Merge pull request #1 from PGautam27/master

Added readme and the MiniMaxAlgo
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PritamP20 2022-10-07 19:17:12 +05:30 committed by GitHub
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## MiniMax Algorithm
It's implemented in such way that the AI minimizes it's loss and maximizes it's winning chances.
![minimax](https://user-images.githubusercontent.com/92343715/194568346-bc6c78c3-fe22-43b9-ba25-e2f429b1b5e8.png)

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import math import math
import time import time
from player import HumanPlayer, RandomComputerPlayer from player import HumanPlayer, SmartComputerPlayer
class TicTacToe(): class TicTacToe():

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@ -27,12 +27,46 @@ class HumanPlayer(Player):
except ValueError: except ValueError:
print('Invalid square. Try again.') print('Invalid square. Try again.')
return val return val
class SmartComputerPlayer(Player):
class RandomComputerPlayer(Player):
def __init__(self, letter): def __init__(self, letter):
super().__init__(letter) super().__init__(letter)
def get_move(self, game): def get_move(self, game):
square = random.choice(game.available_moves()) if len(game.available_moves()) == 9:
square = random.choice(game.available_moves())
else:
square = self.minimax(game, self.letter)['position']
return square return square
def minimax(self, state, player):
max_player = self.letter # yourself
other_player = 'O' if player == 'X' else 'X'
# first we want to check if the previous move is a winner
if state.current_winner == other_player:
return {'position': None, 'score': 1 * (state.num_empty_squares() + 1) if other_player == max_player else -1 * (
state.num_empty_squares() + 1)}
elif not state.empty_squares():
return {'position': None, 'score': 0}
if player == max_player:
best = {'position': None, 'score': -math.inf} # each score should maximize
else:
best = {'position': None, 'score': math.inf} # each score should minimize
for possible_move in state.available_moves():
state.make_move(possible_move, player)
sim_score = self.minimax(state, other_player) # simulate a game after making that move
# undo move
state.board[possible_move] = ' '
state.current_winner = None
sim_score['position'] = possible_move # this represents the move optimal next move
if player == max_player: # X is max player
if sim_score['score'] > best['score']:
best = sim_score
else:
if sim_score['score'] < best['score']:
best = sim_score
return best