globals[ moves ; number of moves so far winner? ; false until someone wins player-1 ; either Red or Black player-2 ; the opposite of player 1 current-player ; used to control game-play single-headings ; list of headings for evaluating moves double-headings ; list of headings for "inside" evaluation of moves undo-turtle winner-list ] patches-own [anyone? ; is there a checker here? type-here ; color of checker here column row ] turtles-own [my-row my-column ] to startup setup end to setup ca clear-output print " Would you like to play?" print " Pick a checker to begin" set winner? false set winner-list [] setup-rows-and-columns set double-headings [45 90 135 180] ask patches [ ifelse pycor = screen-edge-y [set pcolor grey set type-here grey set anyone? false] ; fills the un-needed row [ set pcolor yellow ; create the game-board set anyone? false sprout 1 [ set shape "circle" ; make the game-board set color white ask patch-here [set type-here white]] ; look authentic ] ] set undo-turtle nobody ifelse select-color-player-1 = "red" [set player-1 "Red" set player-2 "Black"] [set player-1 "Black" set player-2 "Red"] set current-player player-1 end to setup-rows-and-columns ask patches [ if pxcor = -3 [set column 1] if pxcor = -2 [set column 2] if pxcor = -1 [set column 3] if pxcor = 0 [set column 4] if pxcor = 1 [set column 5] if pxcor = 2 [set column 6] if pxcor = 3 [set column 7] if pycor = 2 [set row 1] if pycor = 1 [set row 2] if pycor = 0 [set row 3] if pycor = -1 [set row 4] if pycor = -2 [set row 5] if pycor = -3 [set row 6] ] end to set-single-headings ; necessary to evaluate each move from the end if my-column = 1 and my-row < 4 [ set single-headings [90 135 180]] if my-column = 1 and my-row >= 4 [set single-headings [ 0 45 90]] if my-column = 2 or my-column = 3 and my-row < 4 [ set single-headings [90 135 180]] if my-column = 2 or my-column = 3 and my-row >= 4 [set single-headings [ 0 45 90]] if my-column = 4 and my-row < 4 [ set single-headings [90 135 180 225 270]] if my-column = 4 and my-row >= 4 [ set single-headings [0 45 90 270 315]] if my-column = 5 or my-column = 6 and my-row < 4 [ set single-headings [180 225 270]] if my-column = 5 or my-column = 6 and my-row >= 4[ set single-headings [0 270 315]] if my-column = 7 and my-row < 4 [ set single-headings [180 225 270]] if my-column = 7 and my-row >= 4 [set single-headings [ 0 315 270]] end to add-piece [x] ; each button has x as its column number locals [ open type-color move-complete listing player-1-count player-2-count ] ifelse winner? = true [ setup ] [ ;; don't continue if the game is over ask turtles with [shape = "last-piece"] [set shape "circle"] set moves moves + 1 set move-complete false set listing [-3 -2 -1 0 1 2] ;; used to see if there are any legal sites if value-from patch x 2 [anyone?] != true [ cct 1 [ set undo-turtle self ifelse not show-last-played? [set shape "circle"] [set shape "last-piece"] ifelse current-player = "Black" [set color black set type-color black ] [set color red set type-color red] ifelse current-player = player-1 [set player-1-count player-1-count + 1 ] [set player-2-count player-2-count + 1 ] without-interruption [ foreach listing [ ask patch x ? [if anyone? = false and move-complete = false [set open pycor set anyone? true ;; this patch is now used set move-complete true ;; this turn is now over set type-here type-color] ] ;;assigning the patch the checker color ] ] setxy x open ;; add the new checker set my-column column-of patch-here ;; assign a column and row set my-row row-of patch-here set-single-headings if moves >= 7 [check-for-winner ] if moves = 42 and winner? = false [ print " No More Moves Left - Its a Draw!" print " Hit Play Again? to re-start"] ]] ;if winner? = true [wait .4 if user-yes-or-no "Game Over! Would You like to Play Again?" ; [ setup ]] ifelse player-1-count > player-2-count [set current-player player-2] [set current-player player-1] ] end to update-color ;; used to change the starting player's color ifelse select-color-player-1 = "red" [set player-1 "Red" set player-2 "Black"] [set player-1 "Black" set player-2 "Red"] set current-player player-1 end to check-for-winner locals [mycolor win? points origin] set points 0 set mycolor color ; color of turtle for patches to evaluate set win? false ;;check four to the left, right, or diagonal for a win without-interruption [ foreach single-headings [ if not win? [ set winner-list [] ask patch-here [ set winner-list lput self winner-list ask patch-at-heading-and-distance ? 1 [ ; check one out checker away if type-here = mycolor [ set winner-list lput self winner-list ;; do the color's match? ask patch-at-heading-and-distance ? 1 [ if type-here = mycolor [ set winner-list lput self winner-list ;;if yes above, check two out ask patch-at-heading-and-distance ? 1 [ if type-here = mycolor [ set win? true set winner-list lput self winner-list ] ; if three check out you win! ] ]]]] ]]]] ;; if no winner yet, look two the right and two to the left on all headings for columns 3 - 5 if win? != true and xcor > -2 and xcor < 2 [ ;; if you didn't win with the single evaluations - looking at the end of each string without-interruption [ foreach double-headings [ if not win? [ set winner-list [] ;; look at the two-way or double evaluations set points 0 ask patch-here [ set origin self set winner-list lput self winner-list ;; ask first one out ask patch-at-heading-and-distance ? 1 [ if type-here = mycolor [ set points points + 1 set winner-list lput self winner-list ;; only continue if there is another one on this heading ask patch-at-heading-and-distance ? 1 [ ;;ask patch two out if type-here = mycolor [set points points + 1 set winner-list lput self winner-list ] ask origin [ask patch-at-heading-and-distance (? + 180) 1 [ ;; now go back and go in the opposite direction if type-here = mycolor [set points points + 1 set winner-list lput self winner-list ifelse points = 3 [set win? true] [ ask patch-at-heading-and-distance (? + 180) 1 [ if type-here = mycolor [set points points + 1 set winner-list lput self winner-list if points = 3 [set win? true ] ]]]]]]]]]] ] ] ] ] ;; look two to the right and one to the left for column 2 (xcor = -2) if win? != true and xcor = -2 [ ;; if you didn't win with the single evaluations - looking at the end of each string without-interruption [ foreach double-headings [ if not win? [ set winner-list [] ;; look at the two-way or double evaluations set points 0 ask patch-here [ set origin self set winner-list lput self winner-list ;; ask first one out ask patch-at-heading-and-distance ? 1 [ if type-here = mycolor [ set points points + 1 set winner-list lput self winner-list ;; only continue if there is another one on this heading ask patch-at-heading-and-distance ? 1 [ ;;ask patch two out if type-here = mycolor [set points points + 1 set winner-list lput self winner-list] ask origin [ask patch-at-heading-and-distance (? + 180) 1 [ ;; now go back and go in the opposite direction if type-here = mycolor [set points points + 1 set winner-list lput self winner-list ifelse points = 3 [set win? true] [ ] ]]]]]]]]]] ] ;; finally, look one to the right, and two to the left for column 6 (pxcor 2) if win? != true and xcor = 2 [ without-interruption [ foreach double-headings [ if not win? [ set winner-list [] ;; look at the two-way or double evaluations set points 0 ask patch-here [ set origin self set winner-list lput self winner-list ;; ask first one out ask patch-at-heading-and-distance ? 1 [ if type-here = mycolor [ set points points + 1 set winner-list lput self winner-list ;; only continue if there is another one on this heading ask origin [ask patch-at-heading-and-distance (? + 180) 1 [ ;; now go back and go in the opposite direction if type-here = mycolor [set points points + 1 set winner-list lput self winner-list ifelse points = 3 [set win? true] [ ask patch-at-heading-and-distance (? + 180) 1 [ if type-here = mycolor [set points points + 1 set winner-list lput self winner-list if points = 3 [set win? true ] ]]]]]]]]]] ] ] ] ;; if the game is won, end it! if win? = true [set winner? true ; ending the game print " " + current-player + " won the game in " + round (moves / 2) + " moves!" if show-winner? = true [ without-interruption [ foreach winner-list [ ask ? [set pcolor green] ask turtles with [shape = "last-piece"] [set shape "circle"] ] ]] ] end to undo-move ;; to enable you to undo a move. if not winner? and undo-turtle != nobody [ ask undo-turtle [ ask patch-here [set anyone? false ] die] ifelse current-player = player-2 [set current-player player-1] [set current-player player-2] ] end @#$#@#$#@ GRAPHICS-WINDOW 273 10 661 419 3 3 54.0 1 10 1 1 1 CC-WINDOW 7 233 267 378 Command Center BUTTON 275 432 330 465 1 add-piece -3 NIL 1 T OBSERVER T BUTTON 329 432 384 465 2 add-piece -2 NIL 1 T OBSERVER T BUTTON 383 432 438 465 3 add-piece -1 NIL 1 T OBSERVER T BUTTON 437 432 492 465 4 add-piece 0 NIL 1 T OBSERVER T BUTTON 492 432 547 465 5 add-piece 1 NIL 1 T OBSERVER T BUTTON 545 432 600 465 6 add-piece 2 NIL 1 T OBSERVER T BUTTON 599 432 654 465 7 add-piece 3 NIL 1 T OBSERVER T BUTTON 31 388 120 464 Start Over? setup NIL 1 T OBSERVER T MONITOR 195 167 262 216 Next-Up current-player 3 1 MONITOR 195 64 262 113 Player 1 player-1 3 1 MONITOR 195 116 262 165 Player 2 player-2 3 1 TEXTBOX 15 10 178 72 CONNECT FOUR!\nBe the first to get four checkers in a row, column, or on a diagonal. MONITOR 195 13 262 62 Moves round (moves / 2 ) 3 1 TEXTBOX 405 469 495 487 Select a Column! BUTTON 137 431 254 464 Undo last move undo-move NIL 1 T OBSERVER T CHOICE 4 84 124 129 select-color-player-1 select-color-player-1 "red" "black" 1 BUTTON 129 85 184 118 update update-color NIL 1 T OBSERVER T SWITCH 4 133 124 166 show-winner? show-winner? 0 1 -1000 SWITCH 4 169 149 202 show-last-played? show-last-played? 0 1 -1000 @#$#@#$#@ WHAT IS IT? ----------- This model is a Netlogo version of the classic Milton Bradley/Hasbro game "Connect Four: The Vertical Four-in-a-Row Checkers Game." It is intended to be a two-player game, and is entirely for fun! The rules are simple. Each player places a colored-checker in one of the seven slots. The first player to get four in a row, column, or on a diagonal wins. HOW IT WORKS ------------ SETUP creates the game board, with seven columns and six rows. The grey space at the top of the screen is necessary because Netlogo's graphic canvas won't permit the exact dimensions of the game space. The white "holes" are turtles that serve as place-holders for the colored checkers. They have no other function in the game. SETUP-COLUMNS-AND-ROWS is probably not necessary, but it simplifies the procedure used to evaluate whether the game has been won. ADD-PIECE [x] is called by the seven buttons on the bottom of the screen. They are used by the players to add each checker to the board. ADD-PIECE [x] finds the first "empty" space in the relevant column, and inserts a checker of the player's color. This procedure uses a list to evaluate possible y coordinates to find the first empty space in a column. Once placed on the board, the new turtle sets its color to that of the player, and uses SET-POSSIBLE-HEADINGS to set its own list of possible headings for evaluating each move. CHECK-FOR-WINNER is only run after seven moves have been completed. This procedure uses the single-headings and double-headings lists to look in each of the legal directions to determine if the most recently-played checker has won the game. SETUP-SINGLE-HEADINGS creates the list for each piece based on its row and column. CHECK-FOR-WINNER looks first to see if the latest piece is at the end of a chain of 4 like-checkers (single-headings), and then looks to see if it is inside (not on the end) of a string of four checkers. This analysis involves looking forward two checkers on a heading, and then "turning around" (by adding 180 degrees to the heading) to look at the two checkers in the opposite direction. The double-heading analysis is done in three steps, with different rules depending on the xcor of the checker. The replication of code is necessary to avoid accidental wrapping of the screen producing a false win. When the game is over, the command window prints which side won, and in how many steps. A dialog box is opened to play again. HOW TO USE IT ------------- It's pretty self-explanatory. Find a friend, and start seeing who can win the game first. Its the 1970's version of outwit, outlast, and outplay! If you want to change the starting player's color, use the SELECT-PLAYER-1 choice and hit UPDATE COLORS. Turn on SHOW-WINNER? to reveal the winning pattern when the game is over. Turn on SHOW-LAST-PLAYED? to highlight the most recent checker piece played. If you accidentally hit one of the column buttons twice, or if you made a move you want to take back, hit the UNDO MOVE button! THINGS TO NOTICE ---------------- The code for this model is relatively short, with just three critical procedures. (STARTUP loads the model but isn't necessary, nor is UNDO-MOVES, SETUP-ROWS-AND-COLUMNS, and UPDATE-COLORS). Notice how the ADD-PIECES and CHECK-FOR-WINNERS procedures enable the game to work. That is the heart of the model. While CHECK-FOR-WINNER is long, it basically repeats the same procedures multiple times. The game will only run under Netlogo 2.0 and later because of its reliance on the "ask patch-at-heading-and-distance" primitive. The model is not really "agent-based" in the traditional sense of the word, but it illustrates the robustness of the Netlogo environment and its ease of use. And it is just plain fun to play! EXTENDING THE MODEL ------------------- One possible extension would be to build a procedure that would provide a "Help" mode - either pointing out existing patterns of three like-checkers or warning when a player is "in check." Another extension would be to have the checkers appear at the top of the screen, and then "drop" into place in each column. Re-write the Add-Pieces code so that the last piece has a visual marker on it. A one-player version of the game (with a computer opponent) is probably the most challenging extension to the model, and would certainly take longer than the initial model to code, but it would be an amazing accomplishment! RELATED MODELS -------------- This model is related to the game models in the Netlogo Models Library. Unlike Frogger and Pac-Man, which require the awkward use of buttons to replicate the original joysticks, CONNECT FOUR plays completely like the original - withthe one exceptions of having the ability to make all the checkers drop to the table. CREDITS AND REFERENCES ---------------------- This model was inspired by the Hasbro game "CONNECT FOUR" and is dedicated to Nicholas Gizzi, an enthusiastic six year-old who is fascinated by the original Connect Four, and is now learning to move virtual turtles around a computer screen! He dutifully beta-tested this model. The model was created by Michael C. Gizzi with assistance from Boyce Baker and Richard Vail. The model is copyright 2003 by the Center for Agent-Based Modeling, Mesa State College, 2508 Blichman Avenue, Grand Junction, CO 81505. http://www.modelingcomplexity.org. The original board game CONNECT FOUR is copyright Hasbro 1998. THE MODEL IS INTENDED SOLELY FOR EDUCATIONAL AND ENTERTAINMENT PURPOSES. 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