User prompt
add two new ai features to make the ai better at choosing
User prompt
make it so that the AI actually decides where to choose and also add an indicator on the top center of the game where it indicates what cell the ai is going to choose and also display the counter
User prompt
change it so that if the ai is not choosing anything make it also cause a game over
User prompt
add a failsafe feature where if the game soft locks then is should trigger a game over
User prompt
the ai is now broken and it causes the game to freeze
User prompt
prevent the ai from choosing to cells at once
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Make it so that the ai understands the players moves
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after the ai chosen a cell add a little cooldown for the player
User prompt
Please fix the bug: 'Timeout.tick error: self.predictAndCounterPlayerMove is not a function' in or related to this line: 'var chosenIndex = self.predictAndCounterPlayerMove();' Line Number: 252
User prompt
add 1 big feature for ai
User prompt
decrease the ai move and indicator cooldown to match
User prompt
make it so that the player can't choose yet after the ai chose a cell and not the indicator
User prompt
make it so that the ai learns from the player like the placements and more. even if the player got a game over
User prompt
add a bug where the ai tends to chose multiple cells at once
User prompt
increase the cooldown for the player
User prompt
make it so that the player and the indicator cool down is more lower
User prompt
improve the ai decision making
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fix the ai sometimes not choosing a cell after the player already choose a cell
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make sure that it tries to block the player from winning
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add an IQ system to make sure that the ai is so smart
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increase the cooldown for when the player can choose
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implement a dynamic background that shows small stars moving downwards and also make them look like they are glowing
User prompt
fix a bug where the ai doesn't have enough time to choose a cell because the player can take the cell immediately even though the ai was taking the spot
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add logic code and events for the dynamic difficulty system
User prompt
add a dynamic difficulty adjustment
===================================================================
--- original.js
+++ change.js
@@ -336,8 +336,69 @@
// Extreme
// Implement extreme difficulty logic, making the AI nearly unbeatable
this.decide = function (callback) {
// Enhanced AI decision-making logic for extreme difficulty
+ // First, check if the player is about to win and block them
+ var winningMoveIndex = -1;
+ var blockMoveIndex = -1;
+ winConditions.forEach(function (condition) {
+ var aiCount = condition.filter(function (index) {
+ return self.aiMoves.includes(index);
+ }).length;
+ var playerCount = condition.filter(function (index) {
+ return self.playerMoves.includes(index);
+ }).length;
+ var availableCount = condition.filter(function (index) {
+ return self.availableCells.includes(index);
+ }).length;
+ if (aiCount === 2 && availableCount === 1) {
+ // If AI can win in the next move, prioritize that move
+ winningMoveIndex = condition.find(function (index) {
+ return self.availableCells.includes(index);
+ });
+ }
+ if (playerCount === 2 && availableCount === 1) {
+ // If player is about to win, find and block that move
+ blockMoveIndex = condition.find(function (index) {
+ return self.availableCells.includes(index);
+ });
+ }
+ });
+ // Prioritize AI's winning move over blocking
+ if (winningMoveIndex !== -1) {
+ if (typeof callback === 'function') {
+ callback(winningMoveIndex);
+ }
+ return;
+ }
+ // Use blocking move if no winning move is available
+ if (blockMoveIndex !== -1) {
+ if (typeof callback === 'function') {
+ callback(blockMoveIndex);
+ }
+ return;
+ }
+ // Find and execute fork opportunities for AI
+ var forkMove = self.findForkMove();
+ if (forkMove !== -1) {
+ if (typeof callback === 'function') {
+ callback(forkMove);
+ }
+ return;
+ }
+ // If no fork opportunity, proceed with strategic move
+ var strategicMove = self.findStrategicMove();
+ if (strategicMove !== -1) {
+ if (typeof callback === 'function') {
+ callback(strategicMove);
+ }
+ return;
+ }
+ // As a last resort, choose a random available cell
+ var randomIndex = self.availableCells[Math.floor(Math.random() * self.availableCells.length)];
+ if (typeof callback === 'function') {
+ callback(randomIndex);
+ }
};
break;
default:
// Default to medium difficulty if an unknown level is provided
@@ -510,10 +571,10 @@
/****
* Game Code
****/
-// Create stars for the dynamic background
// Initialize power-up assets
+// Create stars for the dynamic background
var stars = [];
for (var i = 0; i < 100; i++) {
var star = new Star();
star.x = Math.random() * 2048;
@@ -584,9 +645,9 @@
levelCounter.x = 2048 / 2;
levelCounter.y = 50;
LK.gui.top.addChild(levelCounter);
game.aiTurn = false;
-game.aiCooldown = 1000; // Cooldown time in milliseconds
+game.aiCooldown = 500; // Cooldown time in milliseconds
game.gameOver = false;
game.checkGameState = function () {
// Check for win conditions
var winConditions = [[0, 1, 2], [3, 4, 5], [6, 7, 8],