This code implements a playable text-based **Connect Four game** between...
July 5, 2025 at 07:30 PM
This code implements a playable text-based Connect Four game between a human player and the computer. Here's a breakdown of what the code does:
Core Functionality:
-
Game Settings:
- The game is played on an 8x8 grid (
ROWS
andCOLS
). - The players take turns with the human represented by
'O'
(HUMAN
) and the computer as'X'
(COMPUTER
).
- The game is played on an 8x8 grid (
-
Board Creation and Display:
- The initial board is created using the
create_board
function, which is an 8x8 grid filled with the'-'
character. - The
print_board
function displays the board on the terminal in a formatted way.
- The initial board is created using the
-
Game Mechanics:
- Players alternate making moves on the grid until someone wins or the grid is full (a tie).
- Moves are validated and executed by the
get_user_move
andget_computer_move
functions. - The computer uses the
alpha-beta pruning
algorithm within a time limit (TIME_LIMIT = 5 seconds
) to decide its move.
-
Win Condition:
- The game checks for a winning condition using the
is_winner
function, which determines if a player has 4 consecutive symbols either:- Horizontally.
- Vertically.
- The game ends when either player wins or the board is full (tie).
- The game checks for a winning condition using the
-
AI Logic:
- The computer (AI) uses an alpha-beta pruning algorithm (
alpha_beta
function) to evaluate potential moves up to a certain depth, minimizing or maximizing scores based on the heuristic scoring system defined in theevaluate
function. - The
evaluate
function assigns scores to specific board states based on potential "open lines" (rows/columns with 2-3 pieces and gaps), favoring the computer's chances while minimizing the human player's advantages.
- The computer (AI) uses an alpha-beta pruning algorithm (
-
Inputs and Parsing:
- Human moves are input as coordinates (e.g.,
e5
for rowE
and column5
) and validated with theparse_move
function. - The computer selects its move programmatically.
- Human moves are input as coordinates (e.g.,
-
Turn Management:
- The human can decide if they play first via input at the beginning (
Do you want to go first? y/n
), and the game alternates turns between players.
- The human can decide if they play first via input at the beginning (
-
End of Game:
- The game states "You win!", "Computer wins!", or "It's a tie!" depending on whether the human, computer, or neither achieves a winning condition.
Example Run:
- The game starts by asking if the human wants to go first.
- Each turn:
- The board is printed.
- The human enters a move via terminal input.
- The computer calculates its move using the AI logic if it's its turn.
- The loop continues until a win/draw condition is reached.
Decision-Making by the AI:
- The computer calculates its best move by considering:
- The number of 2s and 3s in open lines.
- Avoiding moves that would create an advantage for the opponent.
- Depth-limited search stops when the maximum depth or the time limit is reached.
Summary:
This is an interactive two-player Connect Four game where the human and computer take turns placing their moves on an 8x8 grid. The computer employs alpha-beta pruning to determine its moves under a strict time constraint. The game ends when a win condition is achieved by either player or when a tie occurs due to a full board.
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