othello | Python 3.x othello using tkinter
kandi X-RAY | othello Summary
kandi X-RAY | othello Summary
Python 3.x othello using tkinter
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Top functions reviewed by kandi - BETA
- Handles click
- Determine the score of a given player
- Play the game
- Calculate the final heuristic
- Move the board
- Test the player
- Updates the screen
- Creates the buttons
- Draws the grid background
- Compute the small score of a given player
- Draw the score board
- Calculate alpha beta beta for a node
- Check if a piece is a valid move
- Compute a decent heuristic
- This method allows you to move a tile to a square
- This method allows you to move the board
- Start the game
- Moves the board to the board
- Random move
- Key handler
othello Key Features
othello Examples and Code Snippets
Community Discussions
Trending Discussions on othello
QUESTION
I want to be able to call methods from a GameState object, like this:
...ANSWER
Answered 2021-Oct-19 at 09:06You don't want to alter the GameState
objects between games.
So create one GameState
object for each game, provided each game share the same definition of what would be a state for the game.
QUESTION
I am programming an othello bot in python using reinforcment learning and pytorch. In the program, I scan the board for legal moves. The AI should choose the move with the highest probability of beeing good, and that is legal according to the previose calculation. Here I need a function that works something like this:
...ANSWER
Answered 2021-Oct-06 at 14:06Assuming there is at least one non-negative value in your tensor, you multiply it by the mask itself to remove excluded values in the sorting:
QUESTION
Is it possible to make a search to a virtual column that is composed by two columns?
Let's say I have the following MongoDB collection:
...ANSWER
Answered 2021-Jun-26 at 19:09Here is an aggregation I think might help...
QUESTION
Quick disclaimer that this is for a homework task so rather than me placing any code I wanted to get conceptual help from you guys, maybe examples to help me understand. Essentially we have to implement an ai for reversi/othello and while minmax is the final goal, I wanted to start with a greedy algorithm.
Ok so the relevant definitions/functions:
GameState - this variable holds the boundaries of the board, who's turn it is, and the board (with a list of Maybe Player where Nothing means the tile is empty and Maybe Player1 or Player2 which means a piece is present for a player.
legalMoves - returns a list of all possible legal moves when given a GameState. Here a move is defined as a position (x,y)
applyMove - finally we have applyMove which takes a GameState and a move and returns a new Maybe GameState based on the new board after that move was played.
The final goal here is to create a function that when given a GameState, returns the best move
What I've done: Firstly, I've created an evaluation function which returns the eval of any GameState (eval :: GameState -> Int). So a heuristic.
From here I've had trouble. What I've tried to do is map the applyMove func to legalMoves to return a list of all possible future GameStates given a GameState. Then I mapped my eval func to the list of GameStates to get a list of Int's then I finally took the maximum of this list to get the best evaluation. The problem is I'm not sure how to go back to the actual move from legalMoves that gave me that evaluation.
...ANSWER
Answered 2021-May-24 at 15:14Your current pipeline looks like this:
QUESTION
I need help with making tree from possible moves in game Othello, on which I will later use MiniMax algorithm. Game is played in Player vs AI mode and I am always "1" on board and AI is always "2" on board. This is how my current function for getting best move for AI looks like:
...ANSWER
Answered 2021-May-23 at 09:44You would need your recursive function to return a TreeNode
instance, not a Tree
instance. The top level call will then return the root node, which should then be assigned to the root
attribute of a single Tree
instance.
I would also suggest creating an Edge
class, so you can store the information about the move that was played in the parent board in order to get to the child board.
If I understand correctly you want to separate the minimax/alphabeta algorithm from the actual game rules, and first create the tree of states (specific to the game), and then feed that to a generic minimax/alphabeta algorithm which can then be ignorant about the game rules, and just focus on the information in the tree.
Here is an idea for an implementation:
QUESTION
I have to do project for which I need custom function for hashing matrix. Project is about Othello (Reversi) game which means that I need to hash fixed 8x8 matrix.
This is how initializing matrix looks like:
...ANSWER
Answered 2021-May-22 at 08:16As I indicated in a response to my original (bogus) comment, you could consider each board state to be a 64 digit base-3 number. This approach will result in a unique integer value for every possible configuration — which can be considered its "hash" value.
This is what I mean:
QUESTION
I am writing a script
and I have in the input 3 arguments - folder name, type file, word
.
I want to search in the folder name
in any type file
and output the lines in those files that containing the word.
For example if in the folder_name
I have those files: image.png con.txt file.jpg
and the input is ./MyScript.sh folder_name txt hello
and con.txt
contains:
ANSWER
Answered 2021-May-19 at 07:31You can just run a find + grep
command like this:
QUESTION
Creating a game called reversi also known as Othello and I am trying to add the starting position of my Black and Whites counters (using JLabel
, labelled 'W'
and 'B'
) in the middle of the board diagonally opposite from each other but for some reason only 2 show up and the other 2 don't show, which I don't understand why.
How do I go about fixing it?
...ANSWER
Answered 2021-May-03 at 17:28Each component (i.e. your JLabels
(whites
and blacks
)) can only be added to a container once, if you need to add more labels, even if they have the same String
inside, you have to create a new object for those, otherwise these will be shown in the last container you've added them.
QUESTION
Writing Othello with a twist: Only storing the black, white and the legal moves in Piece type lists.
...ANSWER
Answered 2021-Apr-15 at 03:41Try using a datatable :
QUESTION
I'm working on an Othello game in React and I've already implemented the code to switch player turns. It does switch from one to another(between white and black). But if there's no move available for the upcoming player, the turn stays the same. I though I had it all done but now I came across to such a case when trying out the game, and although it does switch player turns regularly, my code does not consider keeping it the same when necessary. Do you know why? How can I solve it?
Here's my code:
Where I change it:
...ANSWER
Answered 2021-Apr-12 at 06:38Solved the problem, but don't know how. That's strange...
Here's the Code:
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Install othello
You can use othello like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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