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Player.py
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Player.py
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import math
import random
class Player():
def __init__(self, player):
self.player = player
def get_move(self, game):
pass
class Human(Player):
def __init__(self, player):
super().__init__(player)
def get_move(self, game):
valid_square = False
val = None
while not valid_square:
square = input(self.player + ' turn. Please introduce a move (1-9): ')
try:
val = int(square) - 1
if val not in game.remaining_moves():
raise ValueError
valid_square = True
except ValueError:
print('Invalid square. Try again.')
return val
class RandomComputer(Player):
def __init__(self, player):
super().__init__(player)
def get_move(self, game):
square = random.choice(game.remaining_moves())
return square
class SmartComputer(Player):
def __init__(self, player):
super().__init__(player)
def get_move(self, game):
if len(game.remaining_moves()) == 9:
square = random.choice(game.remaining_moves())
else:
square = self.minimax(game, self.player)['position']
return square
def minimax(self, state, player):
max_player = self.player
min_player = '0' if player == 'X' else 'X'
# checking if the previous move is winner
if state.actual_winner == min_player:
return {'position': None,
'score': 1 * (state.number_null_squares() + 1) if min_player == max_player
else -1 * (state.number_null_squares() + 1)}
elif not state.null_squares():
return {'position': None, 'score': 0}
if player == max_player:
best = {'position': None, 'score': -math.inf}
else:
best = {'position': None, 'score': math.inf}
for possible_move in state.remaining_moves():
state.make_a_move(possible_move, player)
sim_score = self.minimax(state, min_player)
# undo move
state.board[possible_move] = ' '
state.actual_winner = None
sim_score['position'] = possible_move
if player == max_player:
if sim_score['score'] > best['score']:
best = sim_score
else:
if sim_score['score'] < best['score']:
best = sim_score
return best