[fix] Demo draw state no longer flashing and adding switch to demo if player(s) abandon game.
This commit is contained in:
@@ -1,6 +1,6 @@
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# 🕹️ Connect 4 AI: Master Edition
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# 🕹️ Connect 4 AI: Master Edition (v2.0)
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A high-performance Connect 4 implementation for ESP32-C3 and 8x8 WS2812B matrices. Features dynamic difficulty scaling, "humanized" AI movement, and a mobile-friendly web administration portal.
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A high-performance, feature-rich Connect 4 implementation for the ESP32-C3. This version features a "living" AI that evolves as you play, human-like movement animations, and a robust win-detection engine.
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---
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@@ -15,68 +15,72 @@ A high-performance Connect 4 implementation for ESP32-C3 and 8x8 WS2812B matrice
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| **Rotary Encoder B** | `GPIO 1` | Directional DT |
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| **Encoder Button** | `GPIO 2` | Selection (SW) |
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### 📐 Physical Dimensions
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### 📐 Physical Layout
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Designed for standard 8x8 matrix modules (approx. 65mm x 67mm).
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The project is optimized for an 8x8 NeoPixel Matrix (65mm x 67mm).
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- **Top Row (0):** Interaction and AI decision visualization.
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- **Game Board:** Standard $7 \times 6$ grid.
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- **UI Borders:** Fixed blue frame for visibility.
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- **Row 0:** Interaction & AI Decision Visualization.
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- **Row 1:** Static Blue UI border.
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- **Rows 2-7:** Active $7 \times 6$ game board.
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- **Status Column:** Far right column (Index 7) manages UI framing and "Glow" effects.
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---
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## 🧠 Advanced AI Features
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## 🧠 Advanced AI & Logic Features
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### 1. Progressive Difficulty (Evolution Mode)
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The AI search depth (Ply) increases as the board fills. This ensures the AI is fast in the opening and lethal in the endgame.
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To keep the game challenging and the CPU efficient, the AI search depth (Ply) scales as the board fills.
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- **Formula:** $DynamicPly = BasePly + \lfloor \frac{DiscsOnBoard}{7} \rfloor$
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- **Benefit:** High-level tactical precision exactly when the game becomes critical.
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- **Benefit:** The AI is "casual" in the opening but becomes a "Grandmaster" in the endgame when tactical precision is vital.
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### 2. Strategic Blunder Injection
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### 2. Intelligent Win Detection & Flashing
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To avoid endless stalemate draws between high-level AIs, a "Blunder" logic is used.
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The win-engine has been refactored to prevent "color ghosting."
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- **Demo Mode:** Always active; 20% chance to make a suboptimal move.
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- **Player Mode:** Toggleable via Web Portal to make the AI more "human."
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- **Winner Locking:** The `scanBoard()` function returns the specific ID of the winner (1 for Yellow, 2 for Red).
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- **Flashing Accuracy:** The final animation uses this ID to ensure the winning 4-in-a-row flashes in the **correct player's color**, regardless of whose turn it was when the game ended.
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### 3. Alpha-Beta Pruning & Column Ordering
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### 3. Smart Watchdog (Tiered Timeout)
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The engine evaluates the center column first. This triggers pruning earlier in the search tree, skipping millions of unnecessary calculations and keeping the ESP32-C3 responsive.
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The game respects your "thinking time" by using a tiered idle-timeout system:
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- **Menu/Finished State:** Standard timeout (e.g., 60s).
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- **Playing State:** **Double Timeout** (e.g., 120s). This gives human players more time to analyze complex boards before the game auto-resets to Demo Mode.
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### 4. Strategic Blunder Injection
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To ensure Demo Mode doesn't end in an infinite loop of draws, a 20% "Blunder Chance" is injected. This forces the AI to occasionally make a human-like mistake, creating openings for a definitive winner.
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---
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## 📖 Code Architecture Details
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## 📖 Code Architecture & Modules
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### 🔄 State Machine
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The software cycles through states:
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The core loop manages five distinct states:
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- **MENU:** Select mode using the rotary encoder.
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- **PLAYING:** Manages player turns and the gravity-acceleration drop animation.
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- **DEMO:** Auto-starts after inactivity. Randomizes Ply (3-6) and enforces blunders to ensure definitive game results.
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1. **MENU:** Mode selection and board reset.
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2. **PLAYING:** Active turn-based logic with gravity-accelerated drop animations.
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3. **FINISHED_WIN:** Locks the winner ID and flashes the winning segment.
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4. **FINISHED_DRAW:** Blinks the entire board to signify a stalemate.
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5. **DEMO:** Auto-plays with randomized difficulty (Ply 3-6) and mandatory blunder logic.
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### 🎨 Rendering & Mapping
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### 🌐 Web Administration Portal
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The `getIdx(x, y)` function maps the 2D game board to the 1D NeoPixel array. The `updateThinkingVisuals()` function provides real-time feedback of the AI's internal search process by moving a pulsing disc across the top row.
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Accessible via the **"Connect4-Config"** AP at `192.168.4.1`.
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- **Base Ply:** Sets the starting difficulty level.
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- **Brightness:** Global LED intensity (0-255).
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- **Evolution Toggle:** Turn on/off the progressive difficulty scaling.
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- **Blunder Toggle:** Allow the AI to make mistakes during Human-vs-AI matches.
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---
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## 🌐 Web Admin Portal
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## 🛠 Installation
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Connect to the **"Connect4-Config"** Access Point to adjust:
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- **Base Ply:** Minimum search depth.
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- **Brightness:** Global LED intensity.
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- **Idle Timeout:** Inactivity period before Demo Mode.
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- **Toggles:** Enable/Disable Blunders and Evolution Mode.
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---
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## 🛠 Setup & Installation
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1. Install **PlatformIO**.
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2. Add dependencies: `FastLED`, `Encoder`.
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3. Set your WiFi Password in `platformio.ini`: `-D WIFI_PASSWORD=\"your_pass\"`.
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4. Upload to ESP32-C3.
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1. **Environment:** Use VS Code with the **PlatformIO** extension.
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2. **Dependencies:** `FastLED`, `Encoder`, `Preferences`.
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3. **Build Flag:** Define your WiFi password in `platformio.ini`: `-D WIFI_PASSWORD=\"your_password\"`.
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4. **Flash:** Upload to your ESP32-C3 and enjoy the ultimate desktop Connect 4 experience.
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+79
-68
@@ -29,6 +29,7 @@ State gameState = MENU;
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int8_t menuMode = 0;
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int8_t currentPlayer = 1;
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int8_t winnerPlayer = 0; // Tracks who actually won for the flashing effect
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int8_t activeCol = 3;
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long oldEncPos = -999;
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uint32_t lastActivityTime = 0;
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@@ -36,7 +37,6 @@ uint32_t demoResetTimer = 0;
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bool isDemoOver = false;
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uint8_t demoPly = 4;
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// Configurable Parameters
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uint8_t current_look_ahead;
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uint8_t current_brightness;
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uint32_t current_idle_timeout_ms;
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@@ -52,7 +52,7 @@ void drawStaticUI();
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void renderBoard();
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int getFirstEmptyRow(int col);
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bool isBoardFull();
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bool scanBoard(int8_t p);
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int8_t scanBoard(); // Changed to return the winner ID
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void updateThinkingVisuals(int8_t p, int8_t col);
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void animateDrop(int col, int player);
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void moveDiscToCol(int startCol, int targetCol, int player, int speed);
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@@ -69,7 +69,7 @@ void drawStaticUI()
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{
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FastLED.clear();
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CRGB borderColor = CRGB::Blue;
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if (gameState == DEMO || (gameState >= 2 && isDemoOver))
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if (gameState == DEMO || gameState >= 2)
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{
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uint8_t glow = beat8(15);
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borderColor = blend(CRGB::Blue, CRGB::White, glow / 4);
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@@ -114,8 +114,7 @@ int getDynamicPly()
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for (int r = 0; r < ROWS; r++)
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if (board[c][r] != 0)
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count++;
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int evolution = count / 7;
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return constrain(current_look_ahead + evolution, 1, 10);
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return constrain(current_look_ahead + (count / 7), 1, 10);
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}
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// --- Visuals & Animations ---
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@@ -143,7 +142,6 @@ void updateThinkingVisuals(int8_t p, int8_t col)
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CRGB aiColor = (p == 1) ? CRGB::Yellow : CRGB::Red;
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leds[getIdx(col, 0)] = aiColor.nscale8(aiBrightness);
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FastLED.show();
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activeCol = col;
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}
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void animateDrop(int col, int player)
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@@ -151,15 +149,12 @@ void animateDrop(int col, int player)
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int targetRow = getFirstEmptyRow(col);
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if (targetRow == -1)
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return;
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int currentDelay = 80;
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for (int r = 5; r >= targetRow; r--)
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{
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renderBoard();
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leds[getIdx(col, 7 - r)] = (player == 1) ? CRGB::Yellow : CRGB::Red;
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FastLED.show();
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delay(currentDelay);
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if (currentDelay > 20)
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currentDelay -= 15;
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delay(max(20, 80 - (5 - r) * 15));
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}
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board[col][targetRow] = player;
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renderBoard();
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@@ -192,37 +187,49 @@ bool isBoardFull()
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return true;
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}
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bool scanBoard(int8_t p)
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int8_t scanBoard()
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{
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memset(winMask, 0, sizeof(winMask));
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bool found = false;
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auto check = [&](int c, int r, int dc, int dr)
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{
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if (board[c][r] == p && board[c + dc][r + dr] == p && board[c + 2 * dc][r + 2 * dr] == p && board[c + 3 * dc][r + 3 * dr] == p)
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int8_t p = board[c][r];
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if (p != 0 && board[c + dc][r + dr] == p && board[c + 2 * dc][r + 2 * dr] == p && board[c + 3 * dc][r + 3 * dr] == p)
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{
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for (int i = 0; i < 4; i++)
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winMask[getIdx(c + i * dc, 7 - (r + i * dr))] = true;
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return true;
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return p;
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}
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return false;
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return (int8_t)0;
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};
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for (int r = 0; r < 6; r++)
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for (int c = 0; c < 4; c++)
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if (check(c, r, 1, 0))
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found = true;
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{
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int8_t res = check(c, r, 1, 0);
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if (res)
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return res;
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}
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for (int r = 0; r < 3; r++)
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for (int c = 0; c < 7; c++)
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if (check(c, r, 0, 1))
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found = true;
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{
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int8_t res = check(c, r, 0, 1);
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if (res)
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return res;
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}
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for (int r = 0; r < 3; r++)
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for (int c = 0; c < 4; c++)
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if (check(c, r, 1, 1))
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found = true;
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{
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int8_t res = check(c, r, 1, 1);
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if (res)
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return res;
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}
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for (int r = 3; r < 6; r++)
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for (int c = 0; c < 4; c++)
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if (check(c, r, 1, -1))
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found = true;
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return found;
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{
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int8_t res = check(c, r, 1, -1);
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if (res)
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return res;
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}
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return 0;
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}
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int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiP, int8_t huP, int8_t rootCol)
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@@ -231,12 +238,16 @@ int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiP, int8_t huP,
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updateThinkingVisuals(aiP, rootCol);
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else
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yield();
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if (scanBoard(aiP))
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// Check for wins within minimax
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int8_t win = scanBoard();
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if (win == aiP)
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return 1000 + depth;
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if (scanBoard(huP))
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if (win == huP)
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return -1000 - depth;
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if (depth == 0 || isBoardFull())
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return 0;
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int order[] = {3, 2, 4, 1, 5, 0, 6};
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int best = isMax ? -2000 : 2000;
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for (int c : order)
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@@ -249,14 +260,12 @@ int minimax(int depth, int alpha, int beta, bool isMax, int8_t aiP, int8_t huP,
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board[c][r] = 0;
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if (isMax)
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{
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if (val > best)
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best = val;
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best = max(best, val);
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alpha = max(alpha, best);
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}
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else
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{
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if (val < best)
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best = val;
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best = min(best, val);
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beta = min(beta, best);
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}
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if (beta <= alpha)
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@@ -280,14 +289,14 @@ void performAiMove(int8_t aiP)
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if (r != -1)
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{
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board[c][r] = aiP;
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if (scanBoard(aiP))
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if (scanBoard() == aiP)
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{
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board[c][r] = 0;
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bestCol = c;
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goto finalize;
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}
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board[c][r] = huP;
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if (current_look_ahead >= 2 && scanBoard(huP))
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if (current_look_ahead >= 2 && scanBoard() == huP)
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{
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board[c][r] = 0;
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bestCol = c;
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@@ -296,7 +305,6 @@ void performAiMove(int8_t aiP)
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board[c][r] = 0;
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}
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}
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for (int c : {3, 2, 4, 1, 5, 0, 6})
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{
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int r = getFirstEmptyRow(c);
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@@ -312,14 +320,12 @@ void performAiMove(int8_t aiP)
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}
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}
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}
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if ((gameState == DEMO || blunder_enabled) && random(100) < 20)
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{
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int rCol = random(0, 7);
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if (getFirstEmptyRow(rCol) != -1)
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bestCol = rCol;
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}
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finalize:
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current_look_ahead = originalPly;
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moveDiscToCol(activeCol, bestCol, aiP, 100);
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@@ -327,11 +333,14 @@ finalize:
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animateDrop(bestCol, aiP);
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}
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// --- Web Portal & Setup ---
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// --- Web Portal ---
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void handleRoot()
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{
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String html = "<html><head><meta name='viewport' content='width=device-width, initial-scale=1'><style>body{font-family:sans-serif;background:#121212;color:white;text-align:center;} .card{background:#222;padding:25px;border-radius:15px;display:inline-block;margin-top:20px;} input{width:100%;padding:10px;margin:10px 0;border-radius:5px;border:none;}</style></head><body>";
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String html = "<html><head><meta name='viewport' content='width=device-width, initial-scale=1'>"
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"<style>body{font-family:sans-serif;background:#121212;color:white;text-align:center;}"
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" .card{background:#222;padding:25px;border-radius:15px;display:inline-block;margin-top:20px;}"
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" input{width:100%;padding:10px;margin:10px 0;border-radius:5px;border:none;}</style></head><body>";
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html += "<h1>Connect 4 Admin</h1><div class='card'><form action='/save' method='POST'>";
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html += "Base AI Ply (1-10):<input type='number' name='ply' value='" + String(current_look_ahead) + "'>";
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html += "Brightness (5-255):<input type='number' name='br' value='" + String(current_brightness) + "'>";
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@@ -419,10 +428,6 @@ void setup()
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FastLED.addLeds<WS2812B, LED_PIN, GRB>(leds, NUM_LEDS);
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FastLED.setBrightness(current_brightness);
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pinMode(ENC_SW, INPUT_PULLUP);
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WiFi.disconnect(true);
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WiFi.mode(WIFI_AP);
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delay(100);
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WiFi.softAP("Connect4-Config", WIFI_PASSWORD);
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server.on("/", handleRoot);
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server.on("/save", HTTP_POST, handleSave);
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@@ -439,7 +444,7 @@ void loop()
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if (newPos != oldEncPos || (pressed && (millis() - lastActivityTime > 500)))
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{
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if (gameState == DEMO || isDemoOver)
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if (gameState >= 2 || gameState == DEMO)
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{
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for (int i = 0; i < 10; i++)
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{
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@@ -447,7 +452,7 @@ void loop()
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FastLED.show();
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delay(30);
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}
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delay(1000);
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delay(500);
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gameState = MENU;
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memset(board, 0, sizeof(board));
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showMenu();
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@@ -458,6 +463,16 @@ void loop()
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lastActivityTime = millis();
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}
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uint32_t activeLimit = (gameState == PLAYING) ? (current_idle_timeout_ms * 2) : current_idle_timeout_ms;
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if (gameState != DEMO && (gameState < 2) && (millis() - lastActivityTime > activeLimit))
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{
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gameState = DEMO;
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memset(board, 0, sizeof(board));
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currentPlayer = 1;
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demoPly = random(3, 7);
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return;
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}
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if (gameState == MENU)
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{
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if (newPos != oldEncPos)
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@@ -481,13 +496,6 @@ void loop()
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}
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delay(300);
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}
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if (millis() - lastActivityTime > current_idle_timeout_ms)
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{
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gameState = DEMO;
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memset(board, 0, sizeof(board));
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currentPlayer = 1;
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demoPly = random(3, 7);
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}
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}
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else if (gameState == PLAYING)
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{
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@@ -505,23 +513,34 @@ void loop()
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if (row != -1)
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{
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animateDrop(activeCol, currentPlayer);
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if (scanBoard(currentPlayer))
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winnerPlayer = scanBoard();
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if (winnerPlayer != 0)
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{
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gameState = FINISHED_WIN;
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demoResetTimer = millis();
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}
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else if (isBoardFull())
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{
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gameState = FINISHED_DRAW;
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demoResetTimer = millis();
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}
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else
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{
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if (menuMode < 2)
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{
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int8_t aiP = (menuMode == 0) ? 2 : 1;
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performAiMove(aiP);
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if (scanBoard(aiP))
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winnerPlayer = scanBoard();
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if (winnerPlayer != 0)
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{
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currentPlayer = aiP;
|
||||
gameState = FINISHED_WIN;
|
||||
demoResetTimer = millis();
|
||||
}
|
||||
else if (isBoardFull())
|
||||
{
|
||||
gameState = FINISHED_DRAW;
|
||||
demoResetTimer = millis();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -538,16 +557,15 @@ void loop()
|
||||
FastLED.show();
|
||||
delay(600);
|
||||
performAiMove(currentPlayer);
|
||||
if (scanBoard(currentPlayer))
|
||||
winnerPlayer = scanBoard();
|
||||
if (winnerPlayer != 0)
|
||||
{
|
||||
gameState = FINISHED_WIN;
|
||||
isDemoOver = true;
|
||||
demoResetTimer = millis();
|
||||
}
|
||||
else if (isBoardFull())
|
||||
{
|
||||
gameState = FINISHED_DRAW;
|
||||
isDemoOver = true;
|
||||
demoResetTimer = millis();
|
||||
}
|
||||
else
|
||||
@@ -556,14 +574,7 @@ void loop()
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!isDemoOver && (millis() - lastActivityTime > current_idle_timeout_ms))
|
||||
{
|
||||
memset(board, 0, sizeof(board));
|
||||
gameState = DEMO;
|
||||
currentPlayer = 1;
|
||||
return;
|
||||
}
|
||||
{ // FINISHED state
|
||||
static uint32_t lastFlash = 0;
|
||||
static bool toggle = true;
|
||||
if (millis() - lastFlash > 300)
|
||||
@@ -578,9 +589,9 @@ void loop()
|
||||
if (gameState == FINISHED_WIN)
|
||||
{
|
||||
if (winMask[i])
|
||||
leds[i] = toggle ? (currentPlayer == 1 ? CRGB::Yellow : CRGB::Red) : CRGB::Black;
|
||||
leds[i] = toggle ? (winnerPlayer == 1 ? CRGB::Yellow : CRGB::Red) : CRGB::Black;
|
||||
else
|
||||
leds[i].nscale8(40);
|
||||
leds[i].nscale8(60);
|
||||
}
|
||||
else if (gameState == FINISHED_DRAW)
|
||||
{
|
||||
@@ -590,11 +601,11 @@ void loop()
|
||||
}
|
||||
FastLED.show();
|
||||
}
|
||||
if (isDemoOver && (millis() - demoResetTimer > 15000))
|
||||
if (millis() - demoResetTimer > 15000)
|
||||
{
|
||||
memset(board, 0, sizeof(board));
|
||||
gameState = DEMO;
|
||||
isDemoOver = false;
|
||||
demoResetTimer = 0;
|
||||
demoPly = random(3, 7);
|
||||
}
|
||||
if (pressed)
|
||||
|
||||
Reference in New Issue
Block a user