Caro Game using Heuristic Alpha-Beta Tree Search Algorithm
TIC-TAC-TOE Game using Heuristic Alpha-Beta Tree Search Algorithm
Caro Game using Heuristic Alpha-Beta Tree Search Algorithm
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import math
import random
BOARD_SIZE = 10
WIN_COUNT = 5
EMPTY = "."
AI = "X"
HUMAN = "O"
board = [[EMPTY for _ in range(BOARD_SIZE)] for _ in range(BOARD_SIZE)]
def print_board():
# in header cột
print(" ", end="")
for col in range(len(board)):
print(col, end=" ")
print()
for i, row in enumerate(board):
print(f"{i:2} ", end="") # in row index
print(" ".join(row))
print()
def is_valid(x, y):
return 0 <= x < BOARD_SIZE and 0 <= y < BOARD_SIZE
def check_win(player):
directions = [(1,0),(0,1),(1,1),(1,-1)]
for x in range(BOARD_SIZE):
for y in range(BOARD_SIZE):
if board[x][y] != player:
continue
for dx,dy in directions:
count = 0
nx,ny = x,y
while is_valid(nx,ny) and board[nx][ny] == player:
count += 1
nx += dx
ny += dy
if count >= WIN_COUNT:
return True
return False
def get_neighbors():
moves = set()
for x in range(BOARD_SIZE):
for y in range(BOARD_SIZE):
if board[x][y] != EMPTY:
for dx in [-1,0,1]:
for dy in [-1,0,1]:
nx = x+dx
ny = y+dy
if is_valid(nx,ny) and board[nx][ny] == EMPTY:
moves.add((nx,ny))
if not moves:
return [(BOARD_SIZE//2, BOARD_SIZE//2)]
return list(moves)
def evaluate_line(count, open_ends):
if count >= 5:
return 100000
if count == 4 and open_ends == 2:
return 10000
if count == 3 and open_ends == 2:
return 1000
if count == 2 and open_ends == 2:
return 100
return 0
def evaluate_player(player):
score = 0
directions = [(1,0),(0,1),(1,1),(1,-1)]
for x in range(BOARD_SIZE):
for y in range(BOARD_SIZE):
if board[x][y] != player:
continue
for dx,dy in directions:
count = 0
open_ends = 0
i = 0
while True:
nx = x + dx*i
ny = y + dy*i
if not is_valid(nx,ny):
break
if board[nx][ny] == player:
count += 1
i += 1
else:
if board[nx][ny] == EMPTY:
open_ends += 1
break
i = -1
while True:
nx = x + dx*i
ny = y + dy*i
if not is_valid(nx,ny):
break
if board[nx][ny] == player:
count += 1
i -= 1
else:
if board[nx][ny] == EMPTY:
open_ends += 1
break
score += evaluate_line(count, open_ends)
return score
def evaluate():
return evaluate_player(AI) - evaluate_player(HUMAN)
def minimax(depth, alpha, beta, maximizing):
if check_win(AI):
return 100000
if check_win(HUMAN):
return -100000
if depth == 0:
return evaluate()
moves = get_neighbors()
if maximizing:
best = -math.inf
for x,y in moves:
board[x][y] = AI
val = minimax(depth-1, alpha, beta, False)
board[x][y] = EMPTY
best = max(best,val)
alpha = max(alpha,val)
if beta <= alpha:
break
return best
else:
best = math.inf
for x,y in moves:
board[x][y] = HUMAN
val = minimax(depth-1, alpha, beta, True)
board[x][y] = EMPTY
best = min(best,val)
beta = min(beta,val)
if beta <= alpha:
break
return best
def ai_move():
best_score = -math.inf
move = None
for x,y in get_neighbors():
board[x][y] = AI
score = minimax(2, -math.inf, math.inf, False)
board[x][y] = EMPTY
if score > best_score:
best_score = score
move = (x,y)
return move
def play():
while True:
print_board()
x = int(input("Row: "))
y = int(input("Col: "))
if board[x][y] != EMPTY:
continue
board[x][y] = HUMAN
if check_win(HUMAN):
print_board()
print("You win!")
break
move = ai_move()
board[move[0]][move[1]] = AI
if check_win(AI):
print_board()
print("AI wins!")
break
play()
This post is licensed under CC BY 4.0 by the author.