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tictactoe.py
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tictactoe.py
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"""
Tic Tac Toe Player
"""
import math
import copy
import random
X = "X"
O = "O"
EMPTY = None
def initial_state():
"""
Returns starting state of the board.
"""
return [[EMPTY, EMPTY, EMPTY], [EMPTY, EMPTY, EMPTY], [EMPTY, EMPTY, EMPTY]]
def player(board):
"""
Returns player who has the next turn on a board.
"""
# If terminal board, then just return
if terminal(board):
return
# Give X the first move
if board == initial_state():
return X
# Initialize variables to keep track of turns
x_num = 0
o_num = 0
# Count the number of Xs and Os
for row in board:
for cell in row:
if cell == X:
x_num += 1
elif cell == O:
o_num += 1
# Since X goes first, they will always be +1 moves greater than O
if x_num > o_num:
return O
elif x_num <= o_num:
return X
def actions(board):
"""
Returns set of all possible actions (i, j) available on the board.
"""
# If terminal board, then just return
if terminal(board):
return
# Initialize an empty set of available actions
actions = set()
# Add coordinates to actions if empty
for i in range(3):
for j in range(3):
if board[i][j] == EMPTY:
actions.add((i, j))
return actions
def result(board, action):
"""
Returns the board that results from making move (i, j) on the board.
"""
# Raise a ValueError if board is terminal
if terminal(board):
raise ValueError("Invalid action. No more plays can be made.")
# Create a deepcopy (result) of the board to modify, determine the current player and action
result = copy.deepcopy(board)
current_player = player(board)
i, j = action
# If cell is empty where action is made, assign the cell to the current player and return result
if board[i][j] == EMPTY:
result[i][j] = current_player
return result
else:
raise ValueError("That action is not allowed.")
def winner(board):
"""
Returns the winner of the game, if there is one.
"""
# Initialize a set of cumulative actions for each player
x_cumulative_actions = set()
o_cumulative_actions = set()
# Add all actions made by previous player to cumulative actions
for i in range(3):
for j in range(3):
if board[i][j] == X:
x_cumulative_actions.add((i, j))
elif board[i][j] == O:
o_cumulative_actions.add((i, j))
# Return if cumulative actions are less than 3 (not possible to win under 3 moves)
if len(x_cumulative_actions) < 3 and len(o_cumulative_actions) < 3:
return
# Define possible winning states
winning_states = {
frozenset([(0, 0), (0, 1), (0, 2)]),
frozenset([(1, 0), (1, 1), (1, 2)]),
frozenset([(2, 0), (2, 1), (2, 2)]),
frozenset([(0, 0), (1, 0), (2, 0)]),
frozenset([(0, 1), (1, 1), (2, 1)]),
frozenset([(0, 2), (1, 2), (2, 2)]),
frozenset([(0, 0), (1, 1), (2, 2)]),
frozenset([(2, 0), (1, 1), (0, 2)]),
}
# If cumulative action is superset of any winning state, return winner, else return
if any(x_cumulative_actions.issuperset(state) for state in winning_states):
return X
elif any(o_cumulative_actions.issuperset(state) for state in winning_states):
return O
else:
return
def terminal(board):
"""
Returns True if game is over, False otherwise.
"""
# See if the board has a winner
if winner(board) is not None:
return True
# Check if the board is filled
if not any(EMPTY in row for row in board):
return True
return False
def utility(board):
"""
Returns 1 if X has won the game, -1 if O has won, 0 otherwise.
"""
if winner(board) == X:
return 1
elif winner(board) == O:
return -1
else:
return 0
def minimax(board):
"""
Returns the optimal action for the current player on the board.
"""
# If terminal board, then just return
if terminal(board):
return
# Determine the current player and create a dict to map actions to values
current_player = player(board)
action_value_dict = dict()
# Populate the dict with actions corresponding to their resultant value
for action in actions(board):
if current_player == X: # Maximizing player
key = min_value(result(board, action), -math.inf, math.inf)
if key not in action_value_dict:
action_value_dict[key] = {action}
else:
action_value_dict[key].add(action)
elif current_player == O: # Minimizing player
key = max_value(result(board, action), -math.inf, math.inf)
if key not in action_value_dict:
action_value_dict[key] = {action}
else:
action_value_dict[key].add(action)
# Maximizing player chooses highest value and vice versa
if current_player == X:
return random.sample(action_value_dict[max(action_value_dict)], 1)[0]
elif current_player == O:
return random.sample(action_value_dict[min(action_value_dict)], 1)[0]
def max_value(board, alpha, beta):
"""
Returns the highest utility value from optimal recursive plays.
"""
# Value to compare against
value = -math.inf
# Base case
if terminal(board):
return utility(board)
# Determine the max value out of all the actions
for action in actions(board):
value = max(value, min_value(result(board, action), alpha, beta))
if value >= beta:
break
alpha = max(alpha, value)
return value
def min_value(board, alpha, beta):
"""
Returns the lowest utility value optimal recursive plays.
"""
# Value to compare against
value = math.inf
# Base case
if terminal(board):
return utility(board)
# Determine the min value out of all the actions
for action in actions(board):
value = min(value, max_value(result(board, action), alpha, beta))
if value <= alpha:
break
beta = min(beta, value)
return value