comparison lisp/games/gomoku.el @ 0:376386a54a3c r19-14

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1 ;;; gomoku.el --- Gomoku game between you and Emacs
2
3 ;; Copyright (C) 1988, 1994 Free Software Foundation, Inc.
4
5 ;; Author: Philippe Schnoebelen <phs@lifia.imag.fr>
6 ;; Adapted-By: ESR
7 ;; Keywords: games
8
9 ;; This file is part of XEmacs.
10
11 ;; XEmacs is free software; you can redistribute it and/or modify it
12 ;; under the terms of the GNU General Public License as published by
13 ;; the Free Software Foundation; either version 2, or (at your option)
14 ;; any later version.
15
16 ;; XEmacs is distributed in the hope that it will be useful, but
17 ;; WITHOUT ANY WARRANTY; without even the implied warranty of
18 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 ;; General Public License for more details.
20
21 ;; You should have received a copy of the GNU General Public License
22 ;; along with XEmacs; see the file COPYING. If not, write to the Free
23 ;; Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 ;;; Synched up with: FSF 19.30.
26
27 ;;; Commentary:
28
29 ;;; Gomoku game between you and GNU Emacs. Last modified on 13 Sep 1988
30 ;;;
31 ;;; Written by Ph. Schnoebelen (phs@lifia.imag.fr), 1987, 1988
32 ;;; with precious advices from J.-F. Rit.
33 ;;; This has been tested with GNU Emacs 18.50.
34
35 ;; RULES:
36 ;;
37 ;; Gomoku is a game played between two players on a rectangular board. Each
38 ;; player, in turn, marks a free square of its choice. The winner is the first
39 ;; one to mark five contiguous squares in any direction (horizontally,
40 ;; vertically or diagonally).
41 ;;
42 ;; I have been told that, in "The TRUE Gomoku", some restrictions are made
43 ;; about the squares where one may play, or else there is a known forced win
44 ;; for the first player. This program has no such restriction, but it does not
45 ;; know about the forced win, nor do I. Furthermore, you probably do not know
46 ;; it yourself :-).
47
48
49 ;; There are two main places where you may want to customize the program: key
50 ;; bindings and board display. These features are commented in the code. Go
51 ;; and see.
52
53
54 ;; HOW TO USE:
55 ;;
56 ;; The command "M-x gomoku" displays a
57 ;; board, the size of which depends on the size of the current window. The
58 ;; size of the board is easily modified by giving numeric arguments to the
59 ;; gomoku command and/or by customizing the displaying parameters.
60 ;;
61 ;; Emacs plays when it is its turn. When it is your turn, just put the cursor
62 ;; on the square where you want to play and hit RET, or X, or whatever key you
63 ;; bind to the command gomoku-human-plays. When it is your turn, Emacs is
64 ;; idle: you may switch buffers, read your mail, ... Just come back to the
65 ;; *Gomoku* buffer and resume play.
66
67
68 ;; ALGORITHM:
69 ;;
70 ;; The algorithm is briefly described in section "THE SCORE TABLE". Some
71 ;; parameters may be modified if you want to change the style exhibited by the
72 ;; program.
73
74 ;;; Code:
75
76 ;;;
77 ;;; GOMOKU MODE AND KEYMAP.
78 ;;;
79 (defvar gomoku-mode-hook nil
80 "If non-nil, its value is called on entry to Gomoku mode.")
81
82 (defvar gomoku-mode-map nil
83 "Local keymap to use in Gomoku mode.")
84
85 (if gomoku-mode-map
86 nil
87 (setq gomoku-mode-map (make-sparse-keymap))
88 (set-keymap-name gomoku-mode-map 'gomoku-mode-map)
89
90 ;; Key bindings for cursor motion. Arrow keys are just "function"
91 ;; keys, see below.
92 (define-key gomoku-mode-map "y" 'gomoku-move-nw) ; Y
93 (define-key gomoku-mode-map "u" 'gomoku-move-ne) ; U
94 (define-key gomoku-mode-map "b" 'gomoku-move-sw) ; B
95 (define-key gomoku-mode-map "n" 'gomoku-move-se) ; N
96 (define-key gomoku-mode-map "h" 'gomoku-move-left) ; H
97 (define-key gomoku-mode-map "l" 'gomoku-move-right) ; L
98 (define-key gomoku-mode-map "j" 'gomoku-move-down) ; J
99 (define-key gomoku-mode-map "k" 'gomoku-move-up) ; K
100 (define-key gomoku-mode-map "\C-n" 'gomoku-move-down) ; C-N
101 (define-key gomoku-mode-map "\C-p" 'gomoku-move-up) ; C-P
102 (define-key gomoku-mode-map "\C-f" 'gomoku-move-right) ; C-F
103 (define-key gomoku-mode-map "\C-b" 'gomoku-move-left) ; C-B
104
105 ;; Key bindings for entering Human moves.
106 ;; If you have a mouse, you may also bind some mouse click ...
107 (define-key gomoku-mode-map "X" 'gomoku-human-plays) ; X
108 (define-key gomoku-mode-map "x" 'gomoku-human-plays) ; x
109 (define-key gomoku-mode-map "\C-m" 'gomoku-human-plays) ; RET
110 (define-key gomoku-mode-map "\C-c\C-p" 'gomoku-human-plays) ; C-C C-P
111 (define-key gomoku-mode-map "\C-c\C-b" 'gomoku-human-takes-back) ; C-C C-B
112 (define-key gomoku-mode-map "\C-c\C-r" 'gomoku-human-resigns) ; C-C C-R
113 (define-key gomoku-mode-map "\C-c\C-e" 'gomoku-emacs-plays) ; C-C C-E
114
115 (define-key gomoku-mode-map [up] 'gomoku-move-up)
116 (define-key gomoku-mode-map [down] 'gomoku-move-down)
117 (define-key gomoku-mode-map [left] 'gomoku-move-left)
118 (define-key gomoku-mode-map [right] 'gomoku-move-right)
119 (define-key gomoku-mode-map [kp_enter] 'gomoku-human-plays)
120 (define-key gomoku-mode-map [button2] 'gomoku-click)
121 (define-key gomoku-mode-map [insert] 'gomoku-human-plays))
122
123
124 (defun gomoku-mode ()
125 "Major mode for playing Gomoku against Emacs.
126 You and Emacs play in turn by marking a free square. You mark it with X
127 and Emacs marks it with O. The winner is the first to get five contiguous
128 marks horizontally, vertically or in diagonal.
129 You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays].
130 Other useful commands:
131 \\{gomoku-mode-map}
132 Entry to this mode calls the value of `gomoku-mode-hook' if that value
133 is non-nil."
134 (interactive)
135 (setq major-mode 'gomoku-mode
136 mode-name "Gomoku")
137 (gomoku-display-statistics)
138 (use-local-map gomoku-mode-map)
139 (run-hooks 'gomoku-mode-hook))
140
141 ;;;
142 ;;; THE BOARD.
143 ;;;
144
145 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1
146 ;; and O's with 6. The rectangle is recorded in a one dimensional vector
147 ;; containing padding squares (coded with -1). These squares allow us to
148 ;; detect when we are trying to move out of the board. We denote a square by
149 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
150 ;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2.
151 ;; Similarly, vectors between squares may be given by two DX, DY coords or by
152 ;; one DEPL (the difference between indexes).
153
154 (defvar gomoku-board-width nil
155 "Number of columns on the Gomoku board.")
156
157 (defvar gomoku-board-height nil
158 "Number of lines on the Gomoku board.")
159
160 (defvar gomoku-board nil
161 "Vector recording the actual state of the Gomoku board.")
162
163 (defvar gomoku-vector-length nil
164 "Length of gomoku-board vector.")
165
166 (defvar gomoku-draw-limit nil
167 ;; This is usually set to 70% of the number of squares.
168 "After how many moves will Emacs offer a draw?")
169
170
171 (defun gomoku-xy-to-index (x y)
172 "Translate X, Y cartesian coords into the corresponding board index."
173 (+ (* y gomoku-board-width) x y))
174
175 (defun gomoku-index-to-x (index)
176 "Return corresponding x-coord of board INDEX."
177 (% index (1+ gomoku-board-width)))
178
179 (defun gomoku-index-to-y (index)
180 "Return corresponding y-coord of board INDEX."
181 (/ index (1+ gomoku-board-width)))
182
183 (defun gomoku-init-board ()
184 "Create the gomoku-board vector and fill it with initial values."
185 (setq gomoku-board (make-vector gomoku-vector-length 0))
186 ;; Every square is 0 (i.e. empty) except padding squares:
187 (let ((i 0) (ii (1- gomoku-vector-length)))
188 (while (<= i gomoku-board-width) ; The squares in [0..width] and in
189 (aset gomoku-board i -1) ; [length - width - 1..length - 1]
190 (aset gomoku-board ii -1) ; are padding squares.
191 (setq i (1+ i)
192 ii (1- ii))))
193 (let ((i 0))
194 (while (< i gomoku-vector-length)
195 (aset gomoku-board i -1) ; and also all k*(width+1)
196 (setq i (+ i gomoku-board-width 1)))))
197
198 ;;;
199 ;;; THE SCORE TABLE.
200 ;;;
201
202 ;; Every (free) square has a score associated to it, recorded in the
203 ;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having
204 ;; the highest score.
205
206 (defvar gomoku-score-table nil
207 "Vector recording the actual score of the free squares.")
208
209
210 ;; The key point point about the algorithm is that, rather than considering
211 ;; the board as just a set of squares, we prefer to see it as a "space" of
212 ;; internested 5-tuples of contiguous squares (called qtuples).
213 ;;
214 ;; The aim of the program is to fill one qtuple with its O's while preventing
215 ;; you from filling another one with your X's. To that effect, it computes a
216 ;; score for every qtuple, with better qtuples having better scores. Of
217 ;; course, the score of a qtuple (taken in isolation) is just determined by
218 ;; its contents as a set, i.e. not considering the order of its elements. The
219 ;; highest score is given to the "OOOO" qtuples because playing in such a
220 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
221 ;; not playing in it is just loosing the game, and so on. Note that a
222 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
223 ;; has score zero because there is no more any point in playing in it, from
224 ;; both an attacking and a defending point of view.
225 ;;
226 ;; Given the score of every qtuple, the score of a given free square on the
227 ;; board is just the sum of the scores of all the qtuples to which it belongs,
228 ;; because playing in that square is playing in all its containing qtuples at
229 ;; once. And it is that function which takes into account the internesting of
230 ;; the qtuples.
231 ;;
232 ;; This algorithm is rather simple but anyway it gives a not so dumb level of
233 ;; play. It easily extends to "n-dimensional Gomoku", where a win should not
234 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
235 ;; should be preferred.
236
237
238 ;; Here are the scores of the nine "non-polluted" configurations. Tuning
239 ;; these values will change (hopefully improve) the strength of the program
240 ;; and may change its style (rather aggressive here).
241
242 (defconst nil-score 7 "Score of an empty qtuple.")
243 (defconst Xscore 15 "Score of a qtuple containing one X.")
244 (defconst XXscore 400 "Score of a qtuple containing two X's.")
245 (defconst XXXscore 1800 "Score of a qtuple containing three X's.")
246 (defconst XXXXscore 100000 "Score of a qtuple containing four X's.")
247 (defconst Oscore 35 "Score of a qtuple containing one O.")
248 (defconst OOscore 800 "Score of a qtuple containing two O's.")
249 (defconst OOOscore 15000 "Score of a qtuple containing three O's.")
250 (defconst OOOOscore 800000 "Score of a qtuple containing four O's.")
251
252 ;; These values are not just random: if, given the following situation:
253 ;;
254 ;; . . . . . . . O .
255 ;; . X X a . . . X .
256 ;; . . . X . . . X .
257 ;; . . . X . . . X .
258 ;; . . . . . . . b .
259 ;;
260 ;; you want Emacs to play in "a" and not in "b", then the parameters must
261 ;; satisfy the inequality:
262 ;;
263 ;; 6 * XXscore > XXXscore + XXscore
264 ;;
265 ;; because "a" mainly belongs to six "XX" qtuples (the others are less
266 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
267 ;; conditions are required to obtain sensible moves, but the previous example
268 ;; should illustrate the point. If you manage to improve on these values,
269 ;; please send me a note. Thanks.
270
271
272 ;; As we choosed values 0, 1 and 6 to denote empty, X and O squares, the
273 ;; contents of a qtuple is uniquely determined by the sum of its elements and
274 ;; we just have to set up a translation table.
275
276 (defconst gomoku-score-trans-table
277 (vector nil-score Xscore XXscore XXXscore XXXXscore 0
278 Oscore 0 0 0 0 0
279 OOscore 0 0 0 0 0
280 OOOscore 0 0 0 0 0
281 OOOOscore 0 0 0 0 0
282 0)
283 "Vector associating qtuple contents to their score.")
284
285
286 ;; If you do not modify drastically the previous constants, the only way for a
287 ;; square to have a score higher than OOOOscore is to belong to a "OOOO"
288 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
289 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
290 ;; qtuple. We may use these considerations to detect when a given move is
291 ;; winning or loosing.
292
293 (defconst gomoku-winning-threshold OOOOscore
294 "Threshold score beyond which an Emacs move is winning.")
295
296 (defconst gomoku-loosing-threshold XXXXscore
297 "Threshold score beyond which a human move is winning.")
298
299
300 (defun gomoku-strongest-square ()
301 "Compute index of free square with highest score, or nil if none."
302 ;; We just have to loop other all squares. However there are two problems:
303 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
304 ;; up future searches, we set the score of padding or occupied squares
305 ;; to -1 whenever we meet them.
306 ;; 2/ We want to choose randomly between equally good moves.
307 (let ((score-max 0)
308 (count 0) ; Number of equally good moves
309 (square (gomoku-xy-to-index 1 1)) ; First square
310 (end (gomoku-xy-to-index gomoku-board-width gomoku-board-height))
311 best-square score)
312 (while (<= square end)
313 (cond
314 ;; If score is lower (i.e. most of the time), skip to next:
315 ((< (aref gomoku-score-table square) score-max))
316 ;; If score is better, beware of non free squares:
317 ((> (setq score (aref gomoku-score-table square)) score-max)
318 (if (zerop (aref gomoku-board square)) ; is it free ?
319 (setq count 1 ; yes: take it !
320 best-square square
321 score-max score)
322 (aset gomoku-score-table square -1))) ; no: kill it !
323 ;; If score is equally good, choose randomly. But first check freeness:
324 ((not (zerop (aref gomoku-board square)))
325 (aset gomoku-score-table square -1))
326 ((zerop (random (setq count (1+ count))))
327 (setq best-square square
328 score-max score)))
329 (setq square (1+ square))) ; try next square
330 best-square))
331
332 ;;;
333 ;;; INITIALIZING THE SCORE TABLE.
334 ;;;
335
336 ;; At initialization the board is empty so that every qtuple amounts for
337 ;; nil-score. Therefore, the score of any square is nil-score times the number
338 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
339 ;; are sufficiently far from the sides. As computing the number is time
340 ;; consuming, we initialize every square with 20*nil-score and then only
341 ;; consider squares at less than 5 squares from one side. We speed this up by
342 ;; taking symmetry into account.
343 ;; Also, as it is likely that successive games will be played on a board with
344 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
345
346 (defvar gomoku-saved-score-table nil
347 "Recorded initial value of previous score table.")
348
349 (defvar gomoku-saved-board-width nil
350 "Recorded value of previous board width.")
351
352 (defvar gomoku-saved-board-height nil
353 "Recorded value of previous board height.")
354
355
356 (defun gomoku-init-score-table ()
357 "Create the score table vector and fill it with initial values."
358 (if (and gomoku-saved-score-table ; Has it been stored last time ?
359 (= gomoku-board-width gomoku-saved-board-width)
360 (= gomoku-board-height gomoku-saved-board-height))
361 (setq gomoku-score-table (copy-sequence gomoku-saved-score-table))
362 ;; No, compute it:
363 (setq gomoku-score-table
364 (make-vector gomoku-vector-length (* 20 nil-score)))
365 (let (i j maxi maxj maxi2 maxj2)
366 (setq maxi (/ (1+ gomoku-board-width) 2)
367 maxj (/ (1+ gomoku-board-height) 2)
368 maxi2 (min 4 maxi)
369 maxj2 (min 4 maxj))
370 ;; We took symmetry into account and could use it more if the board
371 ;; would have been square and not rectangular !
372 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
373 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
374 ;; board may well be less than 8 by 8 !
375 (setq i 1)
376 (while (<= i maxi2)
377 (setq j 1)
378 (while (<= j maxj)
379 (gomoku-init-square-score i j)
380 (setq j (1+ j)))
381 (setq i (1+ i)))
382 (while (<= i maxi)
383 (setq j 1)
384 (while (<= j maxj2)
385 (gomoku-init-square-score i j)
386 (setq j (1+ j)))
387 (setq i (1+ i))))
388 (setq gomoku-saved-score-table (copy-sequence gomoku-score-table)
389 gomoku-saved-board-width gomoku-board-width
390 gomoku-saved-board-height gomoku-board-height)))
391
392 (defun gomoku-nb-qtuples (i j)
393 "Return the number of qtuples containing square I,J."
394 ;; This function is complicated because we have to deal
395 ;; with ugly cases like 3 by 6 boards, but it works.
396 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
397 (let ((left (min 4 (1- i)))
398 (right (min 4 (- gomoku-board-width i)))
399 (up (min 4 (1- j)))
400 (down (min 4 (- gomoku-board-height j))))
401 (+ -12
402 (min (max (+ left right) 3) 8)
403 (min (max (+ up down) 3) 8)
404 (min (max (+ (min left up) (min right down)) 3) 8)
405 (min (max (+ (min right up) (min left down)) 3) 8))))
406
407 (defun gomoku-init-square-score (i j)
408 "Give initial score to square I,J and to its mirror images."
409 (let ((ii (1+ (- gomoku-board-width i)))
410 (jj (1+ (- gomoku-board-height j)))
411 (sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0))))
412 (aset gomoku-score-table (gomoku-xy-to-index i j) sc)
413 (aset gomoku-score-table (gomoku-xy-to-index ii j) sc)
414 (aset gomoku-score-table (gomoku-xy-to-index i jj) sc)
415 (aset gomoku-score-table (gomoku-xy-to-index ii jj) sc)))
416
417 ;;;
418 ;;; MAINTAINING THE SCORE TABLE.
419 ;;;
420
421 ;; We do not provide functions for computing the SCORE-TABLE given the
422 ;; contents of the BOARD. This would involve heavy nested loops, with time
423 ;; proportional to the size of the board. It is better to update the
424 ;; SCORE-TABLE after each move. Updating needs not modify more than 36
425 ;; squares: it is done in constant time.
426
427 (defun gomoku-update-score-table (square dval)
428 "Update score table after SQUARE received a DVAL increment."
429 ;; The board has already been updated when this function is called.
430 ;; Updating scores is done by looking for qtuples boundaries in all four
431 ;; directions and then calling update-score-in-direction.
432 ;; Finally all squares received the right increment, and then are up to
433 ;; date, except possibly for SQUARE itself if we are taking a move back for
434 ;; its score had been set to -1 at the time.
435 (let* ((x (gomoku-index-to-x square))
436 (y (gomoku-index-to-y square))
437 (imin (max -4 (- 1 x)))
438 (jmin (max -4 (- 1 y)))
439 (imax (min 0 (- gomoku-board-width x 4)))
440 (jmax (min 0 (- gomoku-board-height y 4))))
441 (gomoku-update-score-in-direction imin imax
442 square 1 0 dval)
443 (gomoku-update-score-in-direction jmin jmax
444 square 0 1 dval)
445 (gomoku-update-score-in-direction (max imin jmin) (min imax jmax)
446 square 1 1 dval)
447 (gomoku-update-score-in-direction (max (- 1 y) -4
448 (- x gomoku-board-width))
449 (min 0 (- x 5)
450 (- gomoku-board-height y 4))
451 square -1 1 dval)))
452
453 (defun gomoku-update-score-in-direction (left right square dx dy dval)
454 "Update scores for all squares in the qtuples starting between the LEFTth
455 square and the RIGHTth after SQUARE, along the DX, DY direction, considering
456 that DVAL has been added on SQUARE."
457 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
458 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
459 ;; DX,DY direction.
460 (cond
461 ((> left right)) ; Quit
462 (t ; Else ..
463 (let (depl square0 square1 square2 count delta)
464 (setq depl (gomoku-xy-to-index dx dy)
465 square0 (+ square (* left depl))
466 square1 (+ square (* right depl))
467 square2 (+ square0 (* 4 depl)))
468 ;; Compute the contents of the first qtuple:
469 (setq square square0
470 count 0)
471 (while (<= square square2)
472 (setq count (+ count (aref gomoku-board square))
473 square (+ square depl)))
474 (while (<= square0 square1)
475 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
476 ;; in SQUARE2.
477 (setq delta (- (aref gomoku-score-trans-table count)
478 (aref gomoku-score-trans-table (- count dval))))
479 (cond ((not (zerop delta)) ; or else nothing to update
480 (setq square square0)
481 (while (<= square square2)
482 (if (zerop (aref gomoku-board square)) ; only for free squares
483 (aset gomoku-score-table square
484 (+ (aref gomoku-score-table square) delta)))
485 (setq square (+ square depl)))))
486 ;; Then shift the qtuple one square along DEPL, this only requires
487 ;; modifying SQUARE0 and SQUARE2.
488 (setq square2 (+ square2 depl)
489 count (+ count (- (aref gomoku-board square0))
490 (aref gomoku-board square2))
491 square0 (+ square0 depl)))))))
492
493 ;;;
494 ;;; GAME CONTROL.
495 ;;;
496
497 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
498 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
499 ;; (anti-updating the score table) and to compute the table from scratch in
500 ;; case of an interruption.
501
502 (defvar gomoku-game-in-progress nil
503 "Non-nil if a game is in progress.")
504
505 (defvar gomoku-game-history nil
506 "A record of all moves that have been played during current game.")
507
508 (defvar gomoku-number-of-moves nil
509 "Number of moves already played in current game.")
510
511 (defvar gomoku-number-of-human-moves nil
512 "Number of moves already played by human in current game.")
513
514 (defvar gomoku-emacs-played-first nil
515 "Non-nil if Emacs played first.")
516
517 (defvar gomoku-human-took-back nil
518 "Non-nil if Human took back a move during the game.")
519
520 (defvar gomoku-human-refused-draw nil
521 "Non-nil if Human refused Emacs offer of a draw.")
522
523 (defvar gomoku-emacs-is-computing nil
524 ;; This is used to detect interruptions. Hopefully, it should not be needed.
525 "Non-nil if Emacs is in the middle of a computation.")
526
527
528 (defun gomoku-start-game (n m)
529 "Initialize a new game on an N by M board."
530 (setq gomoku-emacs-is-computing t) ; Raise flag
531 (setq gomoku-game-in-progress t)
532 (setq gomoku-board-width n
533 gomoku-board-height m
534 gomoku-vector-length (1+ (* (+ m 2) (1+ n)))
535 gomoku-draw-limit (/ (* 7 n m) 10))
536 (setq gomoku-game-history nil
537 gomoku-number-of-moves 0
538 gomoku-number-of-human-moves 0
539 gomoku-emacs-played-first nil
540 gomoku-human-took-back nil
541 gomoku-human-refused-draw nil)
542 (gomoku-init-display n m) ; Display first: the rest takes time
543 (gomoku-init-score-table) ; INIT-BOARD requires that the score
544 (gomoku-init-board) ; table be already created.
545 (setq gomoku-emacs-is-computing nil))
546
547 (defun gomoku-play-move (square val &optional dont-update-score)
548 "Go to SQUARE, play VAL and update everything."
549 (setq gomoku-emacs-is-computing t) ; Raise flag
550 (cond ((= 1 val) ; a Human move
551 (setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves)))
552 ((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ?
553 (setq gomoku-emacs-played-first t)))
554 (setq gomoku-game-history
555 (cons (cons square (aref gomoku-score-table square))
556 gomoku-game-history)
557 gomoku-number-of-moves (1+ gomoku-number-of-moves))
558 (gomoku-plot-square square val)
559 (aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE !
560 (if dont-update-score nil
561 (gomoku-update-score-table square val) ; previous val was 0: dval = val
562 (aset gomoku-score-table square -1))
563 (setq gomoku-emacs-is-computing nil))
564
565 (defun gomoku-take-back ()
566 "Take back last move and update everything."
567 (setq gomoku-emacs-is-computing t)
568 (let* ((last-move (car gomoku-game-history))
569 (square (car last-move))
570 (oldval (aref gomoku-board square)))
571 (if (= 1 oldval)
572 (setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves)))
573 (setq gomoku-game-history (cdr gomoku-game-history)
574 gomoku-number-of-moves (1- gomoku-number-of-moves))
575 (gomoku-plot-square square 0)
576 (aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE !
577 (gomoku-update-score-table square (- oldval))
578 (aset gomoku-score-table square (cdr last-move)))
579 (setq gomoku-emacs-is-computing nil))
580
581 ;;;
582 ;;; SESSION CONTROL.
583 ;;;
584
585 (defvar gomoku-number-of-emacs-wins 0
586 "Number of games Emacs won in this session.")
587
588 (defvar gomoku-number-of-human-wins 0
589 "Number of games you won in this session.")
590
591 (defvar gomoku-number-of-draws 0
592 "Number of games already drawn in this session.")
593
594
595 (defun gomoku-terminate-game (result)
596 "Terminate the current game with RESULT."
597 (let (message)
598 (cond
599 ((eq result 'emacs-won)
600 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
601 (setq message
602 (cond ((< gomoku-number-of-moves 20)
603 "This was a REALLY QUICK win.")
604 (gomoku-human-refused-draw
605 "I won... Too bad you refused my offer of a draw !")
606 (gomoku-human-took-back
607 "I won... Taking moves back will not help you !")
608 ((not gomoku-emacs-played-first)
609 "I won... Playing first did not help you much !")
610 ((and (zerop gomoku-number-of-human-wins)
611 (zerop gomoku-number-of-draws)
612 (> gomoku-number-of-emacs-wins 1))
613 "I'm becoming tired of winning...")
614 (t
615 "I won."))))
616 ((eq result 'human-won)
617 (setq gomoku-number-of-human-wins (1+ gomoku-number-of-human-wins))
618 (setq message
619 (cond
620 (gomoku-human-took-back
621 "OK, you won this one. I, for one, never take my moves back...")
622 (gomoku-emacs-played-first
623 "OK, you won this one... so what ?")
624 (t
625 "OK, you won this one. Now, let me play first just once."))))
626 ((eq result 'human-resigned)
627 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
628 (setq message "So you resign. That's just one more win for me."))
629 ((eq result 'nobody-won)
630 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
631 (setq message
632 (cond
633 (gomoku-human-took-back
634 "This is a draw. I, for one, never take my moves back...")
635 (gomoku-emacs-played-first
636 "This is a draw. Just chance, I guess.")
637 (t
638 "This is a draw. Now, let me play first just once."))))
639 ((eq result 'draw-agreed)
640 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
641 (setq message
642 (cond
643 (gomoku-human-took-back
644 "Draw agreed. I, for one, never take my moves back...")
645 (gomoku-emacs-played-first
646 "Draw agreed. You were lucky.")
647 (t
648 "Draw agreed. Now, let me play first just once."))))
649 ((eq result 'crash-game)
650 (setq message
651 "Sorry, I have been interrupted and cannot resume that game...")))
652
653 (gomoku-display-statistics)
654 (if message (message message))
655 (ding)
656 (setq gomoku-game-in-progress nil)))
657
658 (defun gomoku-crash-game ()
659 "What to do when Emacs detects it has been interrupted."
660 (setq gomoku-emacs-is-computing nil)
661 (gomoku-terminate-game 'crash-game)
662 (sit-for 4) ; Let's see the message
663 (gomoku-prompt-for-other-game))
664
665 ;;;
666 ;;; INTERACTIVE COMMANDS.
667 ;;;
668
669 ;;;###autoload
670 (defun gomoku (&optional n m)
671 "Start a Gomoku game between you and Emacs.
672 If a game is in progress, this command allow you to resume it.
673 If optional arguments N and M are given, an N by M board is used.
674
675 You and Emacs play in turn by marking a free square. You mark it with X
676 and Emacs marks it with O. The winner is the first to get five contiguous
677 marks horizontally, vertically or in diagonal.
678 You play by moving the cursor over the square you choose and hitting
679 \\<gomoku-mode-map>\\[gomoku-human-plays].
680 Use \\[describe-mode] for more info."
681 (interactive)
682 (gomoku-switch-to-window)
683 (cond
684 (gomoku-emacs-is-computing
685 (gomoku-crash-game))
686 ((not gomoku-game-in-progress)
687 (let ((max-width (gomoku-max-width))
688 (max-height (gomoku-max-height)))
689 (or n (setq n max-width))
690 (or m (setq m max-height))
691 (cond ((< n 1)
692 (error "I need at least 1 column"))
693 ((< m 1)
694 (error "I need at least 1 row"))
695 ((> n max-width)
696 (error "I cannot display %d columns in that window" n)))
697 (if (and (> m max-height)
698 (not (equal m gomoku-saved-board-height))
699 ;; Use EQUAL because SAVED-BOARD-HEIGHT may be nil
700 (not (y-or-n-p (format "Do you really want %d rows " m))))
701 (setq m max-height)))
702 (message "One moment, please...")
703 (gomoku-start-game n m)
704 (if (y-or-n-p "Do you allow me to play first ")
705 (gomoku-emacs-plays)
706 (gomoku-prompt-for-move)))
707 ((y-or-n-p "Shall we continue our game ")
708 (gomoku-prompt-for-move))
709 (t
710 (gomoku-human-resigns))))
711
712 (defun gomoku-emacs-plays ()
713 "Compute Emacs next move and play it."
714 (interactive)
715 (gomoku-switch-to-window)
716 (cond
717 (gomoku-emacs-is-computing
718 (gomoku-crash-game))
719 ((not gomoku-game-in-progress)
720 (gomoku-prompt-for-other-game))
721 (t
722 (message "Let me think...")
723 (let (square score)
724 (setq square (gomoku-strongest-square))
725 (cond ((null square)
726 (gomoku-terminate-game 'nobody-won))
727 (t
728 (setq score (aref gomoku-score-table square))
729 (gomoku-play-move square 6)
730 (cond ((>= score gomoku-winning-threshold)
731 (gomoku-find-filled-qtuple square 6)
732 (gomoku-cross-winning-qtuple)
733 (gomoku-terminate-game 'emacs-won))
734 ((zerop score)
735 (gomoku-terminate-game 'nobody-won))
736 ((and (> gomoku-number-of-moves gomoku-draw-limit)
737 (not gomoku-human-refused-draw)
738 (gomoku-offer-a-draw))
739 (gomoku-terminate-game 'draw-agreed))
740 (t
741 (gomoku-prompt-for-move)))))))))
742
743 (defun gomoku-click (click)
744 "Play at the square where you click."
745 (interactive "e")
746 (mouse-set-point click)
747 (gomoku-human-plays))
748
749 (defun gomoku-human-plays ()
750 "Signal to the Gomoku program that you have played.
751 You must have put the cursor on the square where you want to play.
752 If the game is finished, this command requests for another game."
753 (interactive)
754 (gomoku-switch-to-window)
755 (cond
756 (gomoku-emacs-is-computing
757 (gomoku-crash-game))
758 ((not gomoku-game-in-progress)
759 (gomoku-prompt-for-other-game))
760 (t
761 (let (square score)
762 (setq square (gomoku-point-square))
763 (cond ((null square)
764 (error "Your point is not on a square. Retry !"))
765 ((not (zerop (aref gomoku-board square)))
766 (error "Your point is not on a free square. Retry !"))
767 (t
768 (setq score (aref gomoku-score-table square))
769 (gomoku-play-move square 1)
770 (cond ((and (>= score gomoku-loosing-threshold)
771 ;; Just testing SCORE > THRESHOLD is not enough for
772 ;; detecting wins, it just gives an indication that
773 ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE.
774 (gomoku-find-filled-qtuple square 1))
775 (gomoku-cross-winning-qtuple)
776 (gomoku-terminate-game 'human-won))
777 (t
778 (gomoku-emacs-plays)))))))))
779
780 (defun gomoku-human-takes-back ()
781 "Signal to the Gomoku program that you wish to take back your last move."
782 (interactive)
783 (gomoku-switch-to-window)
784 (cond
785 (gomoku-emacs-is-computing
786 (gomoku-crash-game))
787 ((not gomoku-game-in-progress)
788 (message "Too late for taking back...")
789 (sit-for 4)
790 (gomoku-prompt-for-other-game))
791 ((zerop gomoku-number-of-human-moves)
792 (message "You have not played yet... Your move ?"))
793 (t
794 (message "One moment, please...")
795 ;; It is possible for the user to let Emacs play several consecutive
796 ;; moves, so that the best way to know when to stop taking back moves is
797 ;; to count the number of human moves:
798 (setq gomoku-human-took-back t)
799 (let ((number gomoku-number-of-human-moves))
800 (while (= number gomoku-number-of-human-moves)
801 (gomoku-take-back)))
802 (gomoku-prompt-for-move))))
803
804 (defun gomoku-human-resigns ()
805 "Signal to the Gomoku program that you may want to resign."
806 (interactive)
807 (gomoku-switch-to-window)
808 (cond
809 (gomoku-emacs-is-computing
810 (gomoku-crash-game))
811 ((not gomoku-game-in-progress)
812 (message "There is no game in progress"))
813 ((y-or-n-p "You mean, you resign ")
814 (gomoku-terminate-game 'human-resigned))
815 ((y-or-n-p "You mean, we continue ")
816 (gomoku-prompt-for-move))
817 (t
818 (gomoku-terminate-game 'human-resigned)))) ; OK. Accept it
819
820 ;;;
821 ;;; PROMPTING THE HUMAN PLAYER.
822 ;;;
823
824 (defun gomoku-prompt-for-move ()
825 "Display a message asking for Human's move."
826 (message (if (zerop gomoku-number-of-human-moves)
827 "Your move ? (move to a free square and hit X, RET ...)"
828 "Your move ?"))
829 ;; This may seem silly, but if one omits the following line (or a similar
830 ;; one), the cursor may very well go to some place where POINT is not.
831 (save-excursion (set-buffer (other-buffer))))
832
833 (defun gomoku-prompt-for-other-game ()
834 "Ask for another game, and start it."
835 (if (y-or-n-p "Another game ")
836 (gomoku gomoku-board-width gomoku-board-height)
837 (message "Chicken !")))
838
839 (defun gomoku-offer-a-draw ()
840 "Offer a draw and return T if Human accepted it."
841 (or (y-or-n-p "I offer you a draw. Do you accept it ")
842 (prog1 (setq gomoku-human-refused-draw t)
843 nil)))
844
845 ;;;
846 ;;; DISPLAYING THE BOARD.
847 ;;;
848
849 ;; You may change these values if you have a small screen or if the squares
850 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
851
852 (defconst gomoku-square-width 4
853 "*Horizontal spacing between squares on the Gomoku board.")
854
855 (defconst gomoku-square-height 2
856 "*Vertical spacing between squares on the Gomoku board.")
857
858 (defconst gomoku-x-offset 3
859 "*Number of columns between the Gomoku board and the side of the window.")
860
861 (defconst gomoku-y-offset 1
862 "*Number of lines between the Gomoku board and the top of the window.")
863
864
865 (defun gomoku-max-width ()
866 "Largest possible board width for the current window."
867 (1+ (/ (- (window-width (selected-window))
868 gomoku-x-offset gomoku-x-offset 1)
869 gomoku-square-width)))
870
871 (defun gomoku-max-height ()
872 "Largest possible board height for the current window."
873 (1+ (/ (- (window-height (selected-window))
874 gomoku-y-offset gomoku-y-offset 2)
875 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
876 gomoku-square-height)))
877
878 (defun gomoku-point-x ()
879 "Return the board column where point is, or nil if it is not a board column."
880 (let ((col (- (current-column) gomoku-x-offset)))
881 (if (and (>= col 0)
882 (zerop (% col gomoku-square-width))
883 (<= (setq col (1+ (/ col gomoku-square-width)))
884 gomoku-board-width))
885 col)))
886
887 (defun gomoku-point-y ()
888 "Return the board row where point is, or nil if it is not a board row."
889 (let ((row (- (count-lines 1 (point)) gomoku-y-offset 1)))
890 (if (and (>= row 0)
891 (zerop (% row gomoku-square-height))
892 (<= (setq row (1+ (/ row gomoku-square-height)))
893 gomoku-board-height))
894 row)))
895
896 (defun gomoku-point-square ()
897 "Return the index of the square point is on, or nil if not on the board."
898 (let (x y)
899 (and (setq x (gomoku-point-x))
900 (setq y (gomoku-point-y))
901 (gomoku-xy-to-index x y))))
902
903 (defun gomoku-goto-square (index)
904 "Move point to square number INDEX."
905 (gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index)))
906
907 (defun gomoku-goto-xy (x y)
908 "Move point to square at X, Y coords."
909 (goto-line (+ 1 gomoku-y-offset (* gomoku-square-height (1- y))))
910 (move-to-column (+ gomoku-x-offset (* gomoku-square-width (1- x)))))
911
912 (defun gomoku-plot-square (square value)
913 "Draw 'X', 'O' or '.' on SQUARE (depending on VALUE), leave point there."
914 (gomoku-goto-square square)
915 (gomoku-put-char (cond ((= value 1) ?X)
916 ((= value 6) ?O)
917 (t ?.)))
918 (sit-for 0)) ; Display NOW
919
920 (defun gomoku-put-char (char)
921 "Draw CHAR on the Gomoku screen."
922 (let ((inhibit-read-only t))
923 (insert char)
924 (delete-char 1)
925 (backward-char 1)))
926
927 (defun gomoku-init-display (n m)
928 "Display an N by M Gomoku board."
929 (buffer-disable-undo (current-buffer))
930 (let ((inhibit-read-only t))
931 (erase-buffer)
932 (let (string1 string2 string3 string4)
933 ;; We do not use gomoku-plot-square which would be too slow for
934 ;; initializing the display. Rather we build STRING1 for lines where
935 ;; board squares are to be found, and STRING2 for empty lines. STRING1 is
936 ;; like STRING2 except for dots every DX squares. Empty lines are filled
937 ;; with spaces so that cursor moving up and down remains on the same
938 ;; column.
939 (setq string1 (concat (make-string (1- gomoku-square-width) ? ) ".")
940 string1 (apply 'concat
941 (make-list (1- n) string1))
942 string1 (concat (make-string gomoku-x-offset ? ) "." string1 "\n")
943 string2 (make-string (+ 1 gomoku-x-offset
944 (* (1- n) gomoku-square-width))
945 ? )
946 string2 (concat string2 "\n")
947 string3 (apply 'concat
948 (make-list (1- gomoku-square-height) string2))
949 string3 (concat string3 string1)
950 string3 (apply 'concat
951 (make-list (1- m) string3))
952 string4 (apply 'concat
953 (make-list gomoku-y-offset string2)))
954 (insert string4 string1 string3))
955 (gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
956 (sit-for 0))) ; Display NOW
957
958 (defun gomoku-display-statistics ()
959 "Obnoxiously display some statistics about previous games in mode line."
960 ;; We store this string in the mode-line-process local variable.
961 ;; This is certainly not the cleanest way out ...
962 (setq mode-line-process
963 (cond
964 ((not (zerop gomoku-number-of-draws))
965 (format ": Won %d, lost %d, drew %d"
966 gomoku-number-of-human-wins
967 gomoku-number-of-emacs-wins
968 gomoku-number-of-draws))
969 (t
970 (format ": Won %d, lost %d"
971 gomoku-number-of-human-wins
972 gomoku-number-of-emacs-wins))))
973 (force-mode-line-update))
974
975 (defun gomoku-switch-to-window ()
976 "Find or create the Gomoku buffer, and display it."
977 (interactive)
978 (let ((buff (get-buffer "*Gomoku*")))
979 (if buff ; Buffer exists:
980 (switch-to-buffer buff) ; no problem.
981 (if gomoku-game-in-progress
982 (gomoku-crash-game)) ; buffer has been killed or something
983 (switch-to-buffer "*Gomoku*") ; Anyway, start anew.
984 (gomoku-mode))))
985
986 ;;;
987 ;;; CROSSING WINNING QTUPLES.
988 ;;;
989
990 ;; When someone succeeds in filling a qtuple, we draw a line over the five
991 ;; corresponding squares. One problem is that the program does not know which
992 ;; squares ! It only knows the square where the last move has been played and
993 ;; who won. The solution is to scan the board along all four directions.
994
995 (defvar gomoku-winning-qtuple-beg nil
996 "First square of the winning qtuple.")
997
998 (defvar gomoku-winning-qtuple-end nil
999 "Last square of the winning qtuple.")
1000
1001 (defvar gomoku-winning-qtuple-dx nil
1002 "Direction of the winning qtuple (along the X axis).")
1003
1004 (defvar gomoku-winning-qtuple-dy nil
1005 "Direction of the winning qtuple (along the Y axis).")
1006
1007
1008 (defun gomoku-find-filled-qtuple (square value)
1009 "Return T if SQUARE belongs to a qtuple filled with VALUEs."
1010 (or (gomoku-check-filled-qtuple square value 1 0)
1011 (gomoku-check-filled-qtuple square value 0 1)
1012 (gomoku-check-filled-qtuple square value 1 1)
1013 (gomoku-check-filled-qtuple square value -1 1)))
1014
1015 (defun gomoku-check-filled-qtuple (square value dx dy)
1016 "Return T if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
1017 ;; And record it in the WINNING-QTUPLE-... variables.
1018 (let ((a 0) (b 0)
1019 (left square) (right square)
1020 (depl (gomoku-xy-to-index dx dy))
1021 a+4)
1022 (while (and (> a -4) ; stretch tuple left
1023 (= value (aref gomoku-board (setq left (- left depl)))))
1024 (setq a (1- a)))
1025 (setq a+4 (+ a 4))
1026 (while (and (< b a+4) ; stretch tuple right
1027 (= value (aref gomoku-board (setq right (+ right depl)))))
1028 (setq b (1+ b)))
1029 (cond ((= b a+4) ; tuple length = 5 ?
1030 (setq gomoku-winning-qtuple-beg (+ square (* a depl))
1031 gomoku-winning-qtuple-end (+ square (* b depl))
1032 gomoku-winning-qtuple-dx dx
1033 gomoku-winning-qtuple-dy dy)
1034 t))))
1035
1036 (defun gomoku-cross-winning-qtuple ()
1037 "Cross winning qtuple, as found by `gomoku-find-filled-qtuple'."
1038 (gomoku-cross-qtuple gomoku-winning-qtuple-beg
1039 gomoku-winning-qtuple-end
1040 gomoku-winning-qtuple-dx
1041 gomoku-winning-qtuple-dy))
1042
1043 (defun gomoku-cross-qtuple (square1 square2 dx dy)
1044 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1045 (save-excursion ; Not moving point from last square
1046 (let ((depl (gomoku-xy-to-index dx dy)))
1047 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1048 (while (not (= square1 square2))
1049 (gomoku-goto-square square1)
1050 (setq square1 (+ square1 depl))
1051 (cond
1052 ((and (= dx 1) (= dy 0)) ; Horizontal
1053 (let ((n 1))
1054 (while (< n gomoku-square-width)
1055 (setq n (1+ n))
1056 (forward-char 1)
1057 (gomoku-put-char ?-))))
1058 ((and (= dx 0) (= dy 1)) ; Vertical
1059 (let ((n 1))
1060 (while (< n gomoku-square-height)
1061 (setq n (1+ n))
1062 (next-line 1)
1063 (gomoku-put-char ?|))))
1064 ((and (= dx -1) (= dy 1)) ; 1st Diagonal
1065 (backward-char (/ gomoku-square-width 2))
1066 (next-line (/ gomoku-square-height 2))
1067 (gomoku-put-char ?/))
1068 ((and (= dx 1) (= dy 1)) ; 2nd Diagonal
1069 (forward-char (/ gomoku-square-width 2))
1070 (next-line (/ gomoku-square-height 2))
1071 (gomoku-put-char ?\\))))))
1072 (sit-for 0)) ; Display NOW
1073
1074 ;;;
1075 ;;; CURSOR MOTION.
1076 ;;;
1077 (defun gomoku-move-left ()
1078 "Move point backward one column on the Gomoku board."
1079 (interactive)
1080 (let ((x (gomoku-point-x)))
1081 (backward-char (cond ((null x) 1)
1082 ((> x 1) gomoku-square-width)
1083 (t 0)))))
1084
1085 (defun gomoku-move-right ()
1086 "Move point forward one column on the Gomoku board."
1087 (interactive)
1088 (let ((x (gomoku-point-x)))
1089 (forward-char (cond ((null x) 1)
1090 ((< x gomoku-board-width) gomoku-square-width)
1091 (t 0)))))
1092
1093 (defun gomoku-move-down ()
1094 "Move point down one row on the Gomoku board."
1095 (interactive)
1096 (let ((y (gomoku-point-y)))
1097 (next-line (cond ((null y) 1)
1098 ((< y gomoku-board-height) gomoku-square-height)
1099 (t 0)))))
1100
1101 (defun gomoku-move-up ()
1102 "Move point up one row on the Gomoku board."
1103 (interactive)
1104 (let ((y (gomoku-point-y)))
1105 (previous-line (cond ((null y) 1)
1106 ((> y 1) gomoku-square-height)
1107 (t 0)))))
1108
1109 (defun gomoku-move-ne ()
1110 "Move point North East on the Gomoku board."
1111 (interactive)
1112 (gomoku-move-up)
1113 (gomoku-move-right))
1114
1115 (defun gomoku-move-se ()
1116 "Move point South East on the Gomoku board."
1117 (interactive)
1118 (gomoku-move-down)
1119 (gomoku-move-right))
1120
1121 (defun gomoku-move-nw ()
1122 "Move point North West on the Gomoku board."
1123 (interactive)
1124 (gomoku-move-up)
1125 (gomoku-move-left))
1126
1127 (defun gomoku-move-sw ()
1128 "Move point South West on the Gomoku board."
1129 (interactive)
1130 (gomoku-move-down)
1131 (gomoku-move-left))
1132
1133 (provide 'gomoku)
1134
1135 ;;; gomoku.el ends here