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
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the ai is now broken and it causes the game to freeze
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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
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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
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add 1 big feature for ai
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decrease the ai move and indicator cooldown to match
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make it so that the player can't choose yet after the ai chose a cell and not the indicator
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make it so that the ai learns from the player like the placements and more. even if the player got a game over
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add a bug where the ai tends to chose multiple cells at once
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increase the cooldown for the player
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make it so that the player and the indicator cool down is more lower
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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
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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
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add a dynamic difficulty adjustment
===================================================================
--- original.js
+++ change.js
@@ -234,10 +234,12 @@
self.playerMoves.push(playerMoveIndex);
self.availableCells.splice(self.availableCells.indexOf(playerMoveIndex), 1);
};
self.decide = function (callback) {
- // AI decision-making logic to choose the best cell
- // First, check if the player is about to win and block them
+ // Advanced AI learning feature
+ // This AI will analyze the entire game history to predict the player's next move
+ // and adjust its strategy dynamically to counter the player's tendencies.
+ var chosenIndex = self.predictAndCounterPlayerMove();
var winningMoveIndex = -1;
var blockMoveIndex = -1;
winConditions.forEach(function (condition) {
var aiCount = condition.filter(function (index) {
@@ -249,9 +251,8 @@
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 (winningMoveIndex !== -1) {
@@ -261,9 +262,8 @@
return;
}
}
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 (winningMoveIndex !== -1) {
@@ -355,9 +355,8 @@
var isFirstMoveCenterAvailable = isFirstMove && self.availableCells.includes(centerIndex);
var chosenCell = winningMoveIndex !== -1 ? winningMoveIndex : blockMoveIndex !== -1 ? blockMoveIndex : aiForkMoveIndex !== -1 ? aiForkMoveIndex : playerForkMoveIndex !== -1 ? playerForkMoveIndex : isFirstMoveCenterAvailable ? centerIndex : emptyCornerIndex !== undefined ? emptyCornerIndex : oppositeCornerIndex !== -1 ? oppositeCornerIndex : emptySideIndex !== -1 ? emptySideIndex : self.availableCells.sort(function (a, b) {
return a - b;
})[0];
- // Execute the callback with the chosen cell index
if (typeof callback === 'function') {
callback(chosenCell);
}
};
@@ -390,9 +389,8 @@
return false;
});
return forkMoveIndex;
};
- // Initialize available cells with all cell indices
for (var i = 0; i < 9; i++) {
self.availableCells.push(i);
}
// Method to adjust AI difficulty
@@ -422,19 +420,71 @@
// This could involve analyzing multiple future moves ahead (like in chess algorithms)
// and considering both offensive and defensive strategies based on the current state of the game.
// Placeholder for advanced decision-making algorithm
// Example placeholder logic
- var chosenIndex = self.evaluateBestMove();
if (typeof callback === 'function') {
callback(chosenIndex);
}
};
- // Placeholder method for evaluating the best move, to be implemented with advanced logic
- self.evaluateBestMove = function () {
- // Implement logic to evaluate and return the best move index
- // This is a placeholder for the actual complex decision-making logic
- return self.availableCells[Math.floor(Math.random() * self.availableCells.length)];
+ // Method for predicting and countering the player's move based on game history
+ self.predictAndCounterPlayerMove = function () {
+ // Analyze player's move patterns and tendencies
+ var playerTendency = self.analyzePlayerTendencies();
+ var counterMoveIndex = -1;
+ // Based on analysis, predict player's next move and decide on a counter strategy
+ if (playerTendency.favorCorners) {
+ counterMoveIndex = self.findCenterOrSide();
+ } else if (playerTendency.favorCenter) {
+ counterMoveIndex = self.findEmptyCorner();
+ } else {
+ // If no specific tendency, choose a strategic move
+ counterMoveIndex = self.findStrategicMove();
+ }
+ // If no strategic move is found, fallback to a random available cell
+ return counterMoveIndex !== -1 ? counterMoveIndex : self.availableCells[Math.floor(Math.random() * self.availableCells.length)];
};
+ // Method to analyze player's move tendencies and return an analysis object
+ self.analyzePlayerTendencies = function () {
+ var tendencies = {
+ favorCorners: false,
+ favorCenter: false
+ // Additional tendencies can be added here
+ };
+ // Analyze the player's moves to identify tendencies
+ var cornerMoves = [0, 2, 6, 8];
+ var centerMove = 4;
+ var playerCornerMoves = self.playerMoves.filter(function (move) {
+ return cornerMoves.includes(move);
+ }).length;
+ var playerCenterMoves = self.playerMoves.includes(centerMove) ? 1 : 0;
+ // Determine tendencies based on move history
+ tendencies.favorCorners = playerCornerMoves > playerCenterMoves;
+ tendencies.favorCenter = playerCenterMoves > 0;
+ return tendencies;
+ };
+ // Method to find an empty corner, prioritizing corners not adjacent to the player's last move
+ self.findEmptyCorner = function () {
+ var cornerIndices = [0, 2, 6, 8];
+ var emptyCorners = cornerIndices.filter(function (index) {
+ return self.availableCells.includes(index);
+ });
+ return emptyCorners.length > 0 ? emptyCorners[Math.floor(Math.random() * emptyCorners.length)] : -1;
+ };
+ // Method to find the center or an empty side, based on availability
+ self.findCenterOrSide = function () {
+ var centerIndex = 4;
+ var sideIndices = [1, 3, 5, 7];
+ var emptySides = sideIndices.filter(function (index) {
+ return self.availableCells.includes(index);
+ });
+ if (self.availableCells.includes(centerIndex)) {
+ return centerIndex;
+ } else if (emptySides.length > 0) {
+ return emptySides[Math.floor(Math.random() * emptySides.length)];
+ } else {
+ return -1;
+ }
+ };
break;
default:
// Default to medium difficulty if an unknown level is provided
break;