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-rw-r--r--lisp/play/gomoku.el8
1 files changed, 4 insertions, 4 deletions
diff --git a/lisp/play/gomoku.el b/lisp/play/gomoku.el
index c6d66bb1774..81046c7c4c9 100644
--- a/lisp/play/gomoku.el
+++ b/lisp/play/gomoku.el
@@ -278,7 +278,7 @@ Other useful commands:\n
;; its contents as a set, i.e. not considering the order of its elements. The
;; highest score is given to the "OOOO" qtuples because playing in such a
;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
-;; not playing in it is just loosing the game, and so on. Note that a
+;; not playing in it is just losing the game, and so on. Note that a
;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
;; has score zero because there is no more any point in playing in it, from
;; both an attacking and a defending point of view.
@@ -348,12 +348,12 @@ Other useful commands:\n
;; qtuple, thus to be a winning move. Similarly, the only way for a square to
;; have a score between gomoku-XXXXscore and gomoku-OOOOscore is to belong to a "XXXX"
;; qtuple. We may use these considerations to detect when a given move is
-;; winning or loosing.
+;; winning or losing.
(defconst gomoku-winning-threshold gomoku-OOOOscore
"Threshold score beyond which an Emacs move is winning.")
-(defconst gomoku-loosing-threshold gomoku-XXXXscore
+(defconst gomoku-losing-threshold gomoku-XXXXscore
"Threshold score beyond which a human move is winning.")
@@ -872,7 +872,7 @@ If the game is finished, this command requests for another game."
(t
(setq score (aref gomoku-score-table square))
(gomoku-play-move square 1)
- (cond ((and (>= score gomoku-loosing-threshold)
+ (cond ((and (>= score gomoku-losing-threshold)
;; Just testing SCORE > THRESHOLD is not enough for
;; detecting wins, it just gives an indication that
;; we confirm with GOMOKU-FIND-FILLED-QTUPLE.