tic-tac-toe-ai | HTML5 Canvas Bitwise Neural networks | Game Engine library

 by   angeloocana 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 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.

HTML5 Canvas + Bitwise + Neural networks learning how to play tic tac toe
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            kandi-support Support

              tic-tac-toe-ai has a low active ecosystem.
              It has 29 star(s) with 8 fork(s). There are 1 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 no pull 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 17 person hours of effort in developing the same functionality from scratch.
              It has 47 lines of code, 0 functions and 136 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

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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