tic tac orteil minimax
# Python3 program to find the next optimal move for a player
player, opponent = 'x', 'o'
# This function returns true if there are moves
# remaining on the board. It returns false if
# there are no moves left to play.
def isMovesLeft(board) :
for i in range(3) :
for j in range(3) :
if (board[i][j] == '_') :
return True
return False
# This is the evaluation function as discussed
# in the previous article ( http://goo.gl/sJgv68 )
def evaluate(b) :
# Checking for Rows for X or O victory.
for row in range(3) :
if (b[row][0] == b[row][1] and b[row][1] == b[row][2]) :
if (b[row][0] == player) :
return 10
elif (b[row][0] == opponent) :
return -10
# Checking for Columns for X or O victory.
for col in range(3) :
if (b[0][col] == b[1][col] and b[1][col] == b[2][col]) :
if (b[0][col] == player) :
return 10
elif (b[0][col] == opponent) :
return -10
# Checking for Diagonals for X or O victory.
if (b[0][0] == b[1][1] and b[1][1] == b[2][2]) :
if (b[0][0] == player) :
return 10
elif (b[0][0] == opponent) :
return -10
if (b[0][2] == b[1][1] and b[1][1] == b[2][0]) :
if (b[0][2] == player) :
return 10
elif (b[0][2] == opponent) :
return -10
# Else if none of them have won then return 0
return 0
# This is the minimax function. It considers all
# the possible ways the game can go and returns
# the value of the board
def minimax(board, depth, isMax) :
score = evaluate(board)
# If Maximizer has won the game return his/her
# evaluated score
if (score == 10) :
return score
# If Minimizer has won the game return his/her
# evaluated score
if (score == -10) :
return score
# If there are no more moves and no winner then
# it is a tie
if (isMovesLeft(board) == False) :
return 0
# If this maximizer's move
if (isMax) :
best = -1000
# Traverse all cells
for i in range(3) :
for j in range(3) :
# Check if cell is empty
if (board[i][j]=='_') :
# Make the move
board[i][j] = player
# Call minimax recursively and choose
# the maximum value
best = max( best, minimax(board,
depth + 1,
not isMax) )
# Undo the move
board[i][j] = '_'
return best
# If this minimizer's move
else :
best = 1000
# Traverse all cells
for i in range(3) :
for j in range(3) :
# Check if cell is empty
if (board[i][j] == '_') :
# Make the move
board[i][j] = opponent
# Call minimax recursively and choose
# the minimum value
best = min(best, minimax(board, depth + 1, not isMax))
# Undo the move
board[i][j] = '_'
return best
# This will return the best possible move for the player
def findBestMove(board) :
bestVal = -1000
bestMove = (-1, -1)
# Traverse all cells, evaluate minimax function for
# all empty cells. And return the cell with optimal
# value.
for i in range(3) :
for j in range(3) :
# Check if cell is empty
if (board[i][j] == '_') :
# Make the move
board[i][j] = player
# compute evaluation function for this
# move.
moveVal = minimax(board, 0, False)
# Undo the move
board[i][j] = '_'
# If the value of the current move is
# more than the best value, then update
# best/
if (moveVal > bestVal) :
bestMove = (i, j)
bestVal = moveVal
print("The value of the best Move is :", bestVal)
print()
return bestMove
# Driver code
board = [
[ 'x', 'o', 'x' ],
[ 'o', 'o', 'x' ],
[ '_', '_', '_' ]
]
bestMove = findBestMove(board)
print("The Optimal Move is :")
print("ROW:", bestMove[0], " COL:", bestMove[1])
# This code is contributed by divyesh072019
tarek zain