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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
@@ -12,47 +12,13 @@
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) {
LK.setTimeout(function () {
- // Disable player input
grid.forEach(function (cell) {
cell.interactive = false;
});
- // Add a slight delay before making the AI move visible and interactive to ensure AI has "reserved" the cell
- LK.setTimeout(function () {
- // AI decision-making logic to choose the best cell
- var chosenIndex = self.decision.decide();
- if (chosenIndex !== undefined && !grid[chosenIndex].taken) {
- var indicatorShape = grid[chosenIndex].attachAsset('indicator', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- LK.setTimeout(function () {
- indicatorShape.destroy();
- grid[chosenIndex].setPlayerValue('O');
- self.decision.aiMoves.push(chosenIndex);
- self.decision.availableCells.splice(self.decision.availableCells.indexOf(chosenIndex), 1);
- game.checkGameState();
- if (!game.gameOver) {
- game.aiTurn = false;
- } else {
- // Reset decision state for next game
- self.decision.playerMoves = [];
- self.decision.aiMoves = [];
- self.decision.availableCells = Array.from({
- length: 9
- }, function (_, i) {
- return i;
- });
- }
- }, game.aiCooldown);
- } else {
- game.aiTurn = false; // Ensure AI turn is ended if no valid move is made
- }
- }, game.aiCooldown);
self.decision.decide(function (chosenIndex) {
if (chosenIndex !== undefined && !grid[chosenIndex].taken) {
var indicatorShape = grid[chosenIndex].attachAsset('indicator', {
anchorX: 0.5,
@@ -65,36 +31,12 @@
self.decision.availableCells.splice(self.decision.availableCells.indexOf(chosenIndex), 1);
game.checkGameState();
if (!game.gameOver) {
game.aiTurn = false;
- } else {
- // Removed reset of playerMoves and aiMoves to allow AI to learn from previous games
- for (var i = 0; i < 9; i++) {
- if (!self.decision.availableCells.includes(i)) {
- self.decision.availableCells.push(i);
- }
- }
}
}, game.aiCooldown);
} else {
- game.aiTurn = false; // Ensure AI turn is ended if no valid move is made
- }
- // Increase delay enabling player input to prevent immediate selection after AI's choice
- LK.setTimeout(function () {
- grid.forEach(function (cell) {
- if (!cell.taken) {
- cell.interactive = true;
- }
- });
game.aiTurn = false;
- }, 1000); // Increase delay to 1000ms before player can interact again
- game.checkGameState();
- if (game.gameOver) {
- self.decision.playerMoves = [];
- self.decision.aiMoves = [];
- for (var i = 0; i < 9; i++) {
- self.decision.availableCells[i] = i;
- }
}
});
}, game.aiCooldown);
game.aiCooldownActive = true;
@@ -168,11 +110,9 @@
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
+ var chosenIndex = self.availableCells[Math.floor(Math.random() * self.availableCells.length)];
var winningMoveIndex = -1;
var blockMoveIndex = -1;
winConditions.forEach(function (condition) {
var aiCount = condition.filter(function (index) {
@@ -184,70 +124,23 @@
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);
});
- // Additionally, check if blocking this move creates a potential win condition for AI in future turns
- var potentialWinAfterBlock = winConditions.some(function (winCondition) {
- return winCondition.includes(blockMoveIndex) && winCondition.filter(function (i) {
- return self.aiMoves.includes(i);
- }).length === 2;
- });
- if (potentialWinAfterBlock) {
- // Prioritize blocking moves that could lead to a win
- blockMoveIndex = condition.find(function (index) {
- return self.availableCells.includes(index) && winConditions.some(function (winCondition) {
- return winCondition.includes(index) && winCondition.filter(function (i) {
- return self.aiMoves.includes(i);
- }).length === 2;
- });
- });
- }
}
});
- // 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)];
+ var chosenCell = winningMoveIndex !== -1 ? winningMoveIndex : blockMoveIndex !== -1 ? blockMoveIndex : self.availableCells.sort(function (a, b) {
+ return a - b;
+ })[0];
if (typeof callback === 'function') {
- callback(randomIndex);
+ callback(chosenCell);
}
};
self.findEmptySide = function () {
var sideIndices = [1, 3, 5, 7];
@@ -709,9 +602,9 @@
return n;
}
var aiDecisionIndicator = new Text2('AI deciding...', {
size: 50,
- fill: "#ffffff"
+ fill: 0xFFFFFF
});
aiDecisionIndicator.anchor.set(0.5, 0);
aiDecisionIndicator.x = 2048 / 2;
aiDecisionIndicator.y = 100;
@@ -796,9 +689,9 @@
game.playerWins = 0;
game.aiWins = 0;
var levelCounter = new Text2('Level: ' + game.level, {
size: 50,
- fill: "#ffffff"
+ fill: 0xFFFFFF
});
levelCounter.anchor.set(0.5, 0);
levelCounter.x = 2048 / 2;
levelCounter.y = 50;
@@ -837,9 +730,9 @@
});
var winner = grid[condition[0]].value === 'X' ? 'You Win!' : 'AI Wins!';
var winText = new Text2(winner, {
size: 150,
- fill: "#ffffff"
+ fill: 0xFFFFFF
});
winText.anchor.set(0.5, 0.5);
winText.x = 2048 / 2;
winText.y = 2732 / 2;