function Pentago()
% PENTAGO The Mind Twisting Strategy Board Game
%
% Written by: Dan C. Massie, 9 July 2008
% Objective: Get five of your game pieces in a row.
% Game Play: White goes first. Place a game piece on any unoccupied square,
% then twist one of the four quadrants a quarter turn clockwise
% or counter-clockwise. First player to get five in a row wins.
% White is played by the human, black by the computer.
% Background: This game was invented in 2003 by Tomas Floden of Sweden.
% It is sold as a board game by MindTwisterUSA.com. It has won
% numerous awards including the prestigious Mensa Select Award.
global handles; % Graphics handles used by various functions
global board; % The board matrix. -1=Black, 1=White, 0=Empty
global lines; % The lines matrix. Defines lines of 5-in-a-row
global turn; % Keeps track of whose turn it is. -1=Black, 1=White
InitializeLines(); % Initialize the 5-in-a-row line definitions
InitializeBoard(); % Initialize the game board
return;
function InitializeLines()
% INITIALIZELINES Creates a 3D matrix of line locations on the board
global lines;
lines = zeros(6,6,32);
linenum = 0;
% horizontal lines
for i = [1:6]
linenum = linenum + 1;
lines(i,[1:5],linenum) = ones(1,5);
end
for i = [1:6]
linenum = linenum + 1;
lines(i,[2:6],linenum) = ones(1,5);
end
% vertical lines
for i = [1:6]
linenum = linenum + 1;
lines([1:5],i,linenum) = ones(5,1);
end
for i = [1:6]
linenum = linenum + 1;
lines([2:6],i,linenum) = ones(5,1);
end
% diagonal lines
lines([1:5],[1:5],25) = eye(5);
lines([2:6],[2:6],26) = eye(5);
lines([1:5],[2:6],27) = eye(5);
lines([2:6],[1:5],28) = eye(5);
lines([1:5],[1:5],29) = flipud(eye(5));
lines([2:6],[2:6],30) = flipud(eye(5));
lines([1:5],[2:6],31) = flipud(eye(5));
lines([2:6],[1:5],32) = flipud(eye(5));
return;
function InitializeBoard()
% INITIALIZEBOARD Creates the game board and graphics handles.
global handles;
global board;
global turn;
% Create board matrix
board = zeros(6,6);
% Create figure and handle list
handles = [];
% Draw the board
screensize = get(0,'ScreenSize');
handles(1) = figure;
set(handles(1),'Name','PENTAGO');
set(handles(1),'Toolbar','none');
set(handles(1),'Position',[screensize(3)/2-150,screensize(4)/2-150,300,300]);
axis off; axis square;
% Define colors
green = [0.5 0.8 0.5];
black = [0 0 0];
tan = [.9 0.8 0.5];
white = [1 1 1];
piececolor = {black, tan, white};
% Draw background & pieces,
handles(2) = patch([0 0 8 8],[0 -8 -8 0],green);
cnt = 3;
for i = [1:6]
for j = [1:6]
handles(cnt) = patch([i,i,i+1,i+1],[-j,-j-1,-j-1,-j],piececolor{board(j,i)+2});
set(handles(cnt),'ButtonDownFcn',{@Callback_Piece,j,i})
cnt = cnt + 1;
end
end
% Draw red lines
handles(39) = line([4 4],[-1 -7],'LineWidth',2,'Color',[1 0 0]);
handles(40) = line([1 7],[-4 -4],'LineWidth',2,'Color',[1 0 0]);
% Draw status text
handles(41) = text(4,-7.5,'Initializing','HorizontalAlignment','center');
set(handles(41),'FontWeight','bold');
% Draw arrows
handles(42) = text(7.5,-1.5,'\rightarrow','HorizontalAlignment','center','FontSize',12,'FontWeight','bold','Rotation',-90);
handles(43) = text(6.5,-0.5,'\leftarrow','HorizontalAlignment','center','FontSize',12,'FontWeight','bold');
handles(44) = text(1.5,-0.5,'\rightarrow','HorizontalAlignment','center','FontSize',12,'FontWeight','bold');
handles(45) = text(0.7,-1.5,'\rightarrow','HorizontalAlignment','center','FontSize',12,'FontWeight','bold','Rotation',-90);
handles(46) = text(0.7,-6.5,'\leftarrow','HorizontalAlignment','center','FontSize',12,'FontWeight','bold','Rotation',-90);
handles(47) = text(1.5,-7.5,'\rightarrow','HorizontalAlignment','center','FontSize',12,'FontWeight','bold');
handles(48) = text(6.5,-7.5,'\leftarrow','HorizontalAlignment','center','FontSize',12,'FontWeight','bold');
handles(49) = text(7.5,-6.5,'\leftarrow','HorizontalAlignment','center','FontSize',12,'FontWeight','bold','Rotation',-90);
for i = [1:8], set(handles(41+i),'ButtonDownFcn',{@Callback_Arrow,i}); end
% White goes first. 1=White, -1=Black
turn = 1;
EnableArrows('off')
Wait();
return;
function Wait()
% WAIT Handles events that occur after a move has been made.
global board;
global turn;
% Test the board for a winning line
win = TestForWin(board);
% Determine who wins
if ~win
% If no one has won, go to next turn
if turn < 0 %black's (computer) turn
EnableArrows('off');
EnablePieces('off');
DisplayStatus('Black''s Turn...');
drawnow;
arrow = SolveBlackMove();
AnimateBlackMove(arrow);
win = TestForWin(board);
if ~win
turn = turn*(-1); % swtich to white's turn
DisplayStatus('White''s Turn');
EnablePieces('on');
end
else
DisplayStatus('White''s Turn');
end
end
% Ask for a new game if somebody has won
if win
button = questdlg('Would you like to play again?','Game Over','Yes','No','Yes');
if strcmp(button,'Yes')
board = zeros(6,6);
turn = 1;
DisplayStatus('White''s Turn');
DrawBoard();
EnableArrows('off');
EnablePieces('on');
end
end
% If no body has one, wait for next button click event
return;
function Callback_Piece(src,eventdata,row,col)
% CALLBACK_PIECE This function is executed whenever an enabled piece is
% clicked on. Updates board matrix based on the click.
global board;
global turn;
if board(row,col)~=0
disp('Invalid Move');
else
board(row,col) = turn;
DrawBoard();
ColorArrows('red');
EnablePieces('off');
EnableArrows('on');
end
return;
function Callback_Arrow(src,eventdata,arrow)
% CALLBACK_ARROW This function is executed whenever an enabled arrow is
% clicked on. Updated board matrix based on the click.
global board;
global turn;
ColorArrows('black');
if turn>0, % white's turn
board = TwistQuad(arrow,board);
DrawBoard();
turn = turn*(-1); % swith to black's turn
else % black's turn (if black is computer, this code never reached)
%white's turn is next
DisplayStatus('White''s Turn');
turn = turn*(-1);
end
Wait();
return;
function best_arrow = SolveBlackMove()
% SOLVEBLACKMOVE This is the game's AI brain. This function determines
% what the computer's next move should be. Looks two
% moves ahead: black's move, and then white's potential
% subsequent move.
global board;
global lines;
% Caculate the stength of each possible next move for each player.
% Keep a running tab of the best move(s).
move_history = []; % row, col, arrow1, arrow2, white_score_1st_move, black_score_1st_move, white_score_2nd_move, black_score_2nd_move
for arrow1 = 1:8 % for each (immediate) twist
% The workboard is an image of the board to use when solving next move
workboard1 = board;
workboard1 = TwistQuad(arrow1,workboard1);
[max_white_score1,white_empty_space_rows1,white_empty_space_cols1, ...
max_black_score1,black_empty_space_rows1,black_empty_space_cols1] = EvaluateBoard(workboard1);
% First, look at what happens when black moves offensively. Skip this
% step on the first move (when black has no pieces out)
if max_black_score1 > 0
for i = 1:length(black_empty_space_rows1)
% for each (subsequent) twist
white_score_list = [];
black_score_list = [];
for arrow2 = 1:8
workboard2 = workboard1;
workboard2(black_empty_space_rows1(i),black_empty_space_cols1(i)) = -1; % place a black piece, and see what happens
workboard2 = TwistQuad(arrow2,workboard2);
[max_white_score2,white_empty_space_rows2,white_empty_space_cols2, ...
max_black_score2,black_empty_space_rows2,black_empty_space_cols2] = EvaluateBoard(workboard2);
white_score_list(end+1) = max_white_score2;
black_score_list(end+1) = max_black_score2;
end
% save the move sequence and the scores for this move
move_history(end+1,:) = [black_empty_space_rows1(i),black_empty_space_cols1(i), ...
arrow1,arrow2,max_white_score1,max_black_score1, ...
max(white_score_list),max(black_score_list)];
end
end
% Next, look at what happens when black moves defensively
for i = 1:length(white_empty_space_rows1)
% for each (subsequent) twist
white_score_list = [];
black_score_list = [];
for arrow2 = 1:8
workboard2 = workboard1;
workboard2(white_empty_space_rows1(i),white_empty_space_cols1(i)) = -1; % place a black piece, and see what happens
workboard2 = TwistQuad(arrow2,workboard2);
[max_white_score2,white_empty_space_rows2,white_empty_space_cols2, ...
max_black_score2,black_empty_space_rows2,black_empty_space_cols2] = EvaluateBoard(workboard2);
white_score_list(end+1) = max_white_score2;
black_score_list(end+1) = max_black_score2;
end
% save the move sequence and the scores for this move
move_history(end+1,:) = [white_empty_space_rows1(i),white_empty_space_cols1(i), ...
arrow1,arrow2,max_white_score1,max_black_score1, ...
max(white_score_list),max(black_score_list)];
end
end
% Looking at the move history, choose a move that benefits black the most
% and/or retracts from white the most. If black is being aggressive, he
% will look for the move that benefit's him currently and in the next move,
% regardless of white's next move. If black is being conservative, he will
% look for the move that prevents white from getting a high move score.
% The trick is knowing when to be aggressive and when to be conservative.
max_white_1st_move = max(move_history(:,5));
min_white_1st_move = min(move_history(:,5));
max_black_1st_move = max(move_history(:,6));
min_black_1st_move = min(move_history(:,6));
max_white_2nd_move = max(move_history(:,7));
min_white_2nd_move = min(move_history(:,7));
max_black_2nd_move = max(move_history(:,8));
min_black_2nd_move = min(move_history(:,8));
% First, find the moves that maximize black's score (aggressive choice)
aggressive_moves1 = find(move_history(:,6)==max_black_1st_move);
aggressive_moves2 = find(move_history(:,8)==max_black_2nd_move);
aggressive_moves12 = incommon(aggressive_moves1,aggressive_moves2);
% Second, find the moves that minimize white's score (conservative choice)
conservative_moves1 = find(move_history(:,5)==min_white_1st_move);
conservative_moves2 = find(move_history(:,7)==min_white_2nd_move);
conservative_moves12 = incommon(conservative_moves1,conservative_moves2);
% The best move is the one that simultaneously maximizes black and
% minimizes white. (aggressive)
best_aggressive_moves_1_2 = incommon(aggressive_moves1,conservative_moves2);
% if there is an immediate winning move, choose that
if max_black_1st_move == 5
best_moves = aggressive_moves1;
elseif max_black_1st_move == 4 & max_black_2nd_move == 5
best_moves = aggressive_moves12;
% otherwise choose the best aggressive move, if one exists
elseif ~isempty(best_aggressive_moves_1_2)
best_moves = best_aggressive_moves_1_2;
% otherwise choose the best conservative move, which is one that minimizes
% white's score for the longest period of time, if one exists
elseif ~isempty(conservative_moves12)
best_moves = conservative_moves12;
% otherwise choose the next best conservative move
else
best_moves = conservative_moves1;
end
% If more than one best move exists, pick one at random
best_index = ceil(rand*length(best_moves));
best_move = best_moves(best_index);
best_row = move_history(best_move,1);
best_col = move_history(best_move,2);
best_arrow = move_history(best_move,3);
% The row and col are post-twist coordinates. Place piece on board.
blacks_move = zeros(6,6);
blacks_move(best_row,best_col) = -1;
% Finally, twist the quad back to get the pre-twist coordinates
if mod(best_arrow,2)==0, move_back = -1;
else move_back = 1; end
blacks_move = TwistQuad(best_arrow + move_back, blacks_move);
% Update the board per black's move. Return arrow for animation.
board = board + blacks_move;
return;
function [listC] = incommon(listA,listB)
% INCOMMON Find the values in common between two vectors
listC = [];
if ~isempty(listA)
for i = 1:length(listA)
if any(listB==listA(i))
listC(end+1) = listA(i);
end
end
end
return;
function [max_white_score,white_empty_space_rows,white_empty_space_cols, ...
max_black_score,black_empty_space_rows,black_empty_space_cols] = EvaluateBoard(board)
% EVALUATEBOARD Find the best moves for both white and black for the given board
global lines;
% Find the scores for each line on the board, for each piece (black and white)
[white_scores,black_scores] = BoardScore(board);
% Calculate the best moves for black
% find the lines that are best choice for black (if black were on offensive)
best_black_lines = (white_scores==0).*(black_scores); % Only look at possible 5-in-a-row locations
max_black_score = max(max(best_black_lines)); % Best lines are those where 5-in-a-row is closest
max_black_lines = find(best_black_lines==max_black_score);
% find the empty spaces on the max black lines
black_empty_space_rows = [];
black_empty_space_cols = [];
for i = 1:length(max_black_lines)
empty_spaces = xor(lines(:,:,max_black_lines(i)),(lines(:,:,max_black_lines(i)).*board)~=0);
num_empty_spaces = sum(sum(empty_spaces));
if num_empty_spaces == 0, empty_spaces = (board==0); end % Immediate win. Pick any empty space
empty_space_locs = find(empty_spaces==1);
for j = 1:length(empty_space_locs)
% calculate the col
black_empty_space_cols(end+1) = ceil(empty_space_locs(j)/6);
% calculate the row
black_empty_space_rows(end+1) = mod(empty_space_locs(j),6);
if black_empty_space_rows(end) == 0, black_empty_space_rows(end) = 6; end
end
end
% Calculate the best moves for white
% find the lines that are best choice for white (if white were on offensive)
best_white_lines = (black_scores==0).*(white_scores); % Only look at possible 5-in-a-row locations
max_white_score = max(max(best_white_lines)); % Best lines are those where 5-in-a-row is closest
max_white_lines = find(best_white_lines==max_white_score);
% find the empty spaces on the max black lines
white_empty_space_rows = [];
white_empty_space_cols = [];
for i = 1:length(max_white_lines)
empty_spaces = xor(lines(:,:,max_white_lines(i)),(lines(:,:,max_white_lines(i)).*board)~=0);
num_empty_spaces = sum(sum(empty_spaces));
if num_empty_spaces == 0, empty_spaces = (board==0); end % Immediate win. Pick any empty space
empty_space_locs = find(empty_spaces==1);
% calculate the col
for j = 1:length(empty_space_locs)
% calculate the col
white_empty_space_cols(end+1) = ceil(empty_space_locs(j)/6);
% calculate the row
white_empty_space_rows(end+1) = mod(empty_space_locs(j),6);
if white_empty_space_rows(end) == 0, white_empty_space_rows(end) = 6; end
end
end
return;
function [white_score,black_score] = BoardScore(board)
% BOARDSCORE Calculate the "score" or advantage of each player. This
% function is used by the computer to evaluate the
% relative strenght of moves.
global lines;
% check all the lines on the board
for i = 1:32
white_score(i,1) = sum(sum((lines(:,:,i).*board)>0));
black_score(i,1) = sum(sum((lines(:,:,i).*board)<0));
end
return;
function [win] = TestForWin(board)
% TESTFORWIN Tests the board matrix for five in a row.
global handles;
global lines;
win = 0;
white_win = 0;
black_win = 0;
% check all the lines on the board
for i = 1:32
linesum = sum(sum(lines(:,:,i).*board));
if linesum == 5, white_win = 1; end
if linesum == -5, black_win = 1; end
end
if white_win > 0 & black_win > 0, DisplayStatus('Tie Game!'); win=1;
elseif white_win > 0, DisplayStatus('White Wins!'); win=1;
elseif black_win > 0, DisplayStatus('Black Wins!'); win=1;
end
if all(all(board~=0)), DisplayStatus('Draw Game!'); win=1; end
if win % Flash the text
for i=1:3
pause(0.5);
set(handles(41),'Color',[1 0 0]);
pause(0.5);
set(handles(41),'Color',[0 0 0]);
end
end
return;
function newboard = TwistQuad(arrow,board)
% TWISTQUAD Updates the board matrix based on which arrow was
% selected to twist a quadrant.
quad(:,:,1) = board([1:3],[4:6]);
quad(:,:,2) = board([1:3],[1:3]);
quad(:,:,3) = board([4:6],[1:3]);
quad(:,:,4) = board([4:6],[4:6]);
switch arrow
case 1, quad(:,:,1) = rot90(quad(:,:,1),-1);
case 2, quad(:,:,1) = rot90(quad(:,:,1));
case 3, quad(:,:,2) = rot90(quad(:,:,2),-1);
case 4, quad(:,:,2) = rot90(quad(:,:,2));
case 5, quad(:,:,3) = rot90(quad(:,:,3),-1);
case 6, quad(:,:,3) = rot90(quad(:,:,3));
case 7, quad(:,:,4) = rot90(quad(:,:,4),-1);
case 8, quad(:,:,4) = rot90(quad(:,:,4));
end
newboard = [];
newboard([1:3],[4:6]) = quad(:,:,1);
newboard([1:3],[1:3]) = quad(:,:,2);
newboard([4:6],[1:3]) = quad(:,:,3);
newboard([4:6],[4:6]) = quad(:,:,4);
return;
function AnimateBlackMove(arrow)
% ANIMATEBLACKMOVE This function steps through a sequence of drawing
% commands to animate the black player's (computer) move.
global board;
pause(1)
DrawBoard();
ColorArrows('red');
pause(1)
board = TwistQuad(arrow,board);
DrawBoard();
ColorArrows('black');
return;
function DrawBoard()
% DRAWBOARD This utility function changes the color of the game pieces
% to reflect the "board" matrix state.
global handles;
global board;
% Define colors
black = [0 0 0];
tan = [.9 0.8 0.5];
white = [1 1 1];
piececolor = {black, tan, white};
% Draw background, pieces, and lines
cnt = 3;
for i = [1:6]
for j = [1:6]
set(handles(cnt),'FaceColor',piececolor{board(j,i)+2});
cnt = cnt + 1;
end
end
return;
function DisplayStatus(str)
% DISPLAYSTATUS This utility function updates the status text at the
% bottom of the game board.
global handles;
set(handles(41),'String',str);
return;
function ColorArrows(str)
% COLORARROWS This utility function changes the color of the arrows
% on the game board.
global handles;
switch str
case 'red'
arrowcolor = [1 0 0];
case 'black'
arrowcolor = [0 0 0];
otherwise
end
for i = [1:8], set(handles(41+i),'Color',arrowcolor); end
return;
function EnableArrows(str)
% ENABLEARROWS This utility function enables or disables the arrows
global handles;
for i = [1:8], set(handles(41+i),'HitTest',str); end
return;
function EnablePieces(str)
% ENABLEPIECES This utility function enables or disables the game peices
global handles;
for i = [3:38], set(handles(i),'HitTest',str); end
return;