Tic-Tac-Toe-AI | Multiple Difficulty levels AI to play | Game Engine library

 by   Mostafa-Samir JavaScript Version: Current License: MIT

kandi X-RAY | Tic-Tac-Toe-AI Summary

kandi X-RAY | Tic-Tac-Toe-AI Summary

Tic-Tac-Toe-AI is a JavaScript library typically used in Gaming, Game Engine, Pygame applications. Tic-Tac-Toe-AI has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Multiple Difficulty levels AI to play the simple classic game Tic-Tac-Toe
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              Tic-Tac-Toe-AI has a low active ecosystem.
              It has 98 star(s) with 47 fork(s). There are 6 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Tic-Tac-Toe-AI has no issues reported. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Tic-Tac-Toe-AI is current.

            kandi-Quality Quality

              Tic-Tac-Toe-AI has 0 bugs and 0 code smells.

            kandi-Security Security

              Tic-Tac-Toe-AI has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Tic-Tac-Toe-AI code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Tic-Tac-Toe-AI is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Tic-Tac-Toe-AI releases are not available. You will need to build from source code and install.
              Tic-Tac-Toe-AI saves you 84 person hours of effort in developing the same functionality from scratch.
              It has 215 lines of code, 0 functions and 13 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            Tic-Tac-Toe-AI Key Features

            No Key Features are available at this moment for Tic-Tac-Toe-AI.

            Tic-Tac-Toe-AI Examples and Code Snippets

            No Code Snippets are available at this moment for Tic-Tac-Toe-AI.

            Community Discussions

            QUESTION

            Cannot get minimax function to work for tic tac toe game
            Asked 2021-Apr-08 at 01:07
            const grabEmptySquares = (array) => {
              var emptyGameSquares = [];
              for (i = 0; i < 9; i++) {
                if (!array[i]) emptyGameSquares.push(i);
              }
              return emptyGameSquares;
            };
            
            function findBestMove(board) {
              var bestMove = {
                index: null,
                evaluation: null,
              };
              var availableMoves = grabEmptySquares(board);
              availableMoves.forEach((move) => {
                const simulGameboard = JSON.parse(JSON.stringify(board));
                simulGameboard[move] = "o";
                const evaluation = minimax(simulGameboard, 1, false);
                const moveDetails = {
                  index: move,
                  evaluation: evaluation,
                };
                console.log(moveDetails)
            
                if (evaluation > bestMove.evaluation || bestMove.evaluation === null) {
                  bestMove.index = move;
                  bestMove.evaluation = evaluation;
                }
              });
            
              return bestMove.index;
            }
            
            function evaluate(board, isMaximizingPlayer, depth) {
              var gameStatus = isGameOver(board);
              if (gameStatus[0] != true) return;
              if (gameStatus[1] === "win")
                return isMaximizingPlayer ? +10 - depth : -10 + depth;
              if (gameStatus[1] === "tie") return 0;
            }
            
            function minimax(board, depth, isMaximizingPlayer) {
              var gameStatus = isGameOver(board);
              if (gameStatus[0] == true) {
                const evaluation = evaluate(board, !isMaximizingPlayer, depth);
                return evaluation;
              }
            
              var simulGameboard = JSON.parse(JSON.stringify(board));
              var availableMoves = grabEmptySquares(simulGameboard);
            
              if (isMaximizingPlayer) {
                bestVal = -Infinity;
                availableMoves.forEach((move) => {
                  depth % 2 === 0
                    ? (simulGameboard[move] = "o")
                    : (simulGameboard[move] = "x");
                  value = minimax(simulGameboard, depth + 1, false);
                  bestVal = Math.max(bestVal, value);
            
                  const moveDetails = {
                    index: move,
                    evaluation: bestVal,
                    depth: depth,
                  };
                  console.log(moveDetails);
                });
                return bestVal;
              } else {
                bestVal = Infinity;
                availableMoves.forEach((move) => {
                  depth % 2 === 0
                    ? (simulGameboard[move] = "o")
                    : (simulGameboard[move] = "x");
            
                  value = minimax(simulGameboard, depth + 1, true);
                  bestVal = Math.min(bestVal, value);
            
                  const moveDetails = {
                    index: move,
                    evaluation: bestVal,
                    depth: depth,
                  };
                  console.log(moveDetails);
                });
                return bestVal;
              }
            }
            
            function isGameOver(array) {
              var gameOver = false;
              if (
                (array[0] && array[0] === array[1] && array[0] === array[2]) ||
                (array[3] && array[3] === array[4] && array[3] === array[5]) ||
                (array[6] && array[6] === array[7] && array[6] === array[8])
              ) {
                return (gameOver = [true, "win"]);
              }
              if (
                (array[0] && array[0] === array[4] && array[0] === array[8]) ||
                (array[2] && array[2] === array[4] && array[2] === array[6])
              ) {
                return (gameOver = [true, "win"]);
              }
              if (
                (array[1] && array[1] === array[4] && array[4] === array[7]) ||
                (array[0] && array[0] === array[3] && array[3] === array[6]) ||
                (array[2] && array[2] === array[5] && array[5] === array[8])
              ) {
                return (gameOver = [true, "win"]);
              }
              if ([...array].every((index) => index)) {
                return (gameOver = [true, "tie"]);
              }
              return (gameOver = [false, null]);
            }
            
            ...

            ANSWER

            Answered 2021-Apr-08 at 01:07

            This isn't the easist code to read, but AFAICT the minimax function copies the game board state once and then loops through possible moves with availableMoves.forEach. This means that when evaluating each possible move, it acts as if each previously considered move had been made. Move the copy inside the forEach and things should make somewhat more sense.

            You already have this in the findBestMove function. I'd strongly suggest unifying findBestMove and minimax (and the sides of the isMaximizingPlayer branch inside minimax). Having very similar code in multiple places makes it hard to remember where you have and haven't fixed things.

            I'd also suggest replacing the isMaximizingPlayer and depth%2 logic with a player variable that can be either "x" or "o", and multiplying goodness scores by -1 as needed. It'll be easier to keep track of.

            Source https://stackoverflow.com/questions/66977730

            QUESTION

            TicTacToeAI with Minimax Algorithm
            Asked 2020-Sep-15 at 13:23

            I have implemented Minimax Algorithm for Tic Tac Toe Game from GeeksForGeeks. I know how the Minimax Algorithm works but my code here doesn't work according to it. I have checked and checked for the things I might be doing wrong and also have debugged it. But it seems, I am not able to find it.

            Please look into the algorithm, it would be much thankful for extra set of eyes and to find the incorrect part which I can't seem to find.

            I have commented every part of the code that is helpful with Minimax Algorithm. I think it would be easy to catch up.

            Please help me out here.

            Thank you.

            ...

            ANSWER

            Answered 2020-Sep-15 at 13:23

            There a mismatch between your function checkForSpace() and its use in minimax(). If there is space left you return false and if you get a false in minimax() you stop the search as if there is a tie. You need to invert the boolean in checkForSpace() or remove the logical not in minimax().

            You should propably rename checkForSpace() and other function that return a boolean. From The Art of Readable Code (Dustin Boswell and Trevor Foucher):

            When picking a name for a boolean variable or a function that returns a boolean, be sure it’s clear what true and false really mean.

            Here’s a dangerous example:

            Source https://stackoverflow.com/questions/63335279

            QUESTION

            unbeatable Tic Tac Toe
            Asked 2020-Aug-24 at 13:11

            i'm trying to make a unbeatable tic tac toe for a side project and i can't make it right (i can actually beat it ironically). It's actually a implementation of the MiniMax algorithm; i came with this code

            ...

            ANSWER

            Answered 2020-Aug-24 at 13:11

            There are multiple bugs in your code:

            • You are checking the value of grid[0][0] in grid[0][2] == grid[1][1] && grid[0][2] == grid[2][0] case of the function evaluateBoard. It should be grid[0][2].
            • playerMov(grid); in the function playerMov should be return playerMov(grid);. Otherwise, the re-entered "correct" values will be dropped and (partly) uninitalized playerMov will be returned.
            • You should update best to moveValue when moveValue > best in the function findMove. (this should be the cause of the issue on your question)

            Source https://stackoverflow.com/questions/63561634

            QUESTION

            Java Alpha-Beta Pruning in Tic Tac Toe
            Asked 2018-Feb-02 at 19:41

            I have a game of Tic Tac Toe that uses the Minimax Algorithm. I want to improve that by adding alpha-beta pruning. However the alpha-beta method does not seem to be able to calculate moves effectively. It just puts its piece in the next available space whether it is the optimal move or not. I do not have this issue with the minimax method. I sure it’s something simple that I keep overlooking, so forgive me. I used this tutorial for minimax and this tutorial for alpha-beta pruning.

            This is the Minimax class. It includes the alpha-beta method:

            ...

            ANSWER

            Answered 2018-Feb-02 at 19:41

            Alpha-Beta Pruning requires a good evaluation function for unfinished game states to be effective. It should be able to evaluate when one player is "more likely" to win accurately. It will use the evaluation to prune variations that do not look promising.

            Right now your evaluation function only differentiates between game over and game in progress, so you will not be able to do better than min-max.

            However, if you are doing worse than min-max, you must also have a bug somewhere else. I recommend stepping through the code and trying to see where it goes wrong.

            Source https://stackoverflow.com/questions/48589057

            QUESTION

            JAVA Tic-Tac-Toe Minimax Algorithm keeps throwing exception
            Asked 2017-Oct-27 at 19:21

            I am trying to make a tic tac toe game with the minimax algorithm. I am using this tutorial. While I understand how this algorithm works I am having trouble implementing it. I cannot get this algorithm to pass a unit test. It gives me an exception for cells that are occupied in the board and I cannot find a solution by myself. It should return the winning index in the board. Thanks for your help.

            Here is the failed test response:

            ...

            ANSWER

            Answered 2017-Oct-27 at 19:20

            When your recursion finishes a branch, you are setting a move already evaluated back to Token.EMPTY so you can perform a branch on another move. I don't think it's a logic bug.

            Source https://stackoverflow.com/questions/46981883

            QUESTION

            tic-tac-toe: different output while using 1d-array over 2d- array
            Asked 2017-Jun-11 at 07:56

            I am trying to build tic-tac-toe AI using min max algorithm. I was referring to this post from geekforgeeks for writing my code. But strangely when I'm using 1D array instead of 2D array by modifying the code as given below, I'm not getting the right output from findBestMove function. It is supposed to return index as 4, but it always returns 2. what am I doing wrong?

            ...

            ANSWER

            Answered 2017-Jun-11 at 07:56

            In function evaluate2, you loop like this:

            Source https://stackoverflow.com/questions/44481213

            QUESTION

            javascript minimax algorithm tic tac toe, not always giving the best move
            Asked 2017-Jun-03 at 18:58

            I have been trying to use minimax algorithm for my tic tac toe game to make my AI unbeatable. However it doesn't always return the optimal move.

            ...

            ANSWER

            Answered 2017-Jun-03 at 18:58

            If you see the moveVal for each i you'll see that it's zero.
            That's because in the minimax function you call isMovesLeft which when false returns 0.
            The problem with your program is that isMovesLeft always returns false.
            You should change it to :

            Source https://stackoverflow.com/questions/44346325

            QUESTION

            can't understand this jquery code
            Asked 2017-Apr-27 at 12:26

            I am new to web development and am referring following link-

            tic tac toe javascript

            Please find below js, css and html file respectively.

            We are not having any element with class="selected" but still project is running perfectly

            ...

            ANSWER

            Answered 2017-Apr-27 at 12:26

            Toggle behavior - if the element has a class, the class will be removed. If the element hasn't got the class, the class will be added. In this case there are no elements with .select class, but it will be added after toggleClass('selected') executes. I commented every js line for you.

            Source https://stackoverflow.com/questions/43656119

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