Introduction

It’s been sometime I’ve been here. So, I will just get started off. Today, I’m going to write about how to develop tic-tac-toe using AngularJS. The demo is more to understand the possibilities and simplicity of the framework.

What’s needed in the UI

9 boxes arranged in a 3×3 fashion like below:
square-design

Each of these boxes are divs and each div is binded to the data behind as usual

Template:

<div ng-repeat="row in rows">
    <div id="{{column.id}}" ng-repeat="column in row">
        <div ng-click="markUserClick(column)"> </div>
    </div>
</div>

Data:

$scope.rows = [
    [
        {'id' : 'A11','letter': '','class': 'box'},
        {'id' : 'A12','letter': '','class': 'box'},
        {'id' : 'A13','letter': '','class': 'box'}
    ],
    [
        {'id' : 'B11','letter': '','class': 'box'},
        {'id' : 'B12','letter': '','class': 'box'},
        {'id' : 'B13','letter': '','class': 'box'}
    ],
    [
        {'id' : 'C11','letter': '','class': 'box'},
        {'id' : 'C12','letter': '','class': 'box'},
        {'id' : 'C13','letter': '','class': 'box'}
    ]
];

Now, the logic is to make the JS think engine. It’s easy when you follow the strategy mentioned in wiki.

AI Algorithm:

  1. Win: If the AI has two in a row, it will place a third to get three in a row.
  2. Block: If the [opponent] has two in a row, the AI will play the third to block the opponent.
  3. Fork: Creation of an opportunity where the AI has two threats to win (two non-blocked lines of 2).
  4. Blocking an opponent’s fork:
    1. The AI will create two in a row to force the opponent into defending, as long as it doesn’t result in them creating a fork. For example, if “X” has a corner, “O” has the center, and “X” has the opposite corner as well, “O” must not play a corner in order to win. (Playing a corner in this scenario creates a fork for “X” to win.)
    2. If there is a configuration where the opponent can fork, the player should block that fork.
  5. Center: AI marks the center. (If it is the first move of the game, playing on a corner gives “O” more opportunities to make a mistake and may therefore be the better choice; however, it makes no difference between perfect players.)
  6. Opposite corner: If the opponent is in the corner, the AI plays the opposite corner.
  7. Empty corner: The AI plays in a corner square.
  8. Empty side: The AI plays in a middle square on any of the 4 sides.

For TicTacToe DEMO : Click Here.

That’s it folks. Enjoy playing.