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<html> | |
<head> | |
<meta charset="UTF-8"> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | |
<title>Go Game</title> | |
<style> | |
* { | |
margin: 0; | |
padding: 0; | |
box-sizing: border-box; | |
} | |
body { | |
font-family: 'Segoe UI', system-ui, sans-serif; | |
background: linear-gradient(135deg, #f5f7fa 0%, #c3cfe2 100%); | |
min-height: 100vh; | |
display: flex; | |
justify-content: center; | |
align-items: center; | |
padding: 20px; | |
} | |
.game-container { | |
max-width: 800px; | |
background: rgba(255, 255, 255, 0.95); | |
border-radius: 20px; | |
box-shadow: 0 10px 30px rgba(0, 0, 0, 0.1); | |
padding: 30px; | |
} | |
.board { | |
display: grid; | |
grid-template-columns: repeat(19, 30px); | |
grid-template-rows: repeat(19, 30px); | |
gap: 1px; | |
background: #dcb35c; | |
border: 2px solid #2c3e50; | |
border-radius: 4px; | |
margin: 20px auto; | |
padding: 10px; | |
box-shadow: 0 5px 15px rgba(0, 0, 0, 0.15); | |
} | |
.intersection { | |
width: 30px; | |
height: 30px; | |
position: relative; | |
cursor: pointer; | |
transition: background 0.2s; | |
} | |
.intersection:hover::before { | |
content: ''; | |
position: absolute; | |
width: 28px; | |
height: 28px; | |
border-radius: 50%; | |
background: rgba(0, 0, 0, 0.1); | |
top: 1px; | |
left: 1px; | |
z-index: 2; | |
} | |
.intersection::before { | |
content: ''; | |
position: absolute; | |
left: 0; | |
top: 50%; | |
width: 100%; | |
height: 1px; | |
background: rgba(0, 0, 0, 0.7); | |
z-index: 1; | |
} | |
.intersection::after { | |
content: ''; | |
position: absolute; | |
top: 0; | |
left: 50%; | |
height: 100%; | |
width: 1px; | |
background: rgba(0, 0, 0, 0.7); | |
z-index: 1; | |
} | |
.star-point::after { | |
content: ''; | |
position: absolute; | |
width: 8px; | |
height: 8px; | |
background: #2c3e50; | |
border-radius: 50%; | |
top: 50%; | |
left: 50%; | |
transform: translate(-50%, -50%); | |
z-index: 2; | |
} | |
.stone { | |
width: 28px; | |
height: 28px; | |
border-radius: 50%; | |
position: absolute; | |
top: 1px; | |
left: 1px; | |
z-index: 3; | |
transition: all 0.3s cubic-bezier(0.4, 0, 0.2, 1); | |
animation: placeStone 0.3s ease-out; | |
} | |
@keyframes placeStone { | |
from { | |
transform: scale(1.2); | |
opacity: 0; | |
} | |
to { | |
transform: scale(1); | |
opacity: 1; | |
} | |
} | |
.black { | |
background: radial-gradient(circle at 35% 35%, #4a4a4a 0%, #000000 100%); | |
box-shadow: 2px 2px 4px rgba(0, 0, 0, 0.3); | |
} | |
.white { | |
background: radial-gradient(circle at 35% 35%, #ffffff 0%, #e0e0e0 100%); | |
box-shadow: 2px 2px 4px rgba(0, 0, 0, 0.1); | |
} | |
.controls { | |
display: flex; | |
justify-content: center; | |
gap: 15px; | |
margin: 20px 0; | |
} | |
button { | |
padding: 10px 20px; | |
font-size: 16px; | |
border: none; | |
border-radius: 8px; | |
background: #3498db; | |
color: white; | |
cursor: pointer; | |
transition: all 0.3s; | |
box-shadow: 0 2px 5px rgba(0, 0, 0, 0.1); | |
} | |
button:hover { | |
background: #2980b9; | |
transform: translateY(-2px); | |
box-shadow: 0 4px 8px rgba(0, 0, 0, 0.2); | |
} | |
select { | |
padding: 8px 16px; | |
font-size: 16px; | |
border: 1px solid #ddd; | |
border-radius: 8px; | |
background: white; | |
cursor: pointer; | |
transition: all 0.3s; | |
} | |
select:hover { | |
border-color: #3498db; | |
} | |
.game-info { | |
text-align: center; | |
margin: 20px 0; | |
padding: 15px; | |
background: #f8f9fa; | |
border-radius: 10px; | |
box-shadow: 0 2px 5px rgba(0, 0, 0, 0.05); | |
} | |
.game-info div { | |
margin: 10px 0; | |
font-size: 18px; | |
color: #2c3e50; | |
} | |
#currentPlayer { | |
font-weight: bold; | |
color: #3498db; | |
} | |
.mode-select { | |
display: flex; | |
justify-content: center; | |
gap: 15px; | |
margin-bottom: 20px; | |
} | |
@media (max-width: 768px) { | |
.game-container { | |
padding: 15px; | |
} | |
.board { | |
transform: scale(0.8); | |
transform-origin: center; | |
} | |
.controls { | |
flex-direction: column; | |
align-items: center; | |
} | |
button { | |
width: 100%; | |
max-width: 200px; | |
} | |
} | |
</style> | |
</head> | |
<body> | |
<div class="game-container"> | |
<div class="mode-select"> | |
<select id="gameMode"> | |
<option value="pvp">Player vs Player</option> | |
<option value="ai">Player vs AI</option> | |
</select> | |
<select id="difficulty"> | |
<option value="easy">Easy</option> | |
<option value="hard">Hard</option> | |
</select> | |
</div> | |
<div id="board" class="board"></div> | |
<div class="game-info"> | |
<div>Current Player: <span id="currentPlayer">Black</span></div> | |
<div>Black Captures: <span id="blackCaptures">0</span></div> | |
<div>White Captures: <span id="whiteCaptures">0</span></div> | |
</div> | |
<div class="controls"> | |
<button id="passBtn">Pass</button> | |
<button id="resetBtn">Reset</button> | |
</div> | |
</div> | |
<script> | |
class GoGame { | |
constructor() { | |
this.size = 19; | |
this.board = Array(this.size).fill().map(() => Array(this.size).fill(null)); | |
this.currentPlayer = 'black'; | |
this.captures = { black: 0, white: 0 }; | |
this.lastMove = null; | |
this.gameMode = 'pvp'; | |
this.difficulty = 'easy'; | |
this.initialize(); | |
} | |
initialize() { | |
const boardElement = document.getElementById('board'); | |
boardElement.innerHTML = ''; | |
for(let i = 0; i < this.size; i++) { | |
for(let j = 0; j < this.size; j++) { | |
const intersection = document.createElement('div'); | |
intersection.className = 'intersection'; | |
intersection.dataset.row = i; | |
intersection.dataset.col = j; | |
if(this.isStarPoint(i, j)) { | |
intersection.classList.add('star-point'); | |
} | |
intersection.addEventListener('click', (e) => this.handleMove(e)); | |
boardElement.appendChild(intersection); | |
} | |
} | |
document.getElementById('passBtn').addEventListener('click', () => this.pass()); | |
document.getElementById('resetBtn').addEventListener('click', () => this.reset()); | |
document.getElementById('gameMode').addEventListener('change', (e) => { | |
this.gameMode = e.target.value; | |
this.reset(); | |
}); | |
document.getElementById('difficulty').addEventListener('change', (e) => { | |
this.difficulty = e.target.value; | |
}); | |
this.updateDisplay(); | |
} | |
isStarPoint(row, col) { | |
const starPoints = [ | |
[3,3], [3,9], [3,15], | |
[9,3], [9,9], [9,15], | |
[15,3], [15,9], [15,15] | |
]; | |
return starPoints.some(point => point[0] === row && point[1] === col); | |
} | |
handleMove(e) { | |
const row = parseInt(e.target.dataset.row); | |
const col = parseInt(e.target.dataset.col); | |
if(this.isValidMove(row, col)) { | |
this.placeStone(row, col); | |
if(this.gameMode === 'ai' && this.currentPlayer === 'white') { | |
setTimeout(() => this.makeAIMove(), 500); | |
} | |
} | |
} | |
isValidMove(row, col) { | |
if(this.board[row][col] !== null) return false; | |
this.board[row][col] = this.currentPlayer; | |
const captures = this.checkCaptures(row, col); | |
const suicide = this.isSuicideMove(row, col); | |
this.board[row][col] = null; | |
return !suicide || captures.length > 0; | |
} | |
placeStone(row, col) { | |
this.board[row][col] = this.currentPlayer; | |
this.renderStone(row, col); | |
const captures = this.checkCaptures(row, col); | |
this.removeCaptures(captures); | |
this.lastMove = [row, col]; | |
this.currentPlayer = this.currentPlayer === 'black' ? 'white' : 'black'; | |
this.updateDisplay(); | |
} | |
renderStone(row, col) { | |
const intersection = document.querySelector(`[data-row="${row}"][data-col="${col}"]`); | |
const stone = document.createElement('div'); | |
stone.className = `stone ${this.currentPlayer}`; | |
intersection.appendChild(stone); | |
} | |
checkCaptures(row, col) { | |
const captures = []; | |
const opponent = this.currentPlayer === 'black' ? 'white' : 'black'; | |
const neighbors = this.getNeighbors(row, col); | |
for(const [nRow, nCol] of neighbors) { | |
if(this.board[nRow][nCol] === opponent) { | |
const group = this.getGroup(nRow, nCol); | |
if(this.isGroupCaptured(group)) { | |
captures.push(...group); | |
} | |
} | |
} | |
return captures; | |
} | |
removeCaptures(captures) { | |
for(const [row, col] of captures) { | |
this.board[row][col] = null; | |
const intersection = document.querySelector(`[data-row="${row}"][data-col="${col}"]`); | |
intersection.innerHTML = ''; | |
this.captures[this.currentPlayer]++; | |
} | |
} | |
getGroup(row, col) { | |
const color = this.board[row][col]; | |
const group = []; | |
const visited = new Set(); | |
const stack = [[row, col]]; | |
while(stack.length > 0) { | |
const [r, c] = stack.pop(); | |
const key = `${r},${c}`; | |
if(!visited.has(key)) { | |
visited.add(key); | |
group.push([r, c]); | |
const neighbors = this.getNeighbors(r, c); | |
for(const [nr, nc] of neighbors) { | |
if(this.board[nr][nc] === color) { | |
stack.push([nr, nc]); | |
} | |
} | |
} | |
} | |
return group; | |
} | |
isGroupCaptured(group) { | |
for(const [row, col] of group) { | |
const neighbors = this.getNeighbors(row, col); | |
for(const [nRow, nCol] of neighbors) { | |
if(this.board[nRow][nCol] === null) return false; | |
} | |
} | |
return true; | |
} | |
getNeighbors(row, col) { | |
const neighbors = []; | |
const directions = [[-1,0], [1,0], [0,-1], [0,1]]; | |
for(const [dRow, dCol] of directions) { | |
const newRow = row + dRow; | |
const newCol = col + dCol; | |
if(newRow >= 0 && newRow < this.size && | |
newCol >= 0 && newCol < this.size) { | |
neighbors.push([newRow, newCol]); | |
} | |
} | |
return neighbors; | |
} | |
isSuicideMove(row, col) { | |
const group = this.getGroup(row, col); | |
return this.isGroupCaptured(group); | |
} | |
pass() { | |
this.currentPlayer = this.currentPlayer === 'black' ? 'white' : 'black'; | |
this.updateDisplay(); | |
if(this.gameMode === 'ai' && this.currentPlayer === 'white') { | |
setTimeout(() => this.makeAIMove(), 500); | |
} | |
} | |
reset() { | |
this.board = Array(this.size).fill().map(() => Array(this.size).fill(null)); | |
this.currentPlayer = 'black'; | |
this.captures = { black: 0, white: 0 }; | |
this.lastMove = null; | |
this.initialize(); | |
} | |
updateDisplay() { | |
document.getElementById('currentPlayer').textContent = | |
this.currentPlayer.charAt(0).toUpperCase() + this.currentPlayer.slice(1); | |
document.getElementById('blackCaptures').textContent = this.captures.black; | |
document.getElementById('whiteCaptures').textContent = this.captures.white; | |
} | |
makeAIMove() { | |
if(this.difficulty === 'easy') { | |
this.makeRandomMove(); | |
} else { | |
this.makeStrategicMove(); | |
} | |
} | |
makeRandomMove() { | |
const validMoves = []; | |
for(let i = 0; i < this.size; i++) { | |
for(let j = 0; j < this.size; j++) { | |
if(this.isValidMove(i, j)) { | |
validMoves.push([i, j]); | |
} | |
} | |
} | |
if(validMoves.length > 0) { | |
const [row, col] = validMoves[Math.floor(Math.random() * validMoves.length)]; | |
this.placeStone(row, col); | |
} else { | |
this.pass(); | |
} | |
} | |
makeStrategicMove() { | |
const depth = this.difficulty === 'hard' ? 3 : 1; | |
let bestMove = this.findBestMove(depth); | |
if(bestMove) { | |
this.placeStone(bestMove[0], bestMove[1]); | |
} else { | |
this.pass(); | |
} | |
} | |
findBestMove(depth) { | |
let bestScore = -Infinity; | |
let bestMove = null; | |
// 전체 보드를 평가 | |
for(let i = 0; i < this.size; i++) { | |
for(let j = 0; j < this.size; j++) { | |
if(this.isValidMove(i, j)) { | |
// 임시로 돌을 놓아보고 평가 | |
this.board[i][j] = 'white'; | |
const score = this.minimax(depth - 1, false); | |
this.board[i][j] = null; | |
if(score > bestScore) { | |
bestScore = score; | |
bestMove = [i, j]; | |
} | |
} | |
} | |
} | |
return bestMove; | |
} | |
minimax(depth, isMaximizing) { | |
if(depth === 0) { | |
return this.evaluateBoard(); | |
} | |
if(isMaximizing) { | |
let maxScore = -Infinity; | |
for(let i = 0; i < this.size; i++) { | |
for(let j = 0; j < this.size; j++) { | |
if(this.isValidMove(i, j)) { | |
this.board[i][j] = 'white'; | |
const score = this.minimax(depth - 1, false); | |
this.board[i][j] = null; | |
maxScore = Math.max(maxScore, score); | |
} | |
} | |
} | |
return maxScore; | |
} else { | |
let minScore = Infinity; | |
for(let i = 0; i < this.size; i++) { | |
for(let j = 0; j < this.size; j++) { | |
if(this.isValidMove(i, j)) { | |
this.board[i][j] = 'black'; | |
const score = this.minimax(depth - 1, true); | |
this.board[i][j] = null; | |
minScore = Math.min(minScore, score); | |
} | |
} | |
} | |
return minScore; | |
} | |
} | |
evaluateBoard() { | |
return this.evaluateTerritory() + | |
this.evaluateInfluence() + | |
this.evaluateCaptureThreats() + | |
this.evaluateConnectivity(); | |
} | |
evaluateTerritory() { | |
let score = 0; | |
const visited = new Set(); | |
for(let i = 0; i < this.size; i++) { | |
for(let j = 0; j < this.size; j++) { | |
if(!visited.has(`${i},${j}`) && this.board[i][j] === null) { | |
const territory = this.floodFillTerritory(i, j, visited); | |
const owner = this.determineTerritorySide(territory); | |
if(owner === 'white') score += territory.size; | |
else if(owner === 'black') score -= territory.size; | |
} | |
} | |
} | |
return score; | |
} | |
floodFillTerritory(row, col, visited) { | |
const territory = new Set(); | |
const stack = [[row, col]]; | |
const borders = new Set(); | |
while(stack.length > 0) { | |
const [r, c] = stack.pop(); | |
const key = `${r},${c}`; | |
if(!visited.has(key)) { | |
visited.add(key); | |
if(this.board[r][c] === null) { | |
territory.add(key); | |
const neighbors = this.getNeighbors(r, c); | |
for(const [nr, nc] of neighbors) { | |
if(this.board[nr][nc] === null) { | |
stack.push([nr, nc]); | |
} else { | |
borders.add(`${nr},${nc}`); | |
} | |
} | |
} | |
} | |
} | |
territory.borders = borders; | |
return territory; | |
} | |
determineTerritorySide(territory) { | |
let blackCount = 0; | |
let whiteCount = 0; | |
for(const pos of territory.borders) { | |
const [row, col] = pos.split(',').map(Number); | |
if(this.board[row][col] === 'black') blackCount++; | |
else if(this.board[row][col] === 'white') whiteCount++; | |
} | |
if(blackCount > whiteCount) return 'black'; | |
if(whiteCount > blackCount) return 'white'; | |
return null; | |
} | |
evaluateInfluence() { | |
let score = 0; | |
for(let i = 0; i < this.size; i++) { | |
for(let j = 0; j < this.size; j++) { | |
if(this.board[i][j] === 'white') { | |
score += this.calculateInfluence(i, j, 3); | |
} else if(this.board[i][j] === 'black') { | |
score -= this.calculateInfluence(i, j, 3); | |
} | |
} | |
} | |
return score; | |
} | |
calculateInfluence(row, col, radius) { | |
let influence = 0; | |
for(let i = -radius; i <= radius; i++) { | |
for(let j = -radius; j <= radius; j++) { | |
const distance = Math.abs(i) + Math.abs(j); | |
if(distance <= radius) { | |
const newRow = row + i; | |
const newCol = col + j; | |
if(newRow >= 0 && newRow < this.size && | |
newCol >= 0 && newCol < this.size) { | |
influence += (radius - distance + 1) / radius; | |
} | |
} | |
} | |
} | |
return influence; | |
} | |
evaluateCaptureThreats() { | |
let score = 0; | |
for(let i = 0; i < this.size; i++) { | |
for(let j = 0; j < this.size; j++) { | |
if(this.board[i][j]) { | |
const group = this.getGroup(i, j); | |
const liberties = this.countLiberties(group); | |
if(this.board[i][j] === 'white') { | |
score += liberties * 2; | |
if(liberties === 1) score -= 10; | |
} else { | |
score -= liberties * 2; | |
if(liberties === 1) score += 10; | |
} | |
} | |
} | |
} | |
return score; | |
} | |
countLiberties(group) { | |
const liberties = new Set(); | |
for(const [row, col] of group) { | |
const neighbors = this.getNeighbors(row, col); | |
for(const [nRow, nCol] of neighbors) { | |
if(this.board[nRow][nCol] === null) { | |
liberties.add(`${nRow},${nCol}`); | |
} | |
} | |
} | |
return liberties.size; | |
} | |
evaluateConnectivity() { | |
let score = 0; | |
for(let i = 0; i < this.size; i++) { | |
for(let j = 0; j < this.size; j++) { | |
if(this.board[i][j] === 'white') { | |
score += this.evaluateStoneConnectivity(i, j); | |
} else if(this.board[i][j] === 'black') { | |
score -= this.evaluateStoneConnectivity(i, j); | |
} | |
} | |
} | |
return score; | |
} | |
evaluateStoneConnectivity(row, col) { | |
let connectivity = 0; | |
const neighbors = this.getNeighbors(row, col); | |
const diagonalNeighbors = this.getDiagonalNeighbors(row, col); | |
for(const [nRow, nCol] of neighbors) { | |
if(this.board[nRow][nCol] === this.board[row][col]) { | |
connectivity += 2; | |
} | |
} | |
for(const [nRow, nCol] of diagonalNeighbors) { | |
if(this.board[nRow][nCol] === this.board[row][col]) { | |
connectivity += 1; | |
} | |
} | |
return connectivity; | |
} | |
getDiagonalNeighbors(row, col) { | |
const neighbors = []; | |
const directions = [[-1,-1], [-1,1], [1,-1], [1,1]]; | |
for(const [dRow, dCol] of directions) { | |
const newRow = row + dRow; | |
const newCol = col + dCol; | |
if(newRow >= 0 && newRow < this.size && | |
newCol >= 0 && newCol < this.size) { | |
neighbors.push([newRow, newCol]); | |
} | |
} | |
return neighbors; | |
} | |
} | |
const game = new GoGame(); | |
</script> | |
</body> | |
</html> |