tic_tac_toe | Tic Tac Toe game with Ruby OOP approach | Game Engine library

 by   santiago-rodrig Ruby Version: Current License: No License

kandi X-RAY | tic_tac_toe Summary

kandi X-RAY | tic_tac_toe Summary

tic_tac_toe is a Ruby library typically used in Gaming, Game Engine, Pygame applications. tic_tac_toe has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

Tic Tac Toe game with Ruby OOP approach.
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            kandi-support Support

              tic_tac_toe has a low active ecosystem.
              It has 7 star(s) with 1 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 4 have been closed. On average issues are closed in 3 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of tic_tac_toe is current.

            kandi-Quality Quality

              tic_tac_toe has no bugs reported.

            kandi-Security Security

              tic_tac_toe has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              tic_tac_toe does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              tic_tac_toe releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

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            tic_tac_toe Key Features

            No Key Features are available at this moment for tic_tac_toe.

            tic_tac_toe Examples and Code Snippets

            No Code Snippets are available at this moment for tic_tac_toe.

            Community Discussions

            QUESTION

            TypeError: 'Board' object cannot be interpreted as an integer
            Asked 2021-May-07 at 19:42

            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 19:39

            The self there is redundant (read: wrong). You only need the number of rows in order to iterate over them:

            Source https://stackoverflow.com/questions/67440722

            QUESTION

            How to announce a draw in tictactoe game?
            Asked 2021-Mar-21 at 17:50

            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 17:50

            Here 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:

            Source https://stackoverflow.com/questions/66734907

            QUESTION

            Why does the result of my alpha-beta search depend on the order in which nodes are visited?
            Asked 2021-Feb-13 at 03:25

            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 diffing 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 03:25

            It 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.

            Source https://stackoverflow.com/questions/66108987

            QUESTION

            How can i use less for loops in this game and be much effective and dynamic with less lin eof codes?
            Asked 2020-Dec-01 at 09:06
            def tic_tac_toe(board):
            
                mess = []   
                organize = []     
                winner = []   
                n = len(board)
            
            ...

            ANSWER

            Answered 2020-Dec-01 at 08:30

            For the for loops, you can easily write 1 loop instead of 2:

            instead of:

            Source https://stackoverflow.com/questions/65086752

            QUESTION

            creating a matrix or a list of lists with python
            Asked 2020-Jun-17 at 01:44

            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 01:44

            Using slicing, create a batch of equally distributed elements:

            Source https://stackoverflow.com/questions/62420049

            QUESTION

            My method is outputting an entire array instead of an integer from within that array
            Asked 2020-May-13 at 21:57

            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 15:26

            I think you are missing return statements :

            Source https://stackoverflow.com/questions/61777643

            QUESTION

            How to show fragment only when button pressed?
            Asked 2020-Apr-19 at 10:08

            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 09:56

            You can try doing this

            Source https://stackoverflow.com/questions/61302416

            QUESTION

            Is there a way to get the derived class to have the base class edit the protected varibales
            Asked 2020-Apr-15 at 17:27

            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 17:27

            Your program has undefined behavior, because you are pushing references to local variables such as

            Source https://stackoverflow.com/questions/61233634

            QUESTION

            Tic_Tac_Toe_against the computer Using MiniMax algorithm when the computer's turn with 4*4 board it's not playing as well?
            Asked 2019-Dec-27 at 18:29

            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 11:05

            The 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:

            Source https://stackoverflow.com/questions/59485184

            QUESTION

            Cucumber Java how to update an element in a DataTable
            Asked 2019-Dec-12 at 15:14

            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 13:00

            As @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,

            Source https://stackoverflow.com/questions/54525586

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

            Vulnerabilities

            No vulnerabilities reported

            Install tic_tac_toe

            Inside your terminal, type the following instructions. Make sure to be in a directory where you have permissions to create files. If the last command fails then the main.rb file is not executable (though it should). Type this in your terminal (note that the # means the command should be executed as root).

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