Tic-tac-toe
Mix.install([
{:jason, "~> 1.4"},
{:kino, "~> 0.9", override: true},
{:youtube, github: "brooklinjazz/youtube"},
{:hidden_cell, github: "brooklinjazz/hidden_cell"}
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Home Report An Issue Filter Values By TypeNon-EnumerablesOverview
You’re going to create a game of Tic-tac-toe.
In Tic-tac-toe, players take turns placing either an X
or an O
onto a 3 by 3 grid.
We can represent a grid like this as a list of lists.
grid = [
["X", "O", nil],
[nil, "X", "O"],
[nil, nil, "X"]
]
Usually we say grids have an x and a y axis. Each location in the grid is called a coordinate.
We’ll use an {x, y}
tuple to represent a coordinate on the board.
For example, the "X"
in the top left corner of the board above would be at coordinate {0, 2}
.
TicTacToe
You’re going to create a TicTacToe
module which can read coordinates from a board, and fill them in.
For example, reading the coordinate {0, 2}
on the following board returns "X"
.
board = [
["X", "O", nil],
[nil, "X", "O"],
[nil, nil, "X"]
]
TicTacToe.at(board, {0, 2})
"X"
Filling the coordinate will return a newly updated board.
board = [
["X", "O", nil],
[nil, "X", "O"],
[nil, nil, "X"]
]
TicTacToe.fill(board, {0, 1}, "O")
[
["X", "O", nil],
["O", "X", "O"],
[nil, nil, "X"]
]
Implement the TicTacToe
module as documented.
Hint
Remember that Enum.at
can access a list at an index, however our coordinates are flipped
on the board, so the first list is at y = 2.
Therefore, if y
is 0
, then we want to access the row list at index 2
.
Example Solution
defmodule TicTacToe do
def at(board, coordinate) do
{x, y} = coordinate
Enum.at(board, 2 - y) |> Enum.at(x)
end
def fill(board, coordinate, symbol) do
{x, y} = coordinate
List.update_at(board, 2 - y, fn row ->
List.replace_at(row, x, symbol)
end)
end
end
defmodule TicTacToe do
@moduledoc """
Documentation for `TicTacToe`
"""
@doc """
Read a coordinate on a board.
## Examples
We've used a board with letter symbols for sake of example.
iex> board = [
...> ["A", "B", "C"],
...> ["D", "E", "F"],
...> ["G", "H", "I"]
...> ]
iex> TicTacToe.at(board, {0, 0})
"G"
iex> TicTacToe.at(board, {2, 1})
"F"
iex> TicTacToe.at(board, {0, 2})
"A"
"""
def at(board, coordinate) do
{x, y} = coordinate
Enum.at(board, x) |> Enum.at(2 - y)
end
@doc """
Fill in a coordinate on a board with the provided symbol and return a new updated board.
## Examples
iex> board = [
...> [nil, nil, nil],
...> [nil, nil, nil],
...> [nil, nil, nil]
...> ]
iex> TicTacToe.fill(board, {0, 0}, "X")
[[nil, nil, nil], [nil, nil, nil], ["X", nil, nil]]
iex> TicTacToe.fill(board, {1, 1}, "O")
[[nil, nil, nil], [nil, "O", nil], [nil, nil, nil]]
"""
def fill(board, coordinate, symbol) do
end
end
Bonus: Winner
Create a TicTacToe.winner/1
function which accepts a board and determines if there is a winner. A player wins if they have three symbols in a row, three symbols in a column, or three symbols diagonally.
For example:
board = [
["X", "O", "O"]
["X", "O", nil]
["X", nil, nil]
]
TicTacToe.winner(board) # returns "X".
"X"
Example Solution
defmodule TicTacToe do
def winner(board) do
cond do
winner?(board, "X") -> "X"
winner?(board, "O") -> "O"
true -> nil
end
end
def winner?(board, symbol) do
row_winner =
Enum.any?(board, fn row ->
Enum.all?(row, fn element -> element == symbol end)
end)
column_winner =
Enum.any?(0..2, fn index ->
Enum.all?(board, fn row ->
Enum.at(row, index) == symbol
end)
end)
diagonal_winner =
Enum.all?(0..2, fn index ->
board
|> Enum.at(index)
|> Enum.at(index) == symbol
end) or
Enum.all?(0..2, fn index ->
board
|> Enum.at(index)
|> Enum.at(2 - index) == symbol
end)
row_winner or column_winner or diagonal_winner
end
end
Note it’s also possible to use pattern matching to solve this problem.
defmodule TicTacToe do
def winner(board) do
cond do
winner?(board, "X") -> "X"
winner?(board, "O") -> "O"
true -> nil
end
end
def winner?(board, x) do
match?([[^x, ^x, ^x], [_, _, _], [_, _, _]], board) or
match?([[_, _, _], [^x, ^x, ^x], [_, _, _]], board) or
match?([[_, _, _], [_, _, _], [_, _, _]], board) or
match?([[^x, _, _], [^x, _, _], [^x, _, _]], board) or
match?([[_, ^x, _], [_, ^x, _], [_, ^x, _]], board) or
match?([[_, _, ^x], [_, _, ^x], [_, _, ^x]], board) or
match?([[^x, _, _], [_, ^x, _], [_, _, ^x]], board) or
match?([[_, _, ^x], [_, ^x, _], [^x, _, _]], board)
end
end
To get started, copy the code below into the TicTacToe
module above.
@doc """
Determine if a player has won the game.
## Examples
Row Wins:
iex> TicTacToe.winner([["X", "X", "X"], [nil, nil, nil], [nil, nil, nil]])
"X"
iex> TicTacToe.winner([[nil, nil, nil], ["X", "X", "X"], [nil, nil, nil]])
"X"
iex> TicTacToe.winner([[nil, nil, nil], [nil, nil, nil], ["X", "X", "X"]])
"X"
Column Wins:
iex> TicTacToe.winner([["X", nil, nil], ["X", nil, nil], ["X", nil, nil]])
"X"
iex> TicTacToe.winner([[nil, "X", nil], [nil, "X", nil], [nil, "X", nil]])
"X"
iex> TicTacToe.winner([[nil, nil, "X"], [nil, nil, "X"], [nil, nil, "X"]])
"X"
Diagonal Wins
iex> TicTacToe.winner([["X", nil, nil], [nil, "X", nil], [nil, nil, "X"]])
"X"
iex> TicTacToe.winner([[nil, nil, "X"], [nil, "X", nil], ["X", nil, nil]])
"X"
No Winner
iex> TicTacToe.winner([[nil, nil, nil], [nil, nil, nil], [nil, nil, nil]])
nil
iex> TicTacToe.winner([[nil, "X", nil], [nil, "X", nil], [nil, nil, nil]])
nil
"""
def winner(board) do
end
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