tic_tac_toe | Tic Tac Toe game with Ruby OOP approach | Game Engine library
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kandi X-RAY | tic_tac_toe Summary
Tic Tac Toe game with Ruby OOP approach.
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Trending Discussions on tic_tac_toe
QUESTION
The problem is in check_win(self, player):
function in class Board:
in line for row in range(self, board_rows):
my code is here:
ANSWER
Answered 2021-May-07 at 19:39The self
there is redundant (read: wrong). You only need the number of rows in order to iterate over them:
QUESTION
I am a beginner in Python, I know the code for TicTacToe is already available in the Internet but I would like to understand why it's not working the way I have written.
Please find the code below, the program works the problem is I am not sure how to announce if the game is Draw and if the box is already picked up by a player the other player should not use the same box by mistake, currently it can be overwritten.
...ANSWER
Answered 2021-Mar-21 at 17:50Here I have modified many parts of your given code, added a few more conditions to check for occupancy and valid range input. Also added "draw" condition and made code more cleaner:
QUESTION
I have programmed a game of n x n tic-tac-toe in Python and added a minimax search, which appears to work correctly. However, when I add alpha-beta pruning, the result of the search becomes dependent on the order in which nodes are visited.
In the minimax
function shown below, if I add the line random.shuffle(node._children)
after the call to node.create_children()
, the result of the minimax search becomes unpredictable (I am testing this by running computer vs. computer games through the GUI and then diff
ing the resulting game files). However, if I delete the two if alpha >= beta: break
statements, then the node shuffling has no effect on the result of the search.
I originally discovered this bug because I tried to sort the child nodes in order to improve the effectiveness of the pruning. Changing the order of the nodes in any way (reversing, sorting, shuffling, etc.) changes the result of the search, as long as those two if
statements remain in place. This leads me to conclude that those if
statements somehow cause the search to become dependent on the order in which nodes are visited.
The function is roughly based on this pseudocode. The primary difference is that my minimax
function only serves to set the value of each node and does not return a value.
Below is the function definition. The full code is here (scroll up for class definitions). The minimax
function is called by Tree.get_next_board
(here), which is called from the GUI, whenever the engine makes a move. There is a fair amount of statefulness in the code that I would like to eventually reduce, but I am hoping there is a more obvious reason for the problems in my algorithm.
ANSWER
Answered 2021-Feb-13 at 03:25It turns out that adding alpha-beta pruning was not actually changing the optimal node value identified by the minimax function, but was changing which one of multiple equally optimal children of the root was selected for the game engine's next move. I had already noticed this behavior with the plain minimax algorithm and had implemented a method (not shown in my question) of breaking ties that was independent of the order in which nodes were visited. However, my understanding of alpha-beta pruning is that it terminates the search after identifying an optimal node, which means that there may be other optimal nodes that are never identified, so adding alpha-beta pruning caused my game engine to choose different (but still optimal) moves depending on the order in which the nodes were visited.
The code shown in my question may still suffer from bugs as a result of its statefulness. I have since refactored the minimax
function and the Node
class to reduce the statefulness of the code as much as possible, while still caching the search results in a tree.
Also see my related question here regarding the behavior of equally optimal nodes during alpha-beta pruning.
QUESTION
def tic_tac_toe(board):
mess = []
organize = []
winner = []
n = len(board)
...ANSWER
Answered 2020-Dec-01 at 08:30For the for loops, you can easily write 1 loop instead of 2:
instead of:
QUESTION
I working through a tutorial working on lists and using tic-tac-toe.
I am given a string like: XOXOXOXXO
And I'd like to convert this into a matrix or a list of list, for example:
tic_tac_toe= [[ 'X', 'O', 'X'],
[ 'O', 'X', 'O'],
[ 'O', 'X', 'X']]
I can get this as a 'list', but I can't get this as a list of lists.
I've been searching various posts, and one challenge is I see a lot that are 5 or 7 years old, and I have to wonder how relevant some of the answers still are, and I haven't been able to make work those prior recommendations.
...ANSWER
Answered 2020-Jun-17 at 01:44Using slicing
, create a batch of equally distributed elements:
QUESTION
I am creating a tic tac toe game where I would like the computer to go in strategic spots based on the available winning combos on the board. For some reason, the computer_index
method works until turn_count == 4
, where it outputs the entire WIN_COMBINATIONS
array instead of just one value. Understandably, this creates an error in the valid_move?
method. The relevant error and code are as follows.
ANSWER
Answered 2020-May-13 at 15:26I think you are missing return
statements :
QUESTION
I'm trying to show an image below a button only after the button has been pressed. My problem is that the fragment is shown immediately when the app is started and not only after the button has been pressed.
...ANSWER
Answered 2020-Apr-19 at 09:56You can try doing this
QUESTION
So I am experiencing a problem within this class assignment, we are set to code a "Tic Tac Toe" styled game. I thought it would be a good approach to have 2 versions such as original with 3 across and then 4 across. So here is the base class with the problem functions
Here is the minimal that leaves nothing cut out
main.cpp
...ANSWER
Answered 2020-Apr-15 at 17:27Your program has undefined behavior, because you are pushing references to local variables such as
QUESTION
I'm building a tic_tac_toe (board) game against AI computer player in java, i wrote a MiniMax algorithm for the computer. the width of the board can change like 3*3 OR 4*4. and
when i run the game with 3*3 board the computer player working very well, but when i tried 4*4 board, the computer player doesn't work it's just taking a lot of time in his turn and then nothing just waiting until i stop the game. And here is a screen shoot what's happening.
and here is the MiniMax algorithm that i wrote:
...ANSWER
Answered 2019-Dec-26 at 11:05The reason that the minimax algorithm does not respond is that with a 4x4 grid the number of boards to visit is much, much greater.
First, I see that your algorithm will continue the search until there is a win or a draw, meaning that lots of search paths will fill the board completely. After your first move, there are 15 turns left, where for each turn there are respectively 15, 14, 13, ... 1 alternative moves to choose from. So there are close to 15! board states to visit. It is a bit less because of the (unforced) wins that will be found, but still, 15! is a good rough estimation of the size.
In a 3x3 board, that number is only 8!
Compare the two numbers:
QUESTION
I am trying to follow an example in the Cucumber tutorial but it is written for Ruby and I am trying to write it in Java. I am having difficulty implementing the @When
step as it requires me to update the DataTable and I am getting the following exception thrown,
ANSWER
Answered 2019-Feb-05 at 13:00As @Grasshopper suggested in the above comments, I have implemented a conversion function
convertDataTableToModifiableList
to convert the unmodifiable DataTable into a List>
object which I can update. My working solution is now as shown,
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