( eval(Player, Deep, B, V) -> true ; % in this version of the game this second division always fails ( Deep > MaxDeep -> V is random(1000) - 1000)).

% here we must compute all the possible moves to know the evaluation of the board minimax(Player, Deep, MaxDeep, B, V) :- get_next(Player, Deep, B, Player1, Deep1, L), maplist(minimax(Player1, Deep1, MaxDeep), L, LV), maplist(lie, L, LV, TLV), sort(TLV, SLVTmp), ( computer(Player) -> reverse(SLVTmp, SLV); SLV = SLVTmp), SLV = [V | _R].


lie(TTT, V-_, V-TTT).

</lang>

Python

The computer enforces the rules but plays a random game. <lang python>

   Tic-tac-toe game player.
   Input the index of where you wish to place your mark at your turn.

import random

board = list('123456789') wins = ((0,1,2), (3,4,5), (6,7,8),

       (0,3,6), (1,4,7), (2,5,8),
       (0,4,8), (2,4,6))

def printboard():

   print('\n'.join(' '.join(board[x:x+3]) for x in(0,3,6)))

def score():

   for w in wins:
       b = board[w[0]]
       if b in 'XO' and all (board[i] == b for i in w):
           return b, [i+1 for i in w]
   return None, None

def finished():

   return all (b in 'XO' for b in board)

def space():

   return [ b for b in board if b not in 'XO']

def my_turn(xo):

   options = space()
   choice = random.choice(options)
   board[int(choice)-1] = xo
   return choice

def your_turn(xo):

   options = space()
   while True:
       choice = input(" Put your %s in any of these positions: %s "
                      % (xo, .join(options))).strip()
       if choice in options:
           break
       print( "Whoops I don't understand the input" )
   board[int(choice)-1] = xo
   return choice

def me(xo='X'):

   printboard()
   print('I go at', my_turn(xo))
   return score()
   assert not s[0], "\n%s wins across %s" % s

def you(xo='O'):

   printboard()
   # Call my_turn(xo) below for it to play itself
   print('You went at', your_turn(xo))
   return score()
   assert not s[0], "\n%s wins across %s" % s


print(__doc__) while not finished():

   s = me('X')
   if s[0]:
       printboard()
       print("\n%s wins across %s" % s)
       break
   if not finished():
       s = you('O')
       if s[0]:
           printboard()
           print("\n%s wins across %s" % s)
           break

else:

   print('\nA draw')

</lang>

Sample Game

    Tic-tac-toe game player.
    Input the index of where you wish to place your mark at your turn.

1 2 3
4 5 6
7 8 9
I go at 9
1 2 3
4 5 6
7 8 X
 Put your O in any of these positions: 12345678 1
You went at 1
O 2 3
4 5 6
7 8 X
I go at 3
O 2 X
4 5 6
7 8 X
 Put your O in any of these positions: 245678 4
You went at 4
O 2 X
O 5 6
7 8 X
I go at 2
O X X
O 5 6
7 8 X
 Put your O in any of these positions: 5678 7
You went at 7
O X X
O 5 6
O 8 X

O wins across [1, 4, 7]

Better skilled player

In this version, The computer player will first complete a winning line of its own if it can, otherwise block a winning line of its opponent if they have two in a row, or then choose a random move.

<lang python>

   Tic-tac-toe game player.
   Input the index of where you wish to place your mark at your turn.

import random

board = list('123456789') wins = ((0,1,2), (3,4,5), (6,7,8),

       (0,3,6), (1,4,7), (2,5,8),
       (0,4,8), (2,4,6))

def printboard():

   print('\n-+-+-\n'.join('|'.join(board[x:x+3]) for x in(0,3,6)))

def score(board=board):

   for w in wins:
       b = board[w[0]]
       if b in 'XO' and all (board[i] == b for i in w):
           return b, [i+1 for i in w]
   return None

def finished():

   return all (b in 'XO' for b in board)

def space(board=board):

   return [ b for b in board if b not in 'XO']

def my_turn(xo, board):

   options = space()
   choice = random.choice(options)
   board[int(choice)-1] = xo
   return choice

def my_better_turn(xo, board):

   'Will return a next winning move or block your winning move if possible'
   ox = 'O' if xo =='X' else 'X'
   oneblock = None
   options  = [int(s)-1 for s in space(board)]
   for choice in options:
       brd = board[:]
       brd[choice] = xo
       if score(brd):
           break
       if oneblock is None:
           brd[choice] = ox
           if score(brd):
               oneblock = choice
   else:
       choice = oneblock if oneblock is not None else random.choice(options)
   board[choice] = xo
   return choice+1

def your_turn(xo, board):

   options = space()
   while True:
       choice = input("\nPut your %s in any of these positions: %s "
                      % (xo, .join(options))).strip()
       if choice in options:
           break
       print( "Whoops I don't understand the input" )
   board[int(choice)-1] = xo
   return choice

def me(xo='X'):

   printboard()
   print('\nI go at', my_better_turn(xo, board))
   return score()

def you(xo='O'):

   printboard()
   # Call my_turn(xo, board) below for it to play itself
   print('\nYou went at', your_turn(xo, board))
   return score()


print(__doc__) while not finished():

   s = me('X')
   if s:
       printboard()
       print("\n%s wins along %s" % s)
       break
   if not finished():
       s = you('O')
       if s:
           printboard()
           print("\n%s wins along %s" % s)
           break

else:

   print('\nA draw')</lang>
Output:
    Tic-tac-toe game player.
    Input the index of where you wish to place your mark at your turn.

1|2|3
-+-+-
4|5|6
-+-+-
7|8|9

I go at 2
1|X|3
-+-+-
4|5|6
-+-+-
7|8|9

Put your O in any of these positions: 13456789 5

You went at 5
1|X|3
-+-+-
4|O|6
-+-+-
7|8|9

I go at 1
X|X|3
-+-+-
4|O|6
-+-+-
7|8|9

Put your O in any of these positions: 346789 3

You went at 3
X|X|O
-+-+-
4|O|6
-+-+-
7|8|9

I go at 7
X|X|O
-+-+-
4|O|6
-+-+-
X|8|9

Put your O in any of these positions: 4689 4

You went at 4
X|X|O
-+-+-
O|O|6
-+-+-
X|8|9

I go at 6
X|X|O
-+-+-
O|O|X
-+-+-
X|8|9

Put your O in any of these positions: 89 9

You went at 9
X|X|O
-+-+-
O|O|X
-+-+-
X|8|O

I go at 8

A draw

R

This program simulates a game of Tic-Tac-Toe inside of an interactive window. It includes three player modes, which are a two-player game, a human versus random AI, or human versus maximized AI. This implementation belongs to "X", and can also be found here.

<lang R> rm(list=ls()) library(RColorBrewer)


  1. Create tic.tac.toe function.


tic.tac.toe <- function(name="Name", mode=0, type=0){

 place.na <<- matrix(1:9, 3, 3)
 value <<- matrix(-3, 3, 3)
 k <<- 1 ; r <<- 0
 
 
 # Make game board.
 
 
 image(1:3, 1:3, matrix(sample(9), 3, 3), asp=c(1, 1), 
       xaxt="n", yaxt="n", xlab="", ylab="", frame=F, col=brewer.pal(9, "Set3"))
 segments(c(0.5,0.5,1.5,2.5), c(2.5,1.5,0.5,0.5), 
          c(3.5,3.5,1.5,2.5), c(2.5,1.5,3.5,3.5), lwd=8, col=gray(0.3))
 segments(c(0.5,0.5,0.5,3.5), c(0.52,3.47,0.5,0.5), 
          c(3.5,3.5,0.5,3.5), c(0.52,3.47,3.5,3.5), lwd=8, col=gray(0.3))
 
 
 # Allow player to choose between a human v. human, human v. random AI, or human vs. smart AI.
 
 if(mode==0) title(list(paste(name, "'s Tic-Tac-Toe !"), cex=2), 
                   "2P : Human v.s. Human", font.sub=2, cex.sub=2)
 if(mode==1) title(list(paste(name, "'s Tic-Tac-Toe !"), cex=2), 
                   "1P : Human v.s. AI (Easy)", font.sub=2, cex.sub=2)
 if(mode==2) title(list(paste(name, "'s Tic-Tac-Toe !"), cex=2), 
                   "1P : Human v.s. AI (Hard)", font.sub=2, cex.sub=2)
 
 
 # Dole out symbols.
 
 if(type==0){symbol <- "O" ; symbol.op <- "X"}
 if(type==1){symbol <- "X" ; symbol.op <- "O"}
 out <- list(name=name, mode=mode, type=type, symbol=symbol, symbol.op=symbol.op)

}

  1. Checks if the game has ended.

isGameOver <- function(){

 for(i in 1:3){
   total.1 <- 0 ; total.2 <- 0
   for(j in 1:3){
     total.1 <- total.1 + value[i, j]
     total.2 <- total.2 + value[j, i]
   }
   if(total.1==0 | total.2==0 | total.1==3 | total.2==3){
     break
   }
 }
 total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
 total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
 
 if(total.1==0 | total.2==0 | total.3==0 | total.4==0 | total.1==3 | total.2==3 | total.3==3 | total.4==3){
   place.na[!is.na(place.na)] <<- NA
   if(total.1==0 | total.2==0 | total.3==0 | total.4==0){
     title(sub=list(""You Won ?! That's a first!", col="red", font=2, cex=2.5), line=2)
   }else{
     title(sub=list("You Don't Get Tired of Losing ?!", col="darkblue", font=2, cex=2.5), line=2)
   }
 }
 
 if(all(is.na(place.na))){
   if(total.1==0 | total.2==0 | total.3==0 | total.4==0 | total.1==3 | total.2==3 | total.3==3 | total.4==3){
     if(total.1==0 | total.2==0 | total.3==0 | total.4==0){
       title(sub=list("You Won ! Pigs Must Be Flying!", col="orange", font=2, cex=2.5), line=2)
     }else{
       title(sub=list("You Lost ... Once Again !", col="darkblue", font=2, cex=2.5), line=2)
     }
   }else{
     title(sub=list("A measly tie! Try Again", col="blue", font=2, cex=2.5), line=2)
   }
 }

}


  1. AI attack function


attack <- function(){

 ### Identify rows and columns
 for(i in 1:3){
   total.1 <- 0 ; total.2 <- 0
   for(j in 1:3){
     total.1 <- total.1 + value[i, j]
     total.2 <- total.2 + value[j, i]
   }
   if(total.1==-1 | total.2==-1){
     break
   }
 }
 total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
 total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
 
 if(total.1==-1){
   text(i, which(value[i,]!=1), symbol.op, cex=6, font=2)
   place.na[i, which(value[i,]!=1)] <<- NA
   value[i, which(value[i,]!=1)] <<- 1
 }else if(total.2==-1){
   text(which(value[,i]!=1), i, symbol.op, cex=6, font=2)
   place.na[which(value[,i]!=1), i] <<- NA
   value[which(value[,i]!=1), i] <<- 1
 }else if(total.3==-1){
   r.1 <- which(c(value[1, 1], value[2, 2], value[3, 3])!=1)
   text(r.1, r.1, symbol.op, cex=6, font=2)
   place.na[r.1, r.1] <<- NA
   value[r.1, r.1] <<- 1
 }else if(total.4==-1){
   r.2 <- which(c(value[1, 3], value[2, 2], value[3, 1])!=1)
   text(r.2, -r.2+4, symbol.op, cex=6, font=2)
   place.na[r.2, -r.2+4] <<- NA
   value[r.2, -r.2+4] <<- 1
 }

}


  1. AI defense function


defend <- function(){

 for(i in 1:3){
   total.1 <- 0 ; total.2 <- 0
   for(j in 1:3){
     total.1 <- total.1 + value[i, j]
     total.2 <- total.2 + value[j, i]
   }
   if(total.1==-3 | total.2==-3){
     break
   }
 }
 total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
 total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
 
 if(total.1==-3){
   text(i, which(value[i,]!=0), symbol.op, cex=6, font=2)
   place.na[i, which(value[i,]!=0)] <<- NA
   value[i, which(value[i,]!=0)] <<- 1
 }else if(total.2==-3){
   text(which(value[,i]!=0), i, symbol.op, cex=6, font=2)
   place.na[which(value[,i]!=0), i] <<- NA
   value[which(value[,i]!=0), i] <<- 1
 }else if(total.3==-3){
   r.1 <- which(c(value[1, 1], value[2, 2], value[3, 3])!=0)
   text(r.1, r.1, symbol.op, cex=6, font=2)
   place.na[r.1, r.1] <<- NA
   value[r.1, r.1] <<- 1
 }else if(total.4==-3){
   r.2 <- which(c(value[1, 3], value[2, 2], value[3, 1])!=0)
   text(r.2, -r.2+4, symbol.op, cex=6, font=2)
   place.na[r.2, -r.2+4] <<- NA
   value[r.2, -r.2+4] <<- 1
 }else{
   rn <- sample(place.na[!is.na(place.na)], 1)
   text(rn-3*rn%/%3.5, rn%/%3.5+1, symbol.op, cex=6, font=2)
   place.na[rn-3*rn%/%3.5, rn%/%3.5+1] <<- NA
   value[rn-3*rn%/%3.5, rn%/%3.5+1] <<- 1
 }

}


  1. Allow aim in program.


aim <- function(x, y, tic.tac.toe=ttt){

 mode <- tic.tac.toe$mode
 symbol <<- tic.tac.toe$symbol
 symbol.op <<- tic.tac.toe$symbol.op
 x <<- x ; y <<- y
 
 
 # Mode 0, Two Players
 
 
 if(mode==0){
   turn <- rep(c(0, 1), length.out=9)
   if(is.na(place.na[x, y])){
     cat("This square is taken !")
   }else{
     
     if(turn[k]==0){
       text(x, y, symbol, cex=6, font=2)
       place.na[x, y] <<- NA
       value[x, y] <<- 0
     }
     if(turn[k]==1){
       text(x, y, symbol.op, cex=6, font=2)
       place.na[x, y] <<- NA
       value[x, y] <<- 1
     }
     k <<- k + 1
   }
 }
 
 
 # Mode 1, Random AI
 
 
 if(mode==1){
   if(is.na(place.na[x, y])){
     cat("This square had been chosen !")
   }else{
     text(x, y, symbol, cex=6, font=2)
     place.na[x, y] <<- NA
     value[x, y] <<- 0
     isGameOver()
     
     for(i in 1:3){
       total.1 <- 0 ; total.2 <- 0
       for(j in 1:3){
         total.1 <- total.1 + value[i, j]
         total.2 <- total.2 + value[j, i]
       }
       if(total.1==-1 | total.2==-1){
         break
       }
     }
     total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
     total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
     
     if(all(is.na(place.na))){
       isGameOver()
     }else if(total.1==-1 | total.2==-1 | total.3==-1 | total.4==-1){
       attack()
     }else{
       defend()
     }
   }
 }
 
 
 
 # Mode 2, Hard AI
 
 
 if(mode==2){
   
   if(is.na(place.na[x, y])){
     cat("This square is taken!")
   }else{
     
     
     # AI First Turn
     
     
     if(sum(is.na(place.na))==0){
       
       text(x, y, symbol, cex=6, font=2)
       place.na[x, y] <<- NA
       value[x, y] <<- 0
       
       if(is.na(place.na[2, 2])==F){
         text(2, 2, symbol.op, cex=6, font=2)
         place.na[2, 2] <<- NA
         value[2, 2] <<- 1
       }else{
         corner.1 <- sample(c(1, 3), 1) ; corner.2 <- sample(c(1, 3), 1)
         text(corner.1, corner.2, symbol.op, cex=6, font=2)
         place.na[corner.1, corner.2] <<- NA
         value[corner.1, corner.2] <<- 1
       }
       
       
       # AI Second Turn 
       
       
     }else if(sum(is.na(place.na))==2){
       text(x, y, symbol, cex=6, font=2)
       place.na[x, y] <<- NA
       value[x, y] <<- 0
       
       for(i in 1:3){
         total.1 <- 0 ; total.2 <- 0
         for(j in 1:3){
           total.1 <- total.1 + value[i, j]
           total.2 <- total.2 + value[j, i]
         }
         if(total.1==-3 | total.2==-3){
           break
         }
       }
       total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
       total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
       
       if(total.1==-3 | total.2==-3 | total.3==-3 | total.4==-3){
         defend()
       }else{
         total.1 <- value[2, 1] + value[2, 2] + value[2, 3]
         total.2 <- value[1, 2] + value[2, 2] + value[3, 2]
         total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
         total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
         if(total.1==1 | total.2==1 | total.3==1 | total.4==1){
           if((value[2, 2]==1 & total.3==1) | (value[2, 2]==1 & total.4==1)){
             vector.side <- c(place.na[2, 1], place.na[1, 2], place.na[3, 2], place.na[2, 3])
             rn <- sample(vector.side[!is.na(vector.side)], 1)
             text(rn-3*rn%/%3.5, rn%/%3.5+1, symbol.op, cex=6, font=2)
             place.na[rn-3*rn%/%3.5, rn%/%3.5+1] <<- NA
             value[rn-3*rn%/%3.5, rn%/%3.5+1] <<- 1
           }else{
             matrix.cor <- place.na[c(1, 3), c(1, 3)]
             rn <- sample(matrix.cor[!is.na(matrix.cor)], 1)
             text(rn-3*rn%/%3.5, rn%/%3.5+1, symbol.op, cex=6, font=2)
             place.na[rn-3*rn%/%3.5, rn%/%3.5+1] <<- NA
             value[rn-3*rn%/%3.5, rn%/%3.5+1] <<- 1
           }
         }else{
           if((x==1 & y==2) | (x==3 & y==2)){
             rn <- sample(c(1, 3), 1)
             text(x, rn, symbol.op, cex=6, font=2)
             place.na[x, rn] <<- NA
             value[x, rn] <<- 1
           }else if((x==2 & y==3) | (x==2 & y==1)){
             rn <- sample(c(1, 3), 1)
             text(rn, y, symbol.op, cex=6, font=2)
             place.na[rn, y] <<- NA
             value[rn, y] <<- 1
           }else if((x==1 & y==1) | (x==1 & y==3) | (x==3 & y==1) | (x==3 & y==3)){
             text(-x+4, -y+4, symbol.op, cex=6, font=2)
             place.na[-x+4, -y+4] <<- NA
             value[-x+4, -y+4] <<- 1
           }
         }
       }
       
       
       # AI Other Turn
       
       
     }else{
       text(x, y, symbol, cex=6, font=2)
       place.na[x, y] <<- NA
       value[x, y] <<- 0
       isGameOver()
       
       for(i in 1:3){
         total.1 <- 0 ; total.2 <- 0
         for(j in 1:3){
           total.1 <- total.1 + value[i, j]
           total.2 <- total.2 + value[j, i]
         }
         if(total.1==-1 | total.2==-1){
           break
         }
       }
       total.3 <- value[1, 1] + value[2, 2] + value[3, 3]
       total.4 <- value[1, 3] + value[2, 2] + value[3, 1]
       
       if(all(is.na(place.na))){
         isGameOver()
       }else if(total.1==-1 | total.2==-1 | total.3==-1 | total.4==-1){
         attack()
       }else{
         defend()
       }
     }
   }
 }
 isGameOver()

}


  1. Allow users to click on program.


click <- function(tic.tac.toe=ttt){

 name <- tic.tac.toe$name
 mode <- tic.tac.toe$mode
 type <- tic.tac.toe$type
 
 while(length(place.na)==9){
   mouse.at <- locator(n = 1, type = "n") 
   #cat(mouse.at$x,"\t",  mouse.at$y, "\n")
   x.at <- round(mouse.at$x)
   y.at <- round(mouse.at$y)
   #cat(x.at,"\t",  y.at, "\n")
   if(all(is.na(place.na))){
     ttt <<- tic.tac.toe(name, mode, type)
   }else if(x.at > 3.5 | x.at < 0.5 | y.at > 3.5 | y.at < 0.5){
     r <<- r + 1
     title(sub=list("Click outside:Quit / inside:Restart", col="deeppink", font=2, cex=2), line=2)
     if(r==2){
       dev.off()
       break
     }
   }else{
     if(r==1){
       ttt <<- tic.tac.toe(name, mode, type)
     }else{
       aim(x.at, y.at)
     }
   }
 }

}


  1. Play the game


start <- function(name="Name", mode=0, type=0){

 x11()
 ttt <<- tic.tac.toe(name, mode, type)
 click()

}

  1. start("name", "mode" = 0 - 2, type = 0,1)

</lang>

Racket

The program provides standard interface for implementation of any zero–sum game with perfect information such as tick-tack-toe, Nim, the 21 game etc. It is possible to create interactive players (as objects) with different playing strategy (AI-driven, user-driven, random etc.) and let them play with each other through message-sending technique.

The optimal strategy is implemented via lazy minimax algorythm with α-β-pruning and arbitrary depth of the recursion.

The program consists of separate modules:

+ minimax.rkt    -- Written in Lazy Racket, implements the general minimax algorythm as 
|                   given in Wikipedia.
|                   Knows nothing about games.
V
+ game.rkt       -- Written in Lazy Racket, defines general classes for the game and players.
|                   Knows nothing about tick-tack-toe, only about zero-sum two-player
|                   turn-taking games with perfect information in general.
V
+ tick-tack.rkt  -- Written in Racket, implements the tick-tack-toe game.


The minimax.rkt module: <lang racket>

  1. lang lazy

(provide minimax)

(define (minimax tree)

 (! (let minimax ([node tree] [α -inf.0] [β +inf.0] [max-player #f])
      (cond 
        [(number? node) node]
        [(empty? node) 0.0]
        [max-player
         (let next ([x node] [α α])
           (if (or (empty? x) (<= β α)) 
               α
               (next (cdr x)
                     (max α (minimax (car x) α β (not max-player))))))]
        [else
         (let next ([x node] [β β])
           (if (or (empty? x) (<= β α)) 
               β
               (next (cdr x)
                     (min β (minimax (car x) α β (not max-player))))))]))))

</lang>

The game.rkt module:

<lang racket>

  1. lang lazy

(require racket/class

        "minimax.rkt"
        (only-in racket/list shuffle argmax))

(provide game%

        interactive-player
        define-partners)
--------------------------------------------------------------------
Class representing the logics and optimal strategy
for a zero-sum game with perfect information.

(define game%

 (class object%
   (super-new)
   
   ;; virtual methods which set up the game rules
   (init-field my-win?         ; State -> Bool
               my-loss?        ; State -> Bool
               draw-game?      ; State -> Bool
               my-move         ; State Move -> State
               opponent-move   ; State Move -> State
               possible-moves  ; State -> (list Move)
               show-state)     ; State -> Any
   
   ;; optimal-move :: State -> Move
   ;; Choses the optimal move. 
   ;; If several equivalent moves exist -- choses one randomly.
   (define/public ((optimal-move look-ahead) S)
     (! (argmax (λ (m) (! (minimax (game-tree S m look-ahead))))
                (shuffle (possible-moves S)))))
   
   ;; game-tree :: State -> (Move -> (Treeof Real))
   (define (game-tree S m look-ahead)
     (let new-ply ([moves (cycle opponent-move my-move)] 
                   [i 1] 
                   [s (my-move S m)])
       (cond
         [(my-win? s)        (/  1 i)] ; more close wins and loses
         [(my-loss? s) (/ -1 i)] ; have bigger weights
         [(draw-game? s)     0]
         [(>= i look-ahead)  (/ 1 i)] 
         [else (map (λ (x) (new-ply (cdr moves) (+ 1 i) ((car moves) s x)))
                    (possible-moves s))])))
   
   ;; make-move :: State (State -> Move) -> (Move State Symbol)
   (define/public (make-move S move)
     (cond
       [(my-loss? S)   (values '() S 'loss)]         
       [(draw-game? S) (values '() S 'draw)]   
       [else (let* ([m* (! (move S))]
                    [S* (my-move S m*)])
               (cond
                 [(my-win? S*)    (values m* S* 'win)] 
                 [(draw-game? S*) (values m* S* 'draw)]
                 [else            (values m* S* 'next)]))]))))
--------------------------------------------------------------------
Mixin representing an interactive game player.
The parameter `game` defines a game which is played.

(define (interactive-player game)

 (class game
   (super-new)
   
   (inherit-field show-state)
   (inherit make-move optimal-move)
   
   (init-field name
               [look-ahead 4]
               [opponent 'undefined]
               [move-method (optimal-move look-ahead)])
   
   (define/public (your-turn S)
     (define-values (m S* status) (make-move S move-method))
     (! (printf "\n~a makes move ~a\n" name m))
     (! (show-state S*))
     (! (case status
          ['stop (displayln "The game was interrupted.")]
          ['win  (printf "~a wins!" name)]
          ['loss (printf "~a wins!" name)]
          ['draw (printf "Draw!")]
          [else (send opponent your-turn S*)])))))


--------------------------------------------------------------------
a simple macro for initialization of game partners

(define-syntax-rule

 (define-partners game (A #:win A-wins #:move A-move) 
                       (B #:win B-wins #:move B-move))
 (begin
   (define A (class game 
               (super-new 
                [my-win?  A-wins]
                [my-loss? B-wins]
                [my-move  A-move]
                [opponent-move B-move])))
   (define B (class game 
               (super-new 
                [my-win?  B-wins]
                [my-loss? A-wins]
                [my-move  B-move]
                [opponent-move A-move])))))
--------------------------------------------------------------------
the main procedure which initiates the game

(define (start-game p1 p2 initial-state)

 (set-field! opponent p1 p2)
 (set-field! opponent p2 p1)
 (send p1 your-turn initial-state))

</lang>

The tick-tack.rkt module: <lang racket>#lang racket

(require "game.rkt"

        racket/set
        lazy/force)
--------------------------------------------------------------------
Tick-tack-toe game implementation
the structure representing a board

(struct board (x o))

sets of X's and O's

(define xs board-x) (define os board-o)

(define empty-board (board (set) (set)))

(define all-cells

 (set '(1 1) '(1 2) '(1 3)
      '(2 1) '(2 2) '(2 3)
      '(3 1) '(3 2) '(3 3)))

(define (free-cells b)

 (set-subtract all-cells (xs b) (os b)))

(define winning-positions

 (list (set '(1 1) '(2 2) '(3 3))
       (set '(1 3) '(2 2) '(3 1))
       (set '(1 1) '(1 2) '(1 3))
       (set '(2 1) '(2 2) '(2 3))
       (set '(3 1) '(3 2) '(3 3))
       (set '(1 1) '(2 1) '(3 1))
       (set '(1 2) '(2 2) '(3 2))
       (set '(1 3) '(2 3) '(3 3))))
a predicate for winning state on the board

(define ((wins? s) b)

 (ormap (curryr subset? (s b)) winning-positions))
player moves

(define (x-move b m) (board (set-add (xs b) m) (os b))) (define (o-move b m) (board (xs b) (set-add (os b) m)))

textual representation of the board

(define (show-board b)

 (for ([i '(3 2 1)])
   (printf "~a " i)
   (for ([j '(1 2 3)])
     (display (cond
                [(set-member? (os b) (list j i)) "|o"]
                [(set-member? (xs b) (list j i)) "|x"]
                [else "| "])))
   (display "|\n"))
 (display "   1 2 3    "))
--------------------------------------------------------------------
The definition of the game
general properties

(define tic-tac%

 (class game%
   (super-new
    [draw-game?       (compose set-empty? free-cells)]
    [possible-moves   (compose set->list free-cells)]
    [show-state       show-board])))
players

(define-partners tic-tac%

 (x% #:win (wins? xs) #:move x-move)
 (o% #:win (wins? os) #:move o-move))
Computer players

(define player-A (new (interactive-player x%) [name "A"] [look-ahead 6]))

(define player-B (new (interactive-player o%) [name "B"] [look-ahead 6]))

The interactive user

(define User

 (new (interactive-player x%) 
      [name "User"]
      [move-method 
       (λ (b) (let make-move ([m (read)])
                (match m
                  ['q (exit)]
                  [(list (or 1 2 3) (or 1 2 3)) m]
                  [else (make-move (read))])))]))
The dummy player plays randomly

(define Dummy

 (new (interactive-player o%) [name "Dummy"] [look-ahead 0]))

</lang>

Sample games:

Computer plays with the computer:

> (!(start-game player-A player-B empty-board))

A makes move (3 1)
3 | | | |
2 | | | |
1 | | |x|
   1 2 3    
B makes move (2 2)
3 | | | |
2 | |o| |
1 | | |x|
   1 2 3    
A makes move (1 1)
3 | | | |
2 | |o| |
1 |x| |x|
   1 2 3    
B makes move (2 1)
3 | | | |
2 | |o| |
1 |x|o|x|
   1 2 3    
A makes move (2 3)
3 | |x| |
2 | |o| |
1 |x|o|x|
   1 2 3    
B makes move (3 2)
3 | |x| |
2 | |o|o|
1 |x|o|x|
   1 2 3    
A makes move (1 2)
3 | |x| |
2 |x|o|o|
1 |x|o|x|
   1 2 3    
B makes move (1 3)
3 |o|x| |
2 |x|o|o|
1 |x|o|x|
   1 2 3    
A makes move (3 3)
3 |o|x|x|
2 |x|o|o|
1 |x|o|x|
   1 2 3    Draw!

Computer plays with the dummy:

> (!(start-game player-A Dummy empty-board))

A makes move (3 1)
3 | | | |
2 | | | |
1 | | |x|
   1 2 3    
Dummy makes move (2 3)
3 | |o| |
2 | | | |
1 | | |x|
   1 2 3    
A makes move (1 1)
3 | |o| |
2 | | | |
1 |x| |x|
   1 2 3    
Dummy makes move (3 3)
3 | |o|o|
2 | | | |
1 |x| |x|
   1 2 3    
A makes move (2 1)
3 | |o|o|
2 | | | |
1 |x|x|x|
   1 2 3    A wins!

User plays with the dummy:

> (!(start-game Dummy User empty-board))

Dummy makes move (2 3)
3 | |o| |
2 | | | |
1 | | | |
   1 2 3    (1 2)

User makes move (1 2)
3 | |o| |
2 |x| | |
1 | | | |
   1 2 3    
Dummy makes move (3 2)
3 | |o| |
2 |x| |o|
1 | | | |
   1 2 3    (1 3)

User makes move (1 3)
3 |x|o| |
2 |x| |o|
1 | | | |
   1 2 3    
Dummy makes move (3 3)
3 |x|o|o|
2 |x| |o|
1 | | | |
   1 2 3    (1 1)

User makes move (1 1)
3 |x|o|o|
2 |x| |o|
1 |x| | |
   1 2 3    User wins!

As an example of another zero-sum game consider the classical Nim game:

<lang racket>

  1. lang racket

(require "game.rkt"

        lazy/force)
--------------------------------------------------------------------
The definition of the game

(define initial-state '(3 5 7))

(define (move s m) (map - s m))

(define (win? s) (= 1 (apply + s)))

(define (show-state s) (displayln (map (λ (n) (make-list n '●)) s)))

(define (possible-moves S)

 (append-map 
  (λ (heap n) 
    (map (λ (x) (map (curry * x) heap))
         (range 1 (+ 1 (min 3 n)))))
  '((1 0 0) (0 1 0) (0 0 1)) S))

(define Nim% (class game%

              (super-new
               [draw-game?       (const #f)]
               [possible-moves   possible-moves]
               [show-state       show-state])))

(define-partners Nim%

 (first%  #:win win? #:move move)
 (second% #:win win? #:move move))
players

(define player-A

 (new (interactive-player first%) [name "A"] [look-ahead 4]))

(define player-B

 (new (interactive-player second%) [name "B"] [look-ahead 4]))

</lang>

Computer plays with the computer:

> (!(start-game player-A player-B initial-state))

A makes move (0 0 2)
((● ● ●) (● ● ● ● ●) (● ● ● ● ●))

B makes move (1 0 0)
((● ●) (● ● ● ● ●) (● ● ● ● ●))

A makes move (2 0 0)
(() (● ● ● ● ●) (● ● ● ● ●))

B makes move (0 2 0)
(() (● ● ●) (● ● ● ● ●))

A makes move (0 3 0)
(() () (● ● ● ● ●))

B makes move (0 0 1)
(() () (● ● ● ●))

A makes move (0 0 3)
(() () (●))
A wins!

With use of memoization it is easy to train automatic players so that they would never lose and play very fast.

Raku

(formerly Perl 6)

Works with: Rakudo version 2018.03

The computer plays a random game.

<lang perl6>my @board = 1..9; my @winning-positions = [0..2], [3..5], [6..8], [0,3,6], [1,4,7], [2,5,8], [0,4,8], [6,4,2];

sub get-winner() { for @winning-positions {

       return (@board[|$_][0], $_) if [eq] @board[|$_];

} }

sub free-indexes() { @board.keys.grep: { @board[$_] eq any(1..9) } }

sub ai-move() { given free-indexes.pick { @board[$_] = 'o'; say "I go at: { $_ + 1 }\n"; } }

sub print-board() {

   print "\e[2J";
   say @board.map({ "$^a | $^b | $^c" }).join("\n--+---+--\n"), "\n";

}

sub human-move() { my $pos = prompt "Choose one of { (free-indexes() »+» 1).join(",") }: "; if $pos eq any(free-indexes() »+» 1) { @board[$pos - 1] = 'x'; } else { say "Sorry, you want to put your 'x' where?"; human-move(); } }

for flat (&ai-move, &human-move) xx * { print-board;

   last if get-winner() or not free-indexes;
   .();

}

if get-winner() -> ($player, $across) { say "$player wins across [", ($across »+» 1).join(", "), "]."; } else { say "How boring, a draw!"; }</lang>

REXX

This REXX program uses an analytical solution instead of hard─fast choices that can be assumed for a   3×3   game board.

Options used within the REXX program:

  •   a separate numbered grid is used instead of coördinates for easier marker specification
  •   the game board is separated from the numbered grid, this makes it much easier to see the playing field
  •   straight lines (wins) are handled dynamically instead of hard─coding them
  •   allows the human player to:
  •   specify any   N×N   size tic─tac─toe board   (a square grid)
  •   specify who plays first   (default is the human)
  •   specify what markers (symbols) to be used for both players   (can use hexadecimal pairs)
  •   quit (exit) the game at any time
  •   win   (if the human goes first   and   makes a certain move)


A fair amount of code was dedicated to error detection   and   the displaying of error messages,   and
also the presentation of the tic─tac─toe game boards (grids). <lang rexx>/*REXX program plays (with a human) the tic─tac─toe game on an NxN grid. */ $= copies('─', 9) /*eyecatcher for error messages, prompt*/ oops = $ '***error*** ' /*literal for when an error happens. */ single = '│─┼'; jam= "║"; bar= '═'; junc= "╬"; dbl=jam || bar || junc sw = linesize() - 1 /*obtain width of the terminal (less 1)*/ parse arg N hm cm .,@. /*obtain optional arguments from the CL*/ if N== | N=="," then N=3; oN=N /*N not specified? Then use default.*/

    N = abs(N)                                  /*if N < 0.  then computer goes first. */
   NN = N*N                                     /*calculate the   square of  N.        */

middle = NN % 2 + N % 2 /* " " middle " the grid. */ if N<2 then do; say oops 'tic─tac─toe grid is too small: ' N; exit 13; end pad= left(, sw % NN) /*display padding: 6x6 in 80 columns.*/ if hm== then hm= "X"; /*define the marker for a human. */ if cm== then cm= "O" /* " " " " the computer. */

               hm= aChar(hm, 'human')           /*determine if the marker is legitimate*/
               cm= aChar(cm, 'computer')        /*    "      "  "     "    "      "    */

parse upper value hm cm with uh uc /*use uppercase values is markers: X x*/ if uh==uc then cm= word('O X', 1 + (uh=="O") ) /*The human wants Hal's marker? Swap. */ if oN<0 then call Hmove middle /*Hal moves first? Then choose middling*/

        else call showGrid                      /*showGrid also checks for wins & draws*/

/*tic─tac─toe game───►*/ do forever /*'til the cows come home (or QUIT). */ /*tic─tac─toe game───►*/ call CBLF /*process carbon─based lifeform's move.*/ /*tic─tac─toe game───►*/ call Hal /*determine Hal's (the computer) move.*/ /*tic─tac─toe game───►*/ end /*forever*/ /*showGrid subroutine does wins & draws*/ /*──────────────────────────────────────────────────────────────────────────────────────*/ aChar: parse arg x,whoseX; L=length(x) /*process markers.*/

      if L==1                        then return testB(     x  )     /*1 char,  as is. */
      if L==2 & datatype(x, 'X')     then return testB( x2c(x) )     /*2 chars, hex.   */
      if L==3 & datatype(x, 'W') & ,                                 /*3 chars, decimal*/
         x>=0 & x<256                then return testB( d2c(x) )     /*···and in range.*/
      say oops  'illegal character or character code for'    whoseX    "marker: "    x
      exit 13                                   /*stick a fork in it,  we're all done. */

/*──────────────────────────────────────────────────────────────────────────────────────*/ CBLF: prompt='Please enter a cell number to place your next marker ['hm"] (or Quit):"

        do forever;                 say $ prompt
        parse pull  x 1 ux 1 ox;    upper ux    /*get versions of answer;  uppercase ux*/
        if datatype(ox, 'W')  then ox=ox / 1    /*normalize cell number:  +0007 ───► 7 */
                                                /*(division by unity normalizes a num.)*/
          select                                /*perform some validations of X (cell#)*/
          when abbrev('QUIT',ux,1)  then call tell 'quitting.'
          when x=                 then iterate                    /*Nada?  Try again.*/
          when words(x)\==1         then say oops "too many" cell#  'specified:'   x
          when \datatype(x, 'N')    then say oops "cell number isn't numeric: "        x
          when \datatype(x, 'W')    then say oops "cell number isn't an integer: "     x
          when x=0                  then say oops "cell number can't be zero: "        x
          when x<0                  then say oops "cell number can't be negative: "    x
          when x>NN                 then say oops "cell number can't exceed "          NN
          when @.ox\==            then say oops "cell number is already occupied: "  x
          otherwise                 leave  /*forever*/
          end   /*select*/
        end     /*forever*/
                                                /* [↓]  OX is a normalized version of X*/
      @.ox= hm                                  /*place a marker for the human (CLBF). */
      call showGrid                             /*and display the  tic─tac─toe  grid.  */
      return

/*──────────────────────────────────────────────────────────────────────────────────────*/ Hal: select /*Hal tries various moves. */

              when win(cm, N-1)   then call Hmove , ec      /*is this the winning move?*/
              when win(hm, N-1)   then call Hmove , ec      /* "   "   a blocking   "  */
              when @.middle==   then call Hmove middle    /*pick the  center  cell.  */
              when @.N.N  ==    then call Hmove , N N     /*bottom right corner cell.*/
              when @.N.1  ==    then call Hmove , N 1     /*   "    left    "     "  */
              when @.1.N  ==    then call Hmove , 1 N     /*  top  right    "     "  */
              when @.1.1  ==    then call Hmove , 1 1     /*   "    left    "     "  */
              otherwise                call Hmove , ac      /*pick a blank cell in grid*/
              end   /*select*/
      return

/*──────────────────────────────────────────────────────────────────────────────────────*/ Hmove: parse arg Hplace,dr dc; if Hplace== then Hplace = (dr - 1)*N + dc

      @.Hplace= cm                                          /*place computer's marker. */
      say;  say  $   'computer places a marker  ['cm"]  at cell number  "    Hplace
      call showGrid
      return

/*──────────────────────────────────────────────────────────────────────────────────────*/ showGrid: _= 0; cW= 5; cH= 3; open= 0 /*cell width, cell height.*/

          do   r=1  for N                                   /*construct array of cells.*/
            do c=1  for N;  _= _ + 1;  @.r.c= @._;  open= open  |  @._==
            end   /*c*/
          end     /*r*/                                     /* [↑]  OPEN≡a cell is open*/
      say                                                   /* [↑]  create grid coörds.*/
      z= 0;         do     j=1  for  N                      /* [↓]  show grids&markers.*/
                      do   t=1  for cH;    _=;  __=         /*MK is a marker in a cell.*/
                        do k=1  for  N;    if t==2  then z= z + 1;        mk=;     c#=
                        if t==2  then do;  mk= @.z;      c#= z      /*c# is cell number*/
                                      end
                         _= _   ||  jam  ||  center(mk, cW)
                        __= __  ||  jam  ||  center(c#, cW)
                        end   /*k*/
                      say pad  substr(_, 2)  pad  translate( substr(__, 2),  single, dbl)
                      end     /*t*/                                 /* [↑]  show a line*/
                    if j==N  then leave
                    _=
                       do b=1  for  N;       _= _  ||  junc  ||  copies(bar, cW)
                       end   /*b*/                                  /* [↑]  a grid part*/
                    say   pad  substr(_, 2)  pad  translate( substr(_,  2),  single, dbl)
                    end        /*j*/
      say
      if win(hm)  then  call tell  'You  ('hm")  won"copies('!',random(1, 5) )
      if win(cm)  then  call tell  'The computer  ('cm")  won."
      if \open    then  call tell  'This tic─tac─toe game is a draw   (a cat scratch).'
      return

/*──────────────────────────────────────────────────────────────────────────────────────*/ tell: do 4; say; end; say center(' 'arg(1)" ", sw, '─'); do 5; say; end; exit /*──────────────────────────────────────────────────────────────────────────────────────*/ testB: parse arg bx; if bx\==' ' then return bx /*test if the marker isn't a blank.*/

      say oops   'character code for'      whoseX      "marker can't be a blank."
      exit 13                                   /*stick a fork in it,  we're all done. */

/*──────────────────────────────────────────────────────────────────────────────────────*/ win: parse arg wm,w; if w== then w= N /* [↓] see if there is a win. */

      ac=                                               /* [↓]  EC ≡ means Empty Cell. */
           do   r=1  for N;  _= 0;  ec=                 /*see if any  rows are a winner*/
             do c=1  for N;  _= _ + (@.r.c==wm)         /*count the # of markers in col*/
             if @.r.c==              then ec= r c     /*Cell empty?  Then remember it*/
             end   /*c*/                                /* [↓]  AC≡means available cell*/
           if ec\==                  then ac=ec       /*Found an empty?  Then use it.*/
           if _==N | (_>=w & ec\==)  then return 1==1 /*a winner has been determined.*/
           end     /*r*/                                /*w=N-1?  Checking for near win*/
           do   c=1  for N;  _= 0;  ec=                 /*see if any  cols are a winner*/
             do r=1  for N;  _= _ + (@.r.c==wm)         /*count the # of markers in row*/
             if @.r.c==              then ec= r c     /*Cell empty?  Then remember it*/
             end   /*r*/
           if ec\==                  then ac= ec      /*Found an empty? Then remember*/
           if _==N | (_>=w & ec\==)  then return 1==1 /*a winner has been determined.*/
           end     /*c*/
                             _= 0;  ec=                 /*EC≡location of an empty cell.*/
           do d=1  for N;    _= _ + (@.d.d==wm)         /*A winning descending diag. ? */
           if @.d.d==                then ec= d d     /*Empty cell?  Then note cell #*/
           end     /*d*/
      if _==N  |  (_>=w  &  ec\==)   then return 1==1 /*a winner has been determined.*/
                             _= 0;  r= 1
           do c=N  for N  by -1;   _=_ + (@.r.c==wm)    /*A winning ascending diagonal?*/
           if @.r.c==                then ec= r c     /*Empty cell?  Then note cell #*/
           r= r + 1                                     /*bump the counter for the rows*/
           end     /*c*/
      if _==N  |  (_>=w  &  ec\==)   then return 1==1 /*a winner has been determined.*/
      return 0==1                                       /*no winner "    "       "     */</lang>

This REXX program makes use of   LINESIZE   REXX program (or BIF) which is used to determine the screen width (or linesize) of the terminal (console);   this is used to determine the amount of padding for a centered display of the two grids.

The   LINESIZE.REX   REXX program is included here   ──►   LINESIZE.REX.

output   when using the input of:     -3

(a negative   3   indicates a grid of   3x3   and that the computer should play first.)

Note:   the user input is shown along with the program output.

───────── computer places a marker  [O]  at cell number   5

                        ║     ║                              │     │
                        ║     ║                           1  │  2  │  3
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                        ║  O  ║                           4  │  5  │  6
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                        ║     ║                           7  │  8  │  9
                        ║     ║                              │     │

───────── Please enter a cell number to place your next marker [X]     (or Quit):
2         ◄■■■■■■■■■■ human player's move.

                        ║     ║                              │     │
                        ║  X  ║                           1  │  2  │  3
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                        ║  O  ║                           4  │  5  │  6
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                        ║     ║                           7  │  8  │  9
                        ║     ║                              │     │


───────── computer places a marker  [O]  at cell number   9

                        ║     ║                              │     │
                        ║  X  ║                           1  │  2  │  3
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                        ║  O  ║                           4  │  5  │  6
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                        ║     ║  O                        7  │  8  │  9
                        ║     ║                              │     │

───────── Please enter a cell number to place your next marker [X]    (or Quit):
1         ◄■■■■■■■■■■ human player's move.

                        ║     ║                              │     │
                     X  ║  X  ║                           1  │  2  │  3
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                        ║  O  ║                           4  │  5  │  6
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                        ║     ║  O                        7  │  8  │  9
                        ║     ║                              │     │


───────── computer places a marker  [O]  at cell number   3

                        ║     ║                              │     │
                     X  ║  X  ║  O                        1  │  2  │  3
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                        ║  O  ║                           4  │  5  │  6
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                        ║     ║  O                        7  │  8  │  9
                        ║     ║                              │     │

───────── Please enter a cell number to place your next marker [X]    (or Quit):
7         ◄■■■■■■■■■■ human player's move.

                        ║     ║                              │     │
                     X  ║  X  ║  O                        1  │  2  │  3
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                        ║  O  ║                           4  │  5  │  6
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                     X  ║     ║  O                        7  │  8  │  9
                        ║     ║                              │     │


───────── computer places a marker  [O]  at cell number   6

                        ║     ║                              │     │
                     X  ║  X  ║  O                        1  │  2  │  3
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                        ║  O  ║  O                        4  │  5  │  6
                        ║     ║                              │     │
                   ═════╬═════╬═════                    ─────┼─────┼─────
                        ║     ║                              │     │
                     X  ║     ║  O                        7  │  8  │  9
                        ║     ║                              │     │





────────────────────────────── The computer  (O)  won. ──────────────────────────────

output   when using the input of:   5   db
(which indicates a grid of   5x5   and that the marker for the human is a hexadecimal   db   [█].)

         ║     ║     ║     ║               │     │     │     │
         ║     ║     ║     ║            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
         ║     ║     ║     ║               │     │     │     │

───────── Please enter a cell number to place your next marker [█]    (or Quit):
5         ◄■■■■■■■■■■ human player's move.

         ║     ║     ║     ║               │     │     │     │
         ║     ║     ║     ║  █         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
         ║     ║     ║     ║               │     │     │     │


───────── computer places a marker  [O]  at cell number  14

         ║     ║     ║     ║               │     │     │     │
         ║     ║     ║     ║  █         1  │  2  │  3  │  4  │  5
         ║     ║     ║     ║               │     │     │     │
    ═════╬═════╬═════╬═════╬═════     ─────┼─────┼─────┼─────┼─────
         ║     ║     ║     ║               │     │     │     │
         ║     ║     ║     ║            6  │  7  │  8  │  9  │ 10
         ║     ║     ║     ║               │     │     │     │
    ═════╬═════╬═════╬═════╬═════     ─────┼─────┼─────┼─────┼─────
         ║     ║     ║     ║               │     │     │     │
         ║     ║     ║  O  ║           11  │ 12  │ 13  │ 14  │ 15
         ║     ║     ║     ║               │     │     │     │
    ═════╬═════╬═════╬═════╬═════     ─────┼─────┼─────┼─────┼─────
         ║     ║     ║     ║               │     │     │     │
         ║     ║     ║     ║           16  │ 17  │ 18  │ 19  │ 20
         ║     ║     ║     ║               │     │     │     │
    ═════╬═════╬═════╬═════╬═════     ─────┼─────┼─────┼─────┼─────
         ║     ║     ║     ║               │     │     │     │
         ║     ║     ║     ║           21  │ 22  │ 23  │ 24  │ 25
         ║     ║     ║     ║               │     │     │     │

───────── Please enter a cell number to place your next marker [█]    (or Quit):
q         ◄■■■■■■■■■■ human player's response.




────────────────────────────────── quitting. ──────────────────────────────────

Ring

Easy and simple implementation of tecTacToe in ring programming language with human-human type of game(for now).

This implementation is a gui implementation using the default gui provided by the language

The tecTacToe.ring is provided here <lang ring> Load "guilib.ring"

  1. Provide a list to save each button status in numeric readable format
  2. 0=nothing 1=X 2=O

lst=[]

  1. Provide onScreen button status and style

btns=[]

  1. Define who has the turn

isXTurn=true


   app=new qApp
   {
       frmMain=new qMainWindow()

{ setWindowTitle("TicTacToe!") resize(300,320) move(200,200) //buttons pos=0 for y=0 to 2 for x=0 to 2 //Creating Buttons on the screen pos++ Add(lst,0) Add(btns,new qPushButton(frmMain) { setGeometry(x*100,y*100,100,100) setText("-") setclickevent("Disp(" + pos +")") setstylesheet("font-size:24pt ; font: bold ; color:yellow ; background-color: green") }) next

           next

//StatusBar status=new qStatusBar(frmMain) {

               showMessage("Ready",0)
           }

setwindowflags(Qt_dialog) setStatusbar(status) show()

       }

exec() }

//Restart the game by re init buttons status func reStart

   for i=1 to 9
       lst[i]=0
       btns[i].setText("-")
   next  

isXTurn=true

func Disp x

   if isXTurn=true and lst[x]=0

btns[x].setText("X") lst[x]=1 isXTurn=false but isXTurn=false and lst[x]=0

       btns[x].setText("O")
       lst[x]=2
       isXTurn=true
   ok

winner = CheckWinner() #if there is no Winner and still there is ability to winner #continue playing. if winner<1 return ok

//Who is the winner!

   switch winner
       on 1
           new qMessagebox(frmMain)
           {

SetWindowTitle("We have a winner!")

               SetText("Good job X you won!")
               show()
           }
       on 2

new qMessagebox(frmMain)

           {

SetWindowTitle("We have a winner!")

               SetText("Good job O you won!")
               show()
           }
       on 3
           new qMessagebox(frmMain)
           {
               SetWindowTitle("Oh no it's a tie")
               SetText("Oh no it's a tie!")
               show()
           }
   off
   reStart()

func CheckWinner

       //vertical check
       for v=1 to 9 step 3
           if lst[v]!=0 and lst[v+1]!=0 and lst[v+2]!=0

if lst[v]=lst[v+1] and lst[v+1]=lst[v+2]

                   return lst[v]
               ok
           ok
       next
       //horzintal
       for h=1 to 3
           if lst[h]!=0 and lst[h+3]!=0 and lst[h+6]!=0
               if lst[h]=lst[h+3] and lst[h+3]=lst[h+6]
                   return lst[h]
               ok
           ok
       next
       //Cross
       if lst[1]!=0 and lst[5]!=0 and lst[9]!=0
           if lst[1]=lst[5] and lst[5]=lst[9] return lst[1] ok
       ok
       if lst[3]!=0 and lst[5]!=0 and lst[7]!=0
           if lst[3]=lst[5] and lst[5]=lst[7] return lst[3] ok
       ok
       //tie
       tie=true
       for i=1 to 9
           if lst[i]=0 tie=false exit ok
       next
       if tie=true return 3 ok return 0

</lang>

Output:

[image]

Ruby

This implementation splits functionality into four classes: Game, Player, HumanPlayer, and ComputerPlayer. A game can be played between any combination of HumanPlayers and ComputerPlayers.

The AI for the computer uses certain heuristics to ensure that it never loses, but the AI is not as aggressive as it could be. The AI defends against the opening corner trap, but does not exploit it in its offense.

This implementation stores the board as a one-dimensional array and hardcodes all possible straight lines in LINES, rather than storing the board as a two-dimensional matrix and identifying straight lines dynamically.

<lang ruby>module TicTacToe

 LINES = [[1,2,3],[4,5,6],[7,8,9],[1,4,7],[2,5,8],[3,6,9],[1,5,9],[3,5,7]]
 
 class Game
   def initialize(player_1_class, player_2_class)
     @board = Array.new(10) # we ignore index 0 for convenience
     
     @current_player_id = 0
     @players = [player_1_class.new(self, "X"), player_2_class.new(self, "O")]
     puts "#{current_player} goes first."
   end
   attr_reader :board, :current_player_id
   
   def play
     loop do
       place_player_marker(current_player)
       
       if player_has_won?(current_player)
         puts "#{current_player} wins!"
         print_board
         return
       elsif board_full?
         puts "It's a draw."
         print_board
         return
       end
       
       switch_players!
     end
   end
   
   def free_positions
     (1..9).select {|position| @board[position].nil?}
   end
   
   def place_player_marker(player)
     position = player.select_position!
     puts "#{player} selects #{player.marker} position #{position}"
     @board[position] = player.marker
   end
   
   def player_has_won?(player)
     LINES.any? do |line|
       line.all? {|position| @board[position] == player.marker}
     end
   end
   
   def board_full?
     free_positions.empty?
   end
   
   def other_player_id
     1 - @current_player_id
   end
   
   def switch_players!
     @current_player_id = other_player_id
   end
   
   def current_player
     @players[current_player_id]
   end
   
   def opponent
     @players[other_player_id]
   end
   
   def turn_num
     10 - free_positions.size
   end
   
   def print_board
     col_separator, row_separator = " | ", "--+---+--"
     label_for_position = lambda{|position| @board[position] ? @board[position] : position}
     
     row_for_display = lambda{|row| row.map(&label_for_position).join(col_separator)}
     row_positions = [[1,2,3], [4,5,6], [7,8,9]]
     rows_for_display = row_positions.map(&row_for_display)
     puts rows_for_display.join("\n" + row_separator + "\n")
   end
 end
 
 class Player
   def initialize(game, marker)
     @game = game
     @marker = marker
   end
   attr_reader :marker
 end
 
 class HumanPlayer < Player
   def select_position!
     @game.print_board
     loop do
       print "Select your #{marker} position: "
       selection = gets.to_i
       return selection if @game.free_positions.include?(selection)
       puts "Position #{selection} is not available. Try again."
     end
   end
   
   def to_s
     "Human"
   end
 end
 
 class ComputerPlayer < Player
   DEBUG = false # edit this line if necessary
   
   def group_positions_by_markers(line)
     markers = line.group_by {|position| @game.board[position]}
     markers.default = []
     markers
   end
   
   def select_position!
     opponent_marker = @game.opponent.marker
     
     winning_or_blocking_position = look_for_winning_or_blocking_position(opponent_marker)
     return winning_or_blocking_position if winning_or_blocking_position
     
     if corner_trap_defense_needed?
       return corner_trap_defense_position(opponent_marker)
     end
     
     # could make this smarter by sometimes doing corner trap offense
     
     return random_prioritized_position
   end
   
   def look_for_winning_or_blocking_position(opponent_marker)
     for line in LINES
       markers = group_positions_by_markers(line)
       next if markers[nil].length != 1
       if markers[self.marker].length == 2
         log_debug "winning on line #{line.join}"
         return markers[nil].first
       elsif markers[opponent_marker].length == 2
         log_debug "could block on line #{line.join}"
         blocking_position = markers[nil].first
       end
     end
     if blocking_position
       log_debug "blocking at #{blocking_position}"
       return blocking_position
     end
   end
   
   def corner_trap_defense_needed?
     corner_positions = [1, 3, 7, 9]
     opponent_chose_a_corner = corner_positions.any?{|pos| @game.board[pos] != nil}
     return @game.turn_num == 2 && opponent_chose_a_corner
   end
   
   def corner_trap_defense_position(opponent_marker)
     # if you respond in the center or the opposite corner, the opponent can force you to lose
     log_debug "defending against corner start by playing adjacent"
     # playing in an adjacent corner could also be safe, but would require more logic later on
     opponent_position = @game.board.find_index {|marker| marker == opponent_marker}
     safe_responses = {1=>[2,4], 3=>[2,6], 7=>[4,8], 9=>[6,8]}
     return safe_responses[opponent_position].sample
   end
   
   def random_prioritized_position
     log_debug "picking random position, favoring center and then corners"
     ([5] + [1,3,7,9].shuffle + [2,4,6,8].shuffle).find do |pos|
       @game.free_positions.include?(pos)
     end
   end
   
   def log_debug(message)
     puts "#{self}: #{message}" if DEBUG
   end
   
   def to_s
     "Computer#{@game.current_player_id}"
   end
 end

end

include TicTacToe

Game.new(ComputerPlayer, ComputerPlayer).play puts players_with_human = [HumanPlayer, ComputerPlayer].shuffle Game.new(*players_with_human).play</lang>

Output:
Computer0 goes first.
Computer0 selects X position 5
Computer1 selects O position 9
Computer0 selects X position 3
Computer1 selects O position 7
Computer0 selects X position 8
Computer1 selects O position 2
Computer0 selects X position 1
Computer1 selects O position 4
Computer0 selects X position 6
It's a draw.
X | O | X
--+---+--
O | X | X
--+---+--
O | X | O

Human goes first.
1 | 2 | 3
--+---+--
4 | 5 | 6
--+---+--
7 | 8 | 9
Select your X position: 3
Human selects X position 3
Computer1 selects O position 6
1 | 2 | X
--+---+--
4 | 5 | O
--+---+--
7 | 8 | 9
Select your X position: 7
Human selects X position 7
Computer1 selects O position 5
1 | 2 | X
--+---+--
4 | O | O
--+---+--
X | 8 | 9
Select your X position: 4
Human selects X position 4
Computer1 selects O position 1
O | 2 | X
--+---+--
X | O | O
--+---+--
X | 8 | 9
Select your X position: 9
Human selects X position 9
Computer1 selects O position 8
O | 2 | X
--+---+--
X | O | O
--+---+--
X | O | X
Select your X position: 2
Human selects X position 2
It's a draw.
O | X | X
--+---+--
X | O | O
--+---+--
X | O | X

Run BASIC

<lang runbasic>' --------------------------- ' TIC TAC TOE ' --------------------------- winBox$ = "123 456 789 159 147 258 369 357" boxPos$ = "123 231 456 564 789 897 159 591 357 753 132 465 798 174 285 396 159 471 582 693 147 258 369 195 375" ai$ = "519628374" ox$ = "OX" [newGame] for i = 1 to 9

box$(i) = ""

next i goto [shoTic]

[loop] for j = 1 to 2

tic$ = mid$(ox$,j,1)
for i = 1 to 25
 b$	= word$(boxPos$,i," ")
 b1	= val(mid$(b$,1,1))
 b2	= val(mid$(b$,2,1))
 b3	= val(mid$(b$,3,1))
 if box$(b1) = tic$ AND box$(b2) = tic$ AND box$(b3) = "" then
    box$(b3)  = "O"
    goto [shoTic]
end if
next i

next j if box$(1) = "O" AND box$(5) = "X" and box$(9) = "X" then

if box$(3) = "" then
  box$(3) = "O"
  goto [shoTic]
end if
if box$(7) = "" then
  box$(7) = "O"
  goto [shoTic]
end if

end if for i = 1 to 9

b1 = val(mid$(ai$,i,1))
if box$(b1) = "" then
  box$(b1)  = "O"
  exit for
end if

next i

[shoTic] cls ' ---------------------------------------- ' show tic tac toe screen ' ----------------------------------------

html "

" for i = 1 to 9 html "" next i html "

"
   if box$(i) <> "" then 
    html box$(i)
   else
   button #box, " ";box$(i);" ", [doTic]
          #box  setkey(str$(i))
   end if
if i mod 3 = 0 then html "

"

gosub [checkWin] wait

[doTic] box$(val(EventKey$)) = "X" turn = 1 gosub [checkWin] goto [loop]

' --- check for a winner ---------- [checkWin] for i = 1 to 8

b$ = word$(winBox$,i," ")
b1 = val(mid$(b$,1,1))
b2 = val(mid$(b$,2,1))
b3 = val(mid$(b$,3,1))
if box$(b1) = "O" and box$(b2) = "O" and box$(b3) = "O" then
  print "You Lose!"
  goto [playAgain]
end if
if box$(b1) = "X" and box$(b2) = "X" and box$(b3) = "X" then
  print "You Win!"
  goto [playAgain]
end if

next i

moveCount = 0 for i = 1 to 9

if box$(i) <> "" then moveCount = moveCount + 1 

next i if moveCount = 9 then

 print "Draw!"
 goto [playAgain]

end if RETURN

[playAgain] input "Play again (y/n)";p$ if upper$(p$) = "Y" then goto [newGame] end</lang>

Rust

<lang rust> use GameState::{ComputerWin, Draw, PlayerWin, Playing};

use rand::prelude::*;

  1. [derive(PartialEq, Debug)]

enum GameState {

   PlayerWin,
   ComputerWin,
   Draw,
   Playing,

}

type Board = [[char; 3]; 3];

fn main() {

   let mut rng = StdRng::from_entropy();
   let mut board: Board = [['1', '2', '3'], ['4', '5', '6'], ['7', '8', '9']];
   draw_board(board);
   loop {
       player_turn(&mut board);
       if check_win(board) != Playing {
           break;
       }
       computer_turn(&mut rng, &mut board);
       if check_win(board) != Playing {
           break;
       }
       draw_board(board);
   }
   draw_board(board);
   let announcement = match check_win(board) {
       PlayerWin => "The Player has won!",
       ComputerWin => "The Computer has won!",
       Draw => "Draw!",
       Playing => unreachable!(),
   };
   println!("{}", announcement);

}

fn is_empty(cell: &char) -> bool {

   *cell != 'X' && *cell != 'O'

}

fn check_win(board: Board) -> GameState {

   // check for win
   for (i, row) in board.iter().enumerate() {
       if row[0] == row[1] && row[0] == row[2] {
           return which_win(row[0]);
       } else if board[0][i] == board[1][i] && board[0][i] == board[2][i] {
           return which_win(board[0][i]);
       }
   }
   if board[0][0] == board[1][1] && board[0][0] == board[2][2] {
       return which_win(board[0][0]);
   } else if board[0][2] == board[1][1] && board[0][2] == board[2][0] {
       return which_win(board[0][2]);
   }
   // check if it's not a draw
   let is_draw = board.iter().flatten().any(is_empty);
   if is_draw {
       Playing
   } else {
       Draw
   }

}

fn which_win(s: char) -> GameState {

   match s {
       'X' => PlayerWin,
       'O' => ComputerWin,
       _ => unreachable!(),
   }

}

fn player_turn(board: &mut Board) {

   use std::io;
   println!("Player, enter your field of choice!: ");
   let mut ln = String::new();
   io::stdin()
       .read_line(&mut ln)
       .expect("Failed to read stdin");
   let choice = ln.trim().parse::<usize>().expect("Failed to parse input");
   let row = (choice - 1) / 3;
   let col = (choice - 1) % 3;
   if board[row][col] == 'X' || board[row][col] == 'O' {
       println!("Someone already took this field!");
       player_turn(board);
   } else {
       board[row][col] = 'X';
   }

}

fn computer_turn<R: Rng>(rng: &mut R, board: &mut Board) {

   let possible_choices: Vec<_> = board
       .iter()
       .flatten()
       .enumerate()
       .filter(|&(_, c)| is_empty(c))
       .map(|(i, _)| i)
       .collect();
   let choice = possible_choices.choose(rng).unwrap();
   println!("Computer chose: {}", choice);
   let row = choice / 3;
   let col = choice % 3;
   board[row][col] = 'O';

}

fn draw_board(board: Board) {

   for row in &board {
       println!("{} {} {}", row[0], row[1], row[2]);
   }

}

</lang>

Output:
1 2 3
4 5 6
7 8 9
Player, enter your field of choice!:
1
Computer chose: 6
X 2 3
4 5 6
O 8 9
Player, enter your field of choice!:
5
Computer chose: 7
X 2 3
4 X 6
O O 9
Player, enter your field of choice!:
9
X 2 3
4 X 6
O O X
The Player has won!


Scala

Functional implementation.

Computer vs. human. Human starts. Computer plays 'O' and human plays 'X'. Computer moves are legal, but random. <lang scala>package object tictactoe {

 val Human = 'X'
 val Computer = 'O'  
 val BaseBoard = ('1' to '9').toList
 val WinnerLines = List((0,1,2), (3,4,5), (6,7,8), (0,3,6), (1,4,7), (2,5,8), (0,4,8), (2,4,6))
 val randomGen = new util.Random(System.currentTimeMillis)

}

package tictactoe {

class Board(aBoard : List[Char] = BaseBoard) {

 def availableMoves = aBoard.filter(c => c != Human && c != Computer)
 
 def availableMovesIdxs = for ((c,i) <- aBoard.zipWithIndex if c != Human && c != Computer) yield i
 
 def computerPlays = new Board(aBoard.updated(availableMovesIdxs(randomGen.nextInt(availableMovesIdxs.length)), Computer))
 
 def humanPlays(move : Char) = new Board(aBoard.updated(aBoard.indexOf(move), Human))
                         
 def isDraw = aBoard.forall(c => c == Human || c == Computer)
 
 def isWinner(winner : Char) = 
   WinnerLines.exists{case (i,j,k) => aBoard(i) == winner && aBoard(j) == winner && aBoard(k) == winner}
 
 def isOver = isWinner(Computer) || isWinner(Human) || isDraw
 
 def print { 
   aBoard.grouped(3).foreach(row => println(row(0) + " " + row(1) + " " + row(2))) 
 }
 
 def printOverMessage { 
   if (isWinner(Human)) println("You win.")
   else if (isWinner(Computer)) println("Computer wins.")
   else if (isDraw) println("It's a draw.")
   else println("Not over yet, or something went wrong.")     
 }
 

}


object TicTacToe extends App {

  def play(board : Board, turn : Char) {
   
   // Reads a char from input until it is one of
   // the available moves in the current board
   def readValidMove() : Char = {
     print("Choose a move: ")
     val validMoves = board.availableMoves
     val move = readChar
     if (validMoves.contains(move)) {
       move
     } else {
       println("Invalid move. Choose another one in " + validMoves)
       readValidMove()
     }
   }


   board.print    
   
   if (board.isOver) {
     board.printOverMessage
     return
   }
   
   if (turn == Human) { // Human plays            
     val nextBoard = board.humanPlays(readValidMove)      
     play(nextBoard, Computer)
   } else { // Computer plays
     println("Computer plays: ") 
     val nextBoard = board.computerPlays 
     play(nextBoard, Human)
   }    
 }   
 
 play(new Board(),Human)
 

}

}</lang>

Output:

(human is always first)

1 2 3
4 5 6
7 8 9
Choose a move: 1
X 2 3
4 5 6
7 8 9
Computer plays: 
X 2 O
4 5 6
7 8 9
Choose a move: 3
Invalid move. Choose another one in List(2, 4, 5, 6, 7, 8, 9)
Choose a move: 4
X 2 O
X 5 6
7 8 9
Computer plays: 
X 2 O
X 5 6
7 8 O
Choose a move: 7
X 2 O
X 5 6
X 8 O
You win.

Scilab

Can be a game of human v. human, human v. machine, or machine v. machine. Machine moves have a hierarchy: firstly, it looks for a winning move; secondly, it looks for a way to block the opponent's victory; lastly, it makes a random move.

<lang>function [] = startGame()

   //Board size and marks
   N = 3;
   marks = ["X" "O"];
       
   //Creating empty board
   board = string(zeros(N,N));
   for i = 1:(N*N)
       board(i) = "";
   end
   
   //Initialising players
   clc();
   players= [%F %F];
   players = playerSetup(marks);
   
   //Console header
   header = [strsplit(marks(1)+" is ----")';...
             strsplit(marks(2)+" is ----")'];
   for i = 1:2
       if players(i) then
           header(i,6:10) = strsplit("P"+string(i)+".  ");
       else
           header(i,6:10) = strsplit("COMP.");
       end
   end
   
   //Game loop
   sleep(1000);
   win_flag = %F;
   count = 0;
   while count<N*N
       //Clear console, and print header and board
       clc();
       printf("%s\n %s\n",strcat(header(1,:)),strcat(header(2,:)));
       dispBoard(board);
       
       //Find which player should move
       player_n = modulo(count,2) + 1;
       
       if players(player_n) == %T then
           //Human plays
           pos = [];
           valid_move = %F;
           disp(marks(player_n)+"s turn.");
           while valid_move ~= %T
               [pos,valid_move] = readHumanMove(board);
               if ~valid_move then
                   disp("You should input a valid cell number.");
               end
           end
           
           if valid_move then
               board = updateBoard(board,pos,marks(player_n));
           else
               error("Invalid move.");
           end
       else
           //Computer plays
           disp("Computer is playing.");
           board = ComputerMove(board,marks(player_n),marks);
           sleep(800);
       end
       
       //Count number of movements
       count = count + 1;
       
       //Check if the game has finished
       [win_flag,winning_mark] = detectWin(board)
       if win_flag then
           break
       end
   end
   
   //Clear screen at the end of game
   clc();
   disp("Game finished:");
   dispBoard(board);
   
   //Print results
   if win_flag then
       disp(winning_mark+" won!");
   else
       disp("Its a tie.");
   end
   
   //Play again?
   play_again = "";
   while play_again ~= "Y" & play_again ~= "N"
       play_again = input("Would you like to play again? (Y/N)","s");
       play_again = strsplit(play_again);
       play_again = convstr(play_again(1),"u");
       
       if play_again ~= "Y" & play_again ~= "N" then
           disp("Invalid answer.");
       end
   end
   
   if play_again == "Y" then
       startGame();
   else
       disp("Quit game.");
   end

endfunction

function players = playerSetup(marks)

   //Determines who plays which mark
   players = [%F %F]; //True for human, Flase for computer
   
   printf("\n%s always starts.\n",marks(1));
   for i = 1:2
       user_input = "";
       while user_input ~= "Y" & user_input ~= "N"
           user_input = input("Would you like to play as "+marks(i)+"? (Y/N)","s");
           user_input = strsplit(user_input);
           user_input = convstr(user_input(1),"u");
           
           if user_input ~= "Y" & user_input ~= "N" then
               disp("Invalid answer.");
           end
       end
       
       //Print choice
       if user_input == "Y" then
           players(i) = %T;
           printf("%s shall be player %d (P%d).\n\n",marks(i),i,i);
       else
           printf("%s shall be the computer (COMP).\n\n",marks(i));
       end
   end

endfunction

function [] = dispBoard(board)

   //Print ASCII board on console
   
   //Get board marks
   marks = [" " " "];
   mark_inds = find(board ~= "");
   if mark_inds ~= [] then
       marks(1) = board(mark_inds(1));
       mark_inds = find( (board ~= "") & (board ~= marks(1)) );
       if mark_inds ~= [] then
           marks(2) = board(mark_inds(1));
       end
   end
   
   //Transpose to display for humans
   //[compatibility with readHumanMove()]
   disp_board = board';
   
   rows = 3*size(board,'r');
   cols = 4*size(board,'c');
   ascii_board = string(zeros(rows, cols));
   
   mark_1=[...
   strsplit("   |")';...
   strsplit(" "+marks(1)+" |")';...
   strsplit("___|")'];
   
   mark_2=[...
   strsplit("   |")';...
   strsplit(" "+marks(2)+" |")';...
   strsplit("___|")'];
   
   Blank_mark=[...
   strsplit("   |")';...
   strsplit("   |")';...
   strsplit("___|")'];
   
   for r = ([1:size(board,'r')] - 1 )
       for c = ([1:size(board,'c')] - 1)
           if disp_board(r+1,c+1) == marks(1) then
               ascii_board((r*3 + 1):((r+1)*3),...
                           (c*4 + 1):((c+1)*4)) = mark_1;
           elseif disp_board(r+1,c+1) == marks(2) then
               ascii_board((r*3 + 1):((r+1)*3),...
                           (c*4 + 1):((c+1)*4)) = mark_2;
           else
               ascii_board((r*3 + 1):((r+1)*3),...
                           (c*4 + 1):((c+1)*4)) = Blank_mark;
           end
       end
   end
   
   for i = 1:cols
       if modulo(i,4)>0 then
           ascii_board(rows,i) = " ";
       end
   end
   
   for i = 1:rows
       ascii_board(i,cols) = " ";
   end
   
   printf("\n");
   for i = 1:size(ascii_board,'r')
       printf("%s\n",strcat(ascii_board(i,:)))
   end

endfunction

function moves_board = availableMoves(board)

   //Find empty cells on the board
   moves_board = board;
   
   for i = 1:(size(board,'r')*size(board,'c'))
       if board(i) == "" then
           moves_board(i) = string(i);
       else
           moves_board(i) = "_";
       end
   end

endfunction

function varargout = readHumanMove(board)

   //Read human input
   printf("\nAvailable cells:");
   moves_board = availableMoves(board);
   disp(moves_board');
   
   x = input("\nEnter a move (0 to quit game): ");
   
   valid = %F;
   pos = 0;
   total = size(moves_board,'r') * size(moves_board,'c');
   
   //Check if it is a valid move
   if x == 0 then
       disp("Quit game.")
       abort
   elseif (x>=1 & x<=total) then
       if (moves_board(x) == string(x)) then
           valid = %T;
           pos = x;
       end
   end
   
   varargout = list(pos,valid);

endfunction

function varargout = updateBoard(board,pos,player)

   //Add move to the board
   if board(pos) ~= "" then
       error('Error: Invalid move.');
   end
   
   board(pos) = player
   
   varargout = list(board);

endfunction

function varargout = detectWin(board)

   //Detect if there is a winner or not
   win_flag = %F;
   winner = "";
   
   //Get board marks
   marks = ["" ""];
   mark_inds = find(board ~= "");
   marks(1) = board(mark_inds(1))
   mark_inds = find( (board ~= "") & (board ~= marks(1)) );
   marks(2) = board(mark_inds(1));
   
   //If there is a minimum number of moves, check if there is a winner
   n_moves = find(~(board == ""));
   n_moves = length(n_moves)
   
   if n_moves >= size(board,'r') then
       board_X = (board == marks(1));
       board_O = (board == marks(2)); 
       
       for i = 1:size(board,'r')
           //Check rows
           if find(~board_X(i,:)) == [] then
               win_flag = %T;
               winner = marks(1);
               break
           end
           if find(~board_O(i,:)) == [] then
               win_flag = %T;
               winner = marks(2);
               break
           end
           
           //Check columns
           if find(~board_X(:,i)) == [] then
               win_flag = %T;
               winner = marks(1);
               break
           end
           if find(~board_O(:,i)) == [] then
               win_flag = %T;
               winner = marks(2);
               break
           end
       end
       
       //Check diagonal
       if ~win_flag then
           if find(~diag(board_X)) == [] then
               win_flag = %T;
               winner = marks(1);
           elseif find(~diag(board_O)) == [] then
               win_flag = %T;
               winner = marks(2);
           end
       end
       
       //Check anti-diagonal
       if ~win_flag then
           board_X = board_X(:,$:-1:1);
           board_O = board_O(:,$:-1:1);
           
           if find(~diag(board_X)) == [] then
               win_flag = %T;
               winner = marks(1);
           elseif find(~diag(board_O)) == [] then
               win_flag = %T;
               winner = marks(2);
           end
       end
   end
   
   varargout = list(win_flag,winner)

endfunction

function threat_pos = findThreat(board,player)

   //Returns a list of moves that can finish the game
   
   //Available moves
   move_inds = find(~( availableMoves(board) == "_" ));
   
   //If there is a minimum number of moves, check if there is a threat
   threat_pos = [];
   if (size(board,'r')*size(board,'c')) - length(move_inds) >...
      (size(board,'r') - 1) then
       for i = 1:length(move_inds)
           temp_board = updateBoard(board,move_inds(i),player);
           [win_flag,winner] = detectWin(temp_board);
           if win_flag & winner == player then
               threat_pos = [threat_pos move_inds(i)];
           end
       end
   end

endfunction

function varargout = ComputerMove(board,mark,all_marks)

   //Atomatically add a move to the board with no human input
   
   //Find winning moves moves
   move_inds = findThreat(board,mark);
   
   //If there are no winning moves, find opponent's winning moves
   //to block opponent's victory
   if move_inds == [] then
       if mark == all_marks(1) then
           opponent = all_marks(2);
       elseif mark == all_marks(2) then
           opponent = all_marks(1);
       end
       
       move_inds = findThreat(board,opponent);
   end
   
   //If there are no winning moves or threats, find all possible moves
   if move_inds == [] then
       move_inds = find(~( availableMoves(board) == "_" ));
   end
   
   //Choose a random move among the selected possible moves
   pos = grand(1,"prm",move_inds);
   pos = pos(1);
   
   //Update board by adding a new mark
   board(pos) = mark;
   
   varargout = list(board);    

endfunction

startGame()</lang>

SQL

Basic playable TicTacToe in SQLite using only the sqlite3 CLI. The CLI wasn't really designed for this, making the interactivity a little bit clunky. However, some of the higher-level constructs in SQL allow for some intriguingly elegant game logic. <lang SQL> --Setup drop table if exists board; create table board (p char, r integer, c integer); insert into board values('.', 0, 0),('.', 0, 1),('.', 0, 2),('.', 1, 0),('.', 1, 1),('.', 1, 2),('.', 2, 0),('.', 2, 1),('.', 2, 2);


-- Use a trigger for move events drop trigger if exists after_moved; create trigger after_moved after update on board for each row when new.p <> '.' and new.p <> 'O' begin

   -- Verify move is valid
   select 
       case        
           when (select v from msg) like '%Wins!' then raise(ABORT, 'The game is already over.')               
           when (select old.p from board where rowid = rid) <> '.' then raise(ABORT, 'That position has already been taken.  Please choose an available position.')            
           when new.p <> 'X' then raise(ABORT, 'Please place an X')
       end 
   from (
       select rowid rid from board
       where p = new.p
       except 
       select p from board where p = old.p
   );
   
   
   -- Check for game over
   update msg set v = (
       select 
           case                                    
               when max(num) >= 3 then 'X Wins!'
               when (select count(*) from board where p = '.') = 0 then 'Cat Wins!'
               else 'Move made'
           end 
       from ( -- Is Game Over
           select count(*) num from board where p = 'X' group by r union -- Horz
           select count(*) num from board where p = 'X' group by c union -- Vert
           select count(*) num from board where p = 'X' and r = c union -- Diag TL->BR
           select count(*) num from board where p = 'X' and (2-r) = c -- Diag TR->BL
       )
   );
   
   --Have computer player make a random move
   update board set p = 'O' 
   where rowid = (select rid from (select max(rnd),rid from (select rowid rid, random() rnd from board where p = '.')))
   and (select v from msg) not like '%Wins!';
   --NOTE: SQLite doesn't allow update order by in triggers, otherwise we could just use this beautiful line:
   -- update board set p = 'O' where p = '.' order by random() limit 1;
   
   --Check to see if the computer player won
   update msg set v = (
       select 
           case                                    
               when max(num) >= 3 then 'O Wins!'   
               else v
           end 
       from ( -- Is Game Over
           select count(*) num from board where p = 'O' group by r union -- Horz
           select count(*) num from board where p = 'O' group by c union -- Vert
           select count(*) num from board where p = 'O' and r = c union -- Diag TL->BR
           select count(*) num from board where p = 'O' and (2-r) = c -- Diag TR->BL
       )
   );
       
       

end;

-- UI to display the logical board as a grid drop view if exists ui; create view ui as select case when p = '.' then col0.rowid else p end c0, c1, c2 from board as col0 join (select case when p = '.' then board.rowid else p end c1, r from board where c = 1) as col1 on col0.r = col1.r join (select case when p = '.' then board.rowid else p end c2, r from board where c = 2) as col2 on col0.r = col2.r where c = 0;

drop table if exists msg; create table msg (v text); insert into msg values();

-- Readme select * from ui; .print "Use this to play:" .print "->update board set p = 'X' where rowid = ?; select * from ui; select * from msg;"'

</lang>

Output:
(Assuming the above code is in a file called ttt.sql)
sqlite>.read ttt.sql
1|2|3
4|5|6
7|8|9
Use this to play:
  update board set p = 'X' where rowid = ?; select * from ui; select * from msg;

sqlite> update board set p = 'X' where rowid = 1; select * from ui; select * from msg;
X|2|3
4|5|O
7|8|9
Move made

sqlite> update board set p = 'X' where rowid = 2; select * from ui; select * from msg;
X|X|3
4|5|O
7|O|9
Move made

sqlite> update board set p = 'X' where rowid = 3; select * from ui; select * from msg;
X|X|X
4|5|O
7|O|9
X Wins!

Swift

Some Basic AI for obvious losing and winning conditions <lang Swift> import Darwin

enum Token : CustomStringConvertible { case cross, circle

func matches(tokens: [Token?]) -> Bool { for token in tokens { guard let t = token, t == self else { return false } } return true }

func emptyCell(in tokens: [Token?]) -> Int? { if tokens[0] == nil && tokens[1] == self && tokens[2] == self { return 0 } else if tokens[0] == self && tokens[1] == nil && tokens[2] == self { return 1 } else if tokens[0] == self && tokens[1] == self && tokens[2] == nil { return 2 } return nil }

var description: String { switch self { case .cross: return "x" case .circle: return "o" } } }

struct Board { var cells: [Token?] = [nil, nil, nil, nil, nil, nil, nil, nil, nil]

func cells(atCol col: Int) -> [Token?] { return [cells[col], cells[col + 3], cells[col + 6]] }

func cells(atRow row: Int) -> [Token?] { return [cells[row * 3], cells[row * 3 + 1], cells[row * 3 + 2]] }

func cellsTopLeft() -> [Token?] { return [cells[0], cells[4], cells[8]] }

func cellsBottomLeft() -> [Token?] { return [cells[6], cells[4], cells[2]] }

func winner() -> Token? { let r0 = cells(atRow: 0) let r1 = cells(atRow: 1) let r2 = cells(atRow: 2) let c0 = cells(atCol: 0) let c1 = cells(atCol: 1) let c2 = cells(atCol: 2) let tl = cellsTopLeft() let bl = cellsBottomLeft()

if Token.cross.matches(tokens: r0) || Token.cross.matches(tokens: r1) || Token.cross.matches(tokens: r2) || Token.cross.matches(tokens: c0) || Token.cross.matches(tokens: c1) || Token.cross.matches(tokens: c2) || Token.cross.matches(tokens: tl) || Token.cross.matches(tokens: bl) { return .cross } else if Token.circle.matches(tokens: r0) || Token.circle.matches(tokens: r1) || Token.circle.matches(tokens: r2) || Token.circle.matches(tokens: c0) || Token.circle.matches(tokens: c1) || Token.circle.matches(tokens: c2) || Token.circle.matches(tokens: tl) || Token.circle.matches(tokens: bl) { return .circle } return nil }

func atCapacity() -> Bool { return cells.filter { $0 == nil }.count == 0 }

mutating func play(token: Token, at location: Int) { cells[location] = token }

func findBestLocation(for player: Token) -> Int? { let r0 = cells(atRow: 0) let r1 = cells(atRow: 1) let r2 = cells(atRow: 2) let c0 = cells(atCol: 0) let c1 = cells(atCol: 1) let c2 = cells(atCol: 2) let tl = cellsTopLeft() let bl = cellsBottomLeft()

if let cell = player.emptyCell(in: r0) { return cell } else if let cell = player.emptyCell(in: r1) { return cell + 3 } else if let cell = player.emptyCell(in: r2) { return cell + 6 } else if let cell = player.emptyCell(in: c0) { return cell * 3 } else if let cell = player.emptyCell(in: c1) { return cell * 3 + 1 } else if let cell = player.emptyCell(in: c2) { return cell * 3 + 2 } else if let cell = player.emptyCell(in: tl) { return cell == 0 ? 0 : (cell == 1 ? 4 : 8) } else if let cell = player.emptyCell(in: bl) { return cell == 0 ? 6 : (cell == 1 ? 4 : 2) } return nil }

func findMove() -> Int { let empties = cells.enumerated().filter { $0.1 == nil } let r = Int(arc4random()) % empties.count return empties[r].0 } }

extension Board : CustomStringConvertible { var description: String { var result = "\n---------------\n" for (idx, cell) in cells.enumerated() { if let cell = cell { result += "| \(cell) |" } else { result += "| \(idx) |" }

if (idx + 1) % 3 == 0 { result += "\n---------------\n" } } return result } }

while true { var board = Board() print("Who do you want to play as ('o' or 'x'): ", separator: "", terminator: "") let answer = readLine()?.characters.first ?? "x"

var player: Token = answer == "x" ? .cross : .circle var pc: Token = player == .cross ? .circle : .cross

print(board)

while true { print("Choose cell to play on: ", separator: "", terminator: "") var pos = Int(readLine() ?? "0") ?? 0 while !board.atCapacity() && board.cells[pos] != nil { print("Invalid move. Choose cell to play on: ", separator: "", terminator: "") pos = Int(readLine() ?? "0") ?? 0 }

if board.atCapacity() { print("Draw") break }

board.play(token: player, at: pos) print(board)

if let winner = board.winner() { print("winner is \(winner)") break } else if board.atCapacity() { print("Draw") break }

if let win = board.findBestLocation(for: pc) { board.play(token: pc, at: win) } else if let def = board.findBestLocation(for: player) { board.play(token: pc, at: def) } else { board.play(token: pc, at: board.findMove()) }

print(board)

if let winner = board.winner() { print("winner is \(winner)") break } } } </lang>

Output:
Who do you want to play as ('o' or 'x'): x

---------------
| 0 || 1 || 2 |
---------------
| 3 || 4 || 5 |
---------------
| 6 || 7 || 8 |
---------------

Choose cell to play on: 4

---------------
| 0 || 1 || 2 |
---------------
| 3 || x || 5 |
---------------
| 6 || 7 || 8 |
---------------


---------------
| o || 1 || 2 |
---------------
| 3 || x || 5 |
---------------
| 6 || 7 || 8 |
---------------

Choose cell to play on: 6

---------------
| o || 1 || 2 |
---------------
| 3 || x || 5 |
---------------
| x || 7 || 8 |
---------------


---------------
| o || 1 || o |
---------------
| 3 || x || 5 |
---------------
| x || 7 || 8 |
---------------

Choose cell to play on: 1

---------------
| o || x || o |
---------------
| 3 || x || 5 |
---------------
| x || 7 || 8 |
---------------


---------------
| o || x || o |
---------------
| 3 || x || 5 |
---------------
| x || o || 8 |
---------------

Choose cell to play on: 5

---------------
| o || x || o |
---------------
| 3 || x || x |
---------------
| x || o || 8 |
---------------


---------------
| o || x || o |
---------------
| o || x || x |
---------------
| x || o || 8 |
---------------

Choose cell to play on: 8

---------------
| o || x || o |
---------------
| o || x || x |
---------------
| x || o || x |
---------------

Draw
Who do you want to play as ('o' or 'x'): 

Tailspin

<lang tailspin> processor Tic-Tac-Toe

 @: [1..9];
 source isWonOrDone
   [$@Tic-Tac-Toe(1..3) -> #, $@Tic-Tac-Toe(4..6) -> #, $@Tic-Tac-Toe(7..9) -> #,
     $@Tic-Tac-Toe(1..9:3) -> #, $@Tic-Tac-Toe(2..9:3) -> #, $@Tic-Tac-Toe(3..9:3) -> #,
     $@Tic-Tac-Toe([1,5,9]) -> #, $@Tic-Tac-Toe([3,5,7]) -> #
   ] -> \(
       when <=[]?($@Tic-Tac-Toe <~[<1..9>]>)> do 'draw' !
       when <~=[]> do $(1) !
     \) !
   when <[<=$(first)>+ VOID]> do '$(first); wins!'!
 end isWonOrDone
 source validMoves
   $@Tic-Tac-Toe -> \[i](<1..9> $ !\) !
 end validMoves
 templates move
   when <?($@Tic-Tac-Toe <[<=$.position>]>)> do @Tic-Tac-Toe($.position): $.mark;
     $ !
   otherwise
     'Incorrect move$#10;' -> !OUT::write
 end move
 source showString
   '$:1..9:3 -> '$#10;$@Tic-Tac-Toe($..$+2)...;';$#10;' !
 end showString

end Tic-Tac-Toe

composer toInt

 <INT>

end toInt

source play

 def board: $Tic-Tac-Toe;
 @: 'X';
 templates getMove
   [] -> #
   when <=[]> do
     $board::showString -> !OUT::write
     '$@play; to move $board::validMoves;:$#10;' -> !OUT::write
     [{mark: $@play, position: $IN::readline -> toInt} -> board::move] -> #
   otherwise
     $(1) ! 
 end getMove
 $getMove -> #
 when <{}> do
   '$.mark; played $.position;$#10;' -> !OUT::write
   @: $@ -> \(<='X'> 'O'! <='O'> 'X' !\);
   [$board::isWonOrDone] -> \(
     when <=[]> do $getMove!
     otherwise '$(1);$#10;' -> !OUT::write
   \) -> #

end play

$play -> !VOID</lang>

Output:

123
456
789
X to move [1, 2, 3, 4, 5, 6, 7, 8, 9]:
5
X played 5

123
4X6
789
O to move [1, 2, 3, 4, 6, 7, 8, 9]:
4
O played 4

123
OX6
789
X to move [1, 2, 3, 6, 7, 8, 9]:
1
X played 1

X23
OX6
789
O to move [2, 3, 6, 7, 8, 9]:
9
O played 9

X23
OX6
78O
X to move [2, 3, 6, 7, 8]:
2
X played 2

XX3
OX6
78O
O to move [3, 6, 7, 8]:
8
O played 8

XX3
OX6
7OO
X to move [3, 6, 7]:
3
X played 3
X wins!

Tcl

Translation of: Python

<lang tcl>package require Tcl 8.6

  1. This code splits the players from the core game engine

oo::class create TicTacToe {

   variable board player letter who
   constructor {player1class player2class} {

set board {1 2 3 4 5 6 7 8 9} set player(0) [$player1class new [self] [set letter(0) "X"]] set player(1) [$player2class new [self] [set letter(1) "O"]] set who 0

   }
   method PrintBoard {} {

lassign $board a1 b1 c1 a2 b2 c2 a3 b3 c3 puts [format " %s | %s | %s" $a1 $b1 $c1] puts "---+---+---" puts [format " %s | %s | %s" $a2 $b2 $c2] puts "---+---+---" puts [format " %s | %s | %s" $a3 $b3 $c3]

   }
   method WinForSomeone {} {

foreach w { {0 1 2} {3 4 5} {6 7 8} {0 3 6} {1 4 7} {2 5 8} {0 4 8} {2 4 6} } { set b [lindex $board [lindex $w 0]] if {$b ni "X O"} continue foreach i $w {if {[lindex $board $i] ne $b} break} if {[lindex $board $i] eq $b} { foreach p $w {lappend w1 [expr {$p+1}]} return [list $b $w1] } } return ""

   }
   method status {} {

return $board

   }
   method IsDraw {} {

foreach b $board {if {[string is digit $b]} {return false}} return true

   }
   method legalMoves {} {

foreach b $board {if {[string is digit $b]} {lappend legal $b}} return $legal

   }
   method DoATurn {} {

set legal [my legalMoves] my PrintBoard while 1 { set move [$player($who) turn] if {$move in $legal} break puts "Illegal move!" } lset board [expr {$move - 1}] $letter($who) $player($who) describeMove $move set who [expr {1 - $who}] return [my WinForSomeone]

   }
   method game {} {
       puts "    Tic-tac-toe game player.
   Input the index of where you wish to place your mark at your turn.\n"

while {![my IsDraw]} { set winner [my DoATurn] if {$winner eq ""} continue lassign $winner winLetter winSites my PrintBoard puts "\n$winLetter wins across \[[join $winSites {, }]\]" return $winLetter } puts "\nA draw"

   }

}

  1. Stupid robotic player

oo::class create RandomRoboPlayer {

   variable g
   constructor {game letter} {

set g $game

   }
   method turn {} {

set legal [$g legalMoves] return [lindex $legal [expr {int(rand()*[llength $legal])}]]

   }
   method describeMove {move} {

puts "I go at $move"

   }

}

  1. Interactive human player delegate

oo::class create HumanPlayer {

   variable g char
   constructor {game letter} {

set g $game set char $letter

   }
   method turn {} {

set legal [$g legalMoves] puts ">>> Put your $char in any of these positions: [join $legal {}]" while 1 { puts -nonewline ">>> " flush stdout gets stdin number if {$number in $legal} break puts ">>> Whoops I don't understand the input!" } return $number

   }
   method describeMove {move} {

puts "You went at $move"

   }

}

  1. Assemble the pieces

set ttt [TicTacToe new HumanPlayer RandomRoboPlayer] $ttt game</lang> Sample game:

    Tic-tac-toe game player.
    Input the index of where you wish to place your mark at your turn.

 1 | 2 | 3
---+---+---
 4 | 5 | 6
---+---+---
 7 | 8 | 9
>>> Put your X in any of these positions: 123456789
>>> 1
You went at 1
 X | 2 | 3
---+---+---
 4 | 5 | 6
---+---+---
 7 | 8 | 9
I go at 5
 X | 2 | 3
---+---+---
 4 | O | 6
---+---+---
 7 | 8 | 9
>>> Put your X in any of these positions: 2346789
>>> 7
You went at 7
 X | 2 | 3
---+---+---
 4 | O | 6
---+---+---
 X | 8 | 9
I go at 9
 X | 2 | 3
---+---+---
 4 | O | 6
---+---+---
 X | 8 | O
>>> Put your X in any of these positions: 23468
>>> 4
You went at 4
 X | 2 | 3
---+---+---
 X | O | 6
---+---+---
 X | 8 | O

X wins across [1, 4, 7]

VBA

Human play first with the "X". You must choose the row and the column you want to play... <lang vb> Option Explicit

Private Lines(1 To 3, 1 To 3) As String Private Nb As Byte, player As Byte Private GameWin As Boolean, GameOver As Boolean

Sub Main_TicTacToe() Dim p As String

   InitLines
   printLines Nb
   Do
       p = WhoPlay
       Debug.Print p & " play"
       If p = "Human" Then
           Call HumanPlay
           GameWin = IsWinner("X")
       Else
           Call ComputerPlay
           GameWin = IsWinner("O")
       End If
       If Not GameWin Then GameOver = IsEnd
   Loop Until GameWin Or GameOver
   If Not GameOver Then
       Debug.Print p & " Win !"
   Else
       Debug.Print "Game Over!"
   End If

End Sub

Sub InitLines(Optional S As String) Dim i As Byte, j As Byte

   Nb = 0: player = 0
   For i = LBound(Lines, 1) To UBound(Lines, 1)
       For j = LBound(Lines, 2) To UBound(Lines, 2)
           Lines(i, j) = "#"
       Next j
   Next i

End Sub

Sub printLines(Nb As Byte) Dim i As Byte, j As Byte, strT As String

   Debug.Print "Loop " & Nb
   For i = LBound(Lines, 1) To UBound(Lines, 1)
       For j = LBound(Lines, 2) To UBound(Lines, 2)
           strT = strT & Lines(i, j)
       Next j
       Debug.Print strT
       strT = vbNullString
   Next i

End Sub

Function WhoPlay(Optional S As String) As String

   If player = 0 Then
       player = 1
       WhoPlay = "Human"
   Else
       player = 0
       WhoPlay = "Computer"
   End If

End Function

Sub HumanPlay(Optional S As String) Dim L As Byte, C As Byte, GoodPlay As Boolean

   Do
       L = Application.InputBox("Choose the row", "Numeric only", Type:=1)
       If L > 0 And L < 4 Then
           C = Application.InputBox("Choose the column", "Numeric only", Type:=1)
           If C > 0 And C < 4 Then
               If Lines(L, C) = "#" And Not Lines(L, C) = "X" And Not Lines(L, C) = "O" Then
                   Lines(L, C) = "X"
                   Nb = Nb + 1
                   printLines Nb
                   GoodPlay = True
               End If
           End If
       End If
   Loop Until GoodPlay

End Sub

Sub ComputerPlay(Optional S As String) Dim L As Byte, C As Byte, GoodPlay As Boolean

   Randomize Timer
   Do
       L = Int((Rnd * 3) + 1)
       C = Int((Rnd * 3) + 1)
       If Lines(L, C) = "#" And Not Lines(L, C) = "X" And Not Lines(L, C) = "O" Then
           Lines(L, C) = "O"
           Nb = Nb + 1
           printLines Nb
           GoodPlay = True
       End If
   Loop Until GoodPlay

End Sub

Function IsWinner(S As String) As Boolean Dim i As Byte, j As Byte, Ch As String, strTL As String, strTC As String

   Ch = String(UBound(Lines, 1), S)
   'check lines & columns
   For i = LBound(Lines, 1) To UBound(Lines, 1)
       For j = LBound(Lines, 2) To UBound(Lines, 2)
           strTL = strTL & Lines(i, j)
           strTC = strTC & Lines(j, i)
       Next j
       If strTL = Ch Or strTC = Ch Then IsWinner = True: Exit For
       strTL = vbNullString: strTC = vbNullString
   Next i
   'check diagonales
   strTL = Lines(1, 1) & Lines(2, 2) & Lines(3, 3)
   strTC = Lines(1, 3) & Lines(2, 2) & Lines(3, 1)
   If strTL = Ch Or strTC = Ch Then IsWinner = True

End Function

Function IsEnd() As Boolean Dim i As Byte, j As Byte

   For i = LBound(Lines, 1) To UBound(Lines, 1)
       For j = LBound(Lines, 2) To UBound(Lines, 2)
           If Lines(i, j) = "#" Then Exit Function
       Next j
   Next i
   IsEnd = True

End Function </lang>

Output:
Loop 0
###
###
###
Human Play
Loop 1
X##
###
###
Computer Play
Loop 2
X#O
###
###
Human Play
Loop 3
X#O
#X#
###
Computer Play
Loop 4
XOO
#X#
###
Human Play
Loop 5
XOO
#X#
##X
Human Win !

Wren

Translation of: Kotlin
Library: Wren-ioutil

<lang ecmascript>import "random" for Random import "/ioutil" for Input

var r = Random.new() var b = List.filled(3, null) for (i in 0..2) b[i] = List.filled(3, 0) // board -> 0: blank; -1: computer; 1: human

var bestI = 0 var bestJ = 0

var checkWinner = Fn.new {

   for (i in 0..2) {
       if (b[i][0] != 0 && b[i][1] == b[i][0] && b[i][2] == b[i][0]) return b[i][0]
       if (b[0][i] != 0 && b[1][i] == b[0][i] && b[2][i] == b[0][i]) return b[0][i]
   }
   if (b[1][1] == 0) return 0
   if (b[1][1] == b[0][0] && b[2][2] == b[0][0]) return b[0][0]
   if (b[1][1] == b[2][0] && b[0][2] == b[1][1]) return b[1][1]
   return 0

}

var showBoard = Fn.new {

   var t = "X O"
   for (i in 0..2) {
       for (j in 0..2) System.write("%(t[b[i][j] + 1]) ")
       System.print()
   }
   System.print("-----")

}

var testMove // recursive testMove = Fn.new { |value, depth|

   var best = -1
   var changed = 0
   var score = checkWinner.call()
   if (score != 0) return (score == value) ? 1 : -1
   for (i in 0..2) {
       for (j in 0..2) {
           if (b[i][j] == 0) {
               b[i][j] = value
               changed = value
               score = -testMove.call(-value, depth + 1)
               b[i][j] = 0
               if (score > best) {
                   if (depth == 0) {
                       bestI = i
                       bestJ = j
                   }
                   best = score
               }
           }
       }
   }
   return (changed != 0) ? best : 0

}

var game = Fn.new { |u|

   for (i in 0..2) {
       for (j in 0..2) b[i][j] = 0
   }
   System.print("Board postions are numbered so:\n1 2 3\n4 5 6\n7 8 9")
   System.print("You have O, I have X.\n")
   for (k in 0..8) {
       while (u) {
           var move = Input.integer("Your move: ", 1, 9) - 1
           var i = (move/3).floor
           var j = move % 3
           if (b[i][j] == 0) {
               b[i][j] = 1
               break
           }
       }
       if (!u) {
           if (k == 0) { // randomize if computer opens, less boring
               bestI = r.int(1e6) % 3
               bestJ = r.int(1e6) % 3
           } else {
               testMove.call(-1, 0)
           }
           b[bestI][bestJ] = -1
           var myMove = bestI * 3 + bestJ + 1
           System.print("My move: %(myMove)")
       }
       showBoard.call()
       var win = checkWinner.call()
       if (win != 0) return ((win == 1) ? "You win" : "I win") + ".\n\n"
       u = !u
   }
   return "A draw.\n\n"

}

var user = false while (true) {

   user = !user
   System.write(game.call(user))
   var yn = Input.option("Play again y/n: ", "yYnN")
   if (yn == "n" || yn == "N") return
   System.print()

}</lang>

Output:

Sample game:

Board postions are numbered so:
1 2 3
4 5 6
7 8 9
You have O, I have X.

Your move: 1
O     
      
      
-----
My move: 5
O     
  X   
      
-----
Your move: 3
O   O 
  X   
      
-----
My move: 2
O X O 
  X   
      
-----
Your move: 8
O X O 
  X   
  O   
-----
My move: 4
O X O 
X X   
  O   
-----
Your move: 6
O X O 
X X O 
  O   
-----
My move: 9
O X O 
X X O 
  O X 
-----
Your move: 7
O X O 
X X O 
O O X 
-----
A draw.

Play again y/n: n

XPL0

<lang XPL0>\The computer marks its moves with an "O" and the player uses an "X". The \ numeric keypad is used to make the player's move. \ \ 7 | 8 | 9 \ ---+---+--- \ 4 | 5 | 6 \ ---+---+--- \ 1 | 2 | 3 \ \The player always goes first, but the 0 key is used to skip a move. Thus \ it can be used to let the computer play first. Esc terminates program.

inc c:\cxpl\codes; \intrinsic routine declarations def X0=16, Y0=10; \coordinates of character in upper-left square int I0,

       PMove,          \player's move (^0..^9)
       Key;            \keystroke

int X, O; \bit arrays for player and computer

                       \ bit 0 corresponds to playing square 1, etc.


proc HLine(X, Y); \Draw a horizontal line int X, Y; int I; [Cursor(X, Y); for I:= 0 to 10 do ChOut(0, ^Ä); ]; \HLine


proc VLine(X, Y); \Draw a vertical line over the above horizontal line int X, Y; int I; [for I:= 0 to 4 do

       [Cursor(X, Y+I);
       ChOut(0, if I&1 then ^Å else ^³);
       ];

]; \VLine


func Won(p); \Return 'true' if player P has won int P; int T, I; [T:= [$007, $038, $1C0, $049, $092, $124, $111, $054]; for I:= 0 to 7 do \check if player matches a bit pattern for 3 in a row

   if (P & T(I)) = T(I) then return true;

return false; ]; \Won


func Cats; \Return 'true' if no more moves available (Cat's game) [if (X ! O) = $1FF then \all bit positions played

       [Cursor(17, 20);
       Text(0, "A draw!");
       return true;
       ];

return false; ]; \Cats


proc DoMove(P, M, Ch); \Make move in player's bit array and display it int P, \address of player's bit array

       M,              \index 0..8 where bit is placed
       Ch;

int I, X, Y; [P(0):= P(0) ! 1<<M; \make move

I:= M / 3; \display move X:= Rem(0) * 4; Y:= (2-I) * 2; Cursor(X+X0, Y+Y0); ChOut(0, Ch); ]; \DoMove


func Try(P); \Return the value of the best node for player P int P; \address of player's bit array int P1, I, I0, V, V0; [P1:= if P = addr X then addr O else addr X;

if Won(P1(0)) then return -1; if (X ! O) = $1FF then return 0;

V0:= -1; \assume the worst for I:= 0 to 8 do \for all of the squares...

   if ((O!X) & 1<<I) = 0 then          \if square is unused
       [P(0):= P(0) ! 1<<I;            \make tenative move
       V:= -(extend(Try(P1)));         \get value
       if V > V0 then                  \save best value
               [V0:= V;  I0:= I];
       P(0):= P(0) & ~(1<<I);          \undo tenative move
       ];

return V0 & $FF ! I0<<8; ]; \Try


proc PlayGame; \Play one game [ChOut(0, $0C\FF\); \clear screen with a form feed HLine(X0-1, Y0+1); \draw grid (#) HLine(X0-1, Y0+3); VLine(X0+2, Y0); VLine(X0+6, Y0);

X:= 0; O:= 0; \initialize player's bit arrays to empty loop [loop [PMove:= ChIn(1); \GET PLAYER'S MOVE (X)

               if PMove = $1B\Esc\ then
                       [SetVid(3);  exit];     \restore display and end program
               if PMove = ^0 then quit;
               if PMove>=^1 & PMove<=^9 &      \check for legal move
                  ((X!O) & 1<<(PMove-^1)) = 0 then quit;
               ChOut(0, 7\Bel\);               \beep the dude
               ];
       if PMove # ^0 then
               [DoMove(addr X, PMove-^1, ^X);
               if Won(X) then
                       [Cursor(17, 20);
                       Text(0, "X wins!");
                       quit;
                       ];
               ];
       if Cats then quit;
       I0:= Try(addr O) >>8;                   \GET COMPUTER'S MOVE (O)
       DoMove(addr O, I0, ^O);                 \do best move
       if Won(O) then
               [Cursor(17, 20);
               Text(0, "O wins!");
               quit;
               ];
       if Cats then quit;
       ];

]; \PlayGame


int CpuReg; [SetVid(1); \set 40x25 text mode CpuReg:= GetReg; \turn off annoying flashing cursor CpuReg(0):= $0100; \ with BIOS interrupt 10h, function 01h CpuReg(2):= $2000; \set cursor type to disappear SoftInt($10); loop [PlayGame;

       Key:= ChIn(1);                  \keep playing games until Esc key is hit
       if Key = $1B\Esc\ then
               [SetVid(3);  exit];     \clear screen & restore normal text mode
       ];

]</lang>

Yabasic

In the classic style. <lang Yabasic>5 REM Adaptation to Yabasic of the program published in Tim Hartnell's book "Artificial Intelligence: Concepts and Programs", with some minor modifications. 6/2018. 10 REM TICTAC 15 INPUT "English (0), Spanish (other key): " IDIOMA : IF NOT IDIOMA THEN RESTORE 2020 ELSE RESTORE 2010 END IF 20 GOSUB 1180: REM INICIALIZACION 30 REM *** REQUISITOS PREVIOS AL JUEGO *** 40 FOR J = 1 TO 9 50 A(J) = 32 60 NEXT J 70 FOR J = 1 TO 5 80 D(J) = 0 90 NEXT J 100 CCONTADOR = 0 110 R$ = "" 120 GOSUB 1070: REM IMPRESION DEL TABLERO 130 REM ** CICLO PRINCIPAL ** 140 GOSUB 540: REM MOVIMIENTO DEL ORDENADOR 150 GOSUB 1070: REM IMPRESION DEL TABLERO 160 GOSUB 870: REM COMPRUEBA LA VICTORIA 170 IF R$ <> "" GOTO 240 180 GOSUB 980: REM SE ACEPTA EL MOVIMIENTO DE LA PERSONA 190 GOSUB 1070: REM IMPRESION DEL TABLERO 200 GOSUB 870: REM COMPRUEBA LA VICTORIA 210 IF R$ = "" GOTO 140 220 REM ** FIN DEL CICLO PRINCIPAL ** 230 REM ***************************** 240 REM FIN DEL JUEGO 250 GOSUB 1070: REM IMPRESION DEL TABLERO 260 PRINT: PRINT 270 IF R$ = "G" PRINT MENSAJE$(1): BANDERA = -1 280 IF R$ = "P" PRINT MENSAJE$(2): BANDERA = 1 290 IF R$ = "D" PRINT MENSAJE$(3): GOTO 430 300 REM ACTUALIZACION DE LA BASE DE DATOS 310 FOR B = 1 TO 5 320 FOR J = 2 TO 9 330 IF M(J) = D(B) GOSUB 370 340 NEXT J 350 NEXT B 360 GOTO 430 370 REM ** REORDENACION DE LOS ELEMENTOS DE LA MATRIZ M ** 380 TEMP = M(J + BANDERA) 390 M(J + BANDERA) = M(J) 400 M(J) = TEMP 410 J = 9 420 RETURN 430 PRINT: PRINT 440 PRINT MENSAJE$(4) 450 PRINT: PRINT 460 FOR J = 1 TO 9 470 PRINT M(J), " "; 480 NEXT J 490 PRINT: PRINT 500 PRINT MENSAJE$(5) 510 INPUT A$ 520 GOTO 30 530 REM ************************ 540 REM MOVIMIENTO DEL ORDENADOR 550 P = ASC("O") 560 X = 0 570 J = 1 580 IF A(W(J)) = A(W(J + 1)) AND A(W(J + 2)) = 32 AND A(W(J)) = P X = W(J + 2): GOTO 750 590 IF A(W(J)) = A(W(J + 2)) AND A(W(J + 1)) = 32 AND A(W(J)) = P X = W(J + 1): GOTO 750 600 IF A(W(J + 1)) = A(W(J + 2)) AND A(W(J)) = 32 AND A(W(J + 1)) = P X = W(J): GOTO 750 610 IF J < 21 J = J + 3: GOTO 580 620 IF P = ASC("O") P = ASC("X"): GOTO 570 630 REM ** SI NO SE GANA SE BUSCA UN MOVIMIENTO DE BLOQUEO ** 640 REM * ENTONCES SE USA LA SIGUIENTE SECCION * 650 J = 1 660 IF A(M(J)) = 32 X = M(J): GOTO 750 670 IF J < 10 J = J + 1: GOTO 660 680 H = 0 690 H = H + 1 700 X = INT(RAN(1) * 9): IF A(X) = 32 GOTO 750 710 IF H < 100 GOTO 690 720 R$ = "D": REM ES SIMPLEMENTE UN DIBUJO 730 RETURN 740 REM ********************* 750 REM REALIZA EL MOVIMIENTO 760 A(X) = ASC("O") 770 CCONTADOR = CCONTADOR + 1 780 D(CCONTADOR) = X 790 BANDERA = 0 800 FOR J = 1 TO 9 810 IF A(J) = 32 BANDERA = 1 820 NEXT J 830 IF BANDERA = 0 AND R$ = "" R$ = "D" 840 REM SI TODAS LAS CASILLAS ESTAN LLENAS Y R$ ESTA VACIO, ENTONCES ES SIMPLEMENTE UN DIBUJO 850 RETURN 860 REM ********************* 870 REM COMPRUEBA LA VICTORIA 880 J = 1 890 IF A(W(J)) = 32 J = J + 3 900 IF J > 23 RETURN 910 IF A(W(J)) = A(W(J + 1)) AND A(W(J)) = A(W(J + 2)) GOTO 940 920 IF J < 22 J = J + 3: GOTO 890 930 RETURN 940 IF A(W(J)) = ASC("O") R$ = "G": REM EL ORDENADOR GANA 950 IF A(W(J)) = ASC("X") R$ = "P": REM EL ORDENADOR PIERDE 960 RETURN 970 REM ************************ 980 REM MOVIMIENTO DE LA PERSONA 990 PRINT: PRINT 1000 PRINT MENSAJE$(6) 1010 PRINT MENSAJE$(7); : INPUT MOVIMIENTO 1020 IF MOVIMIENTO < 1 OR MOVIMIENTO > 9 GOTO 1010 1030 IF A(MOVIMIENTO) <> 32 GOTO 1010 1040 A(MOVIMIENTO) = ASC("X") 1050 RETURN 1060 REM ********************* 1070 REM IMPRESION DEL TABLERO 1080 CLEAR SCREEN 1090 PRINT: PRINT: PRINT 1100 PRINT " 1 : 2 : 3 ", CHR$(A(1)), " : ", CHR$(A(2)), " : ", CHR$(A(3)) 1110 PRINT "----------- ------------" 1120 PRINT " 4 : 5 : 6 ", CHR$(A(4)), " : ", CHR$(A(5)), " : ", CHR$(A(6)) 1130 PRINT "----------- ------------" 1140 PRINT " 7 : 8 : 9 ", CHR$(A(7)), " : ", CHR$(A(8)), " : ", CHR$(A(9)) 1150 PRINT 1160 RETURN 1170 REM ************** 1180 REM INICIALIZACION 1190 CLEAR SCREEN 1200 DIM A(9) : REM TABLERO 1210 DIM M(10) : REM ACCESO A LA BASE DE DATOS 1220 DIM W(24) : REM DATOS DE VICTORIA O BLOQUEO 1230 DIM D(5) : REM ACCESO AL MOVIMIENTO EN EL JUEGO ACTUAL 1235 DIM MENSAJE$(1) : READ M$ : N = TOKEN(M$,MENSAJE$(),",") : RESTORE 1240 REM DATOS DE VICTORIA O BLOQUEO 1250 FOR J = 1 TO 24 1260 READ W(J) 1270 NEXT J 1280 DATA 1, 2, 3, 4, 5, 6, 7, 8, 9 1290 DATA 1, 4, 7, 2, 5, 8, 3, 6, 9 1300 DATA 1, 5, 9, 3, 5, 7 1310 REM BASE INICIAL DE DATOS 1320 FOR J = 1 TO 10 1330 READ M(J) 1340 NEXT J 1350 DATA 2, 6, 8, 4, 7, 3, 1, 9, 5, 2 1360 RETURN 2000 REM MENSAJES EN ESPAÑOL 2010 DATA "YO GANO,TU GANAS,ES SIMPLEMENTE UN DIBUJO,ESTA ES MI PRIORIDAD ACTUALIZADA,PULSE LA TECLA <RETURN> PARA CONTINUAR,REALICE SU MOVIMIENTO,MOVIMIENTO: " 2020 DATA "I WIN,YOU WIN,IT'S JUST A DRAWING,THIS IS MY PRIORITY UPDATE,PRESS <RETURN> TO CONTINUE,TO MAKE YOUR MOVE,MOVEMENT: " </lang>