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rewrite the ai completely and make it advanced and smart
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fix the erros
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improve the training feature
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fix it
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create a new class called Training this class is so that everytime the ai looses or wins or it's a tie the ai learns from it's mistake and will overall get better at the game
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fix the game
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make the ai more advanced at choosing
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fix the implementation
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for the rethink add a realtime delay for choosing and instead of choosing random cells it also tries to block the player from winning
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make sure to add a seperate class for the rethink feature
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add 1 one new feature to the ai called Rethink which will allow the ai to think where to pick a cell like if it's a real player
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game it now broken
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fix a bug that doesn't allow the player to go again after ai's turn
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rewrite the whole entire game with more improved features
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fix a bug where x can't go again
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optimize the code and refine it
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Decrease the delay for when the ai chooses
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add 2 new features
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Please fix the bug: 'TypeError: originalTick is not a function' in or related to this line: 'originalTick();' Line Number: 632
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'now')' in or related to this line: 'var startTime = performance.now();' Line Number: 624
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make 2 new systems for performance and another one for the game itself
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make a feature where the ai can predict what cell block the player inputs
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Migrate to the latest version of LK
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add a failsafe feature where if the game ever softlocks or has problems make sure to cause a game over
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Please fix the bug: 'Timeout.tick error: self.analyzePlayerPatterns is not a function' in or related to this line: 'var patternAnalysis = self.analyzePlayerPatterns();' Line Number: 280
===================================================================
--- original.js
+++ change.js
@@ -7,8 +7,11 @@
self.observePlayer = function (playerMoveIndex) {
// AI logic to observe player's move and decide next move
self.decision.playerMoves.push(playerMoveIndex);
self.decision.availableCells.splice(self.decision.availableCells.indexOf(playerMoveIndex), 1);
+ // Predict player's next move
+ var predictedMove = self.decision.predictPlayerMove();
+ console.log("Predicted player's next move: ", predictedMove);
};
self.makeMove = function () {
// Use the Decision class to choose the best cell for the AI's move
if (!game.gameOver && !game.aiCooldownActive) {
@@ -149,8 +152,23 @@
});
// Initialize power-up assets
var Decision = Container.expand(function () {
var self = Container.call(this);
+ self.predictPlayerMove = function () {
+ // Analyze player's move history to predict their next move
+ var moveCounts = Array(9).fill(0);
+ self.playerMoves.forEach(function (move) {
+ moveCounts[move]++;
+ });
+ // Find the cell with the highest count
+ var predictedMove = moveCounts.indexOf(Math.max.apply(Math, _toConsumableArray(moveCounts)));
+ // If the predicted move is already taken, choose a random available cell
+ if (self.availableCells.includes(predictedMove)) {
+ return predictedMove;
+ } else {
+ return self.availableCells[Math.floor(Math.random() * self.availableCells.length)];
+ }
+ };
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
// Enhanced AI decision-making process
@@ -570,8 +588,40 @@
/****
* Game Code
****/
// Initialize AI decision indicator
+function _toConsumableArray(r) {
+ return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread();
+}
+function _nonIterableSpread() {
+ throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
+}
+function _unsupportedIterableToArray(r, a) {
+ if (r) {
+ if ("string" == typeof r) {
+ return _arrayLikeToArray(r, a);
+ }
+ var t = {}.toString.call(r).slice(8, -1);
+ return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0;
+ }
+}
+function _iterableToArray(r) {
+ if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) {
+ return Array.from(r);
+ }
+}
+function _arrayWithoutHoles(r) {
+ if (Array.isArray(r)) {
+ return _arrayLikeToArray(r);
+ }
+}
+function _arrayLikeToArray(r, a) {
+ (null == a || a > r.length) && (a = r.length);
+ for (var e = 0, n = Array(a); e < a; e++) {
+ n[e] = r[e];
+ }
+ return n;
+}
var aiDecisionIndicator = new Text2('AI deciding...', {
size: 50,
fill: "#ffffff"
});