forked from geekcomputers/Python
-
Notifications
You must be signed in to change notification settings - Fork 0
/
tictactoe.py
104 lines (91 loc) · 3.39 KB
/
tictactoe.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
import tkinter as tk #provides a library of basic elements of GUI widgets
from tkinter import messagebox #provides a different set of dialogues that are used to display message boxes
import random
def check_winner(board, player):
# Check rows, columns, and diagonals for a win
for i in range(3):
if all(board[i][j] == player for j in range(3)) or all(board[j][i] == player for j in range(3)):
return True
if all(board[i][i] == player for i in range(3)) or all(board[i][2 - i] == player for i in range(3)):
return True
return False
def is_board_full(board):
return all(all(cell != ' ' for cell in row) for row in board)
def minimax(board, depth, is_maximizing):
if check_winner(board, 'X'):
return -1
if check_winner(board, 'O'):
return 1
if is_board_full(board): #if game is full, terminate
return 0
if is_maximizing: #recursive approach that fills board with Os
max_eval = float('-inf')
for i in range(3):
for j in range(3):
if board[i][j] == ' ':
board[i][j] = 'O'
eval = minimax(board, depth + 1, False) #recursion
board[i][j] = ' '
max_eval = max(max_eval, eval)
return max_eval
else: #recursive approach that fills board with Xs
min_eval = float('inf')
for i in range(3):
for j in range(3):
if board[i][j] == ' ':
board[i][j] = 'X'
eval = minimax(board, depth + 1, True) #recursion
board[i][j] = ' '
min_eval = min(min_eval, eval)
return min_eval
#determines the best move for the current player and returns a tuple representing the position
def best_move(board):
best_val = float('-inf')
best_move = None
for i in range(3):
for j in range(3):
if board[i][j] == ' ':
board[i][j] = 'O'
move_val = minimax(board, 0, False)
board[i][j] = ' '
if move_val > best_val:
best_val = move_val
best_move = (i, j)
return best_move
def make_move(row, col):
if board[row][col] == ' ':
board[row][col] = 'X'
buttons[row][col].config(text='X')
if check_winner(board, 'X'):
messagebox.showinfo("Tic-Tac-Toe", "You win!")
root.quit()
elif is_board_full(board):
messagebox.showinfo("Tic-Tac-Toe", "It's a draw!")
root.quit()
else:
ai_move()
else:
messagebox.showerror("Error", "Invalid move")
#AI's turn to play
def ai_move():
row, col = best_move(board)
board[row][col] = 'O'
buttons[row][col].config(text='O')
if check_winner(board, 'O'):
messagebox.showinfo("Tic-Tac-Toe", "AI wins!")
root.quit()
elif is_board_full(board):
messagebox.showinfo("Tic-Tac-Toe", "It's a draw!")
root.quit()
root = tk.Tk()
root.title("Tic-Tac-Toe")
board = [[' ' for _ in range(3)] for _ in range(3)]
buttons = []
for i in range(3):
row_buttons = []
for j in range(3):
button = tk.Button(root, text=' ', font=('normal', 30), width=5, height=2, command=lambda row=i, col=j: make_move(row, col))
button.grid(row=i, column=j)
row_buttons.append(button)
buttons.append(row_buttons)
root.mainloop()