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minInGameTheory.cpp
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minInGameTheory.cpp
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// C++ program to find the next optimal move for
// a player
#include<bits/stdc++.h>
using namespace std;
struct Move
{
int row, col;
};
char player = 'x', opponent = 'o';
// This function returns true if there are moves
// remaining on the board. It returns false if
// there are no moves left to play.
bool isMovesLeft(char board[3][3])
{
for (int i = 0; i<3; i++)
for (int j = 0; j<3; j++)
if (board[i][j]=='_')
return true;
return false;
}
// This is the evaluation function as discussed
// in the previous article ( http://goo.gl/sJgv68 )
int evaluate(char b[3][3])
{
// Checking for Rows for X or O victory.
for (int row = 0; row<3; row++)
{
if (b[row][0]==b[row][1] &&
b[row][1]==b[row][2])
{
if (b[row][0]==player)
return +10;
else if (b[row][0]==opponent)
return -10;
}
}
// Checking for Columns for X or O victory.
for (int col = 0; col<3; col++)
{
if (b[0][col]==b[1][col] &&
b[1][col]==b[2][col])
{
if (b[0][col]==player)
return +10;
else if (b[0][col]==opponent)
return -10;
}
}
// Checking for Diagonals for X or O victory.
if (b[0][0]==b[1][1] && b[1][1]==b[2][2])
{
if (b[0][0]==player)
return +10;
else if (b[0][0]==opponent)
return -10;
}
if (b[0][2]==b[1][1] && b[1][1]==b[2][0])
{
if (b[0][2]==player)
return +10;
else if (b[0][2]==opponent)
return -10;
}
// Else if none of them have won then return 0
return 0;
}
// This is the minimax function. It considers all
// the possible ways the game can go and returns
// the value of the board
int minimax(char board[3][3], int depth, bool isMax)
{
int score = evaluate(board);
// If Maximizer has won the game return his/her
// evaluated score
if (score == 10)
return score;
// If Minimizer has won the game return his/her
// evaluated score
if (score == -10)
return score;
// If there are no more moves and no winner then
// it is a tie
if (isMovesLeft(board)==false)
return 0;
// If this maximizer's move
if (isMax)
{
int best = -1000;
// Traverse all cells
for (int i = 0; i<3; i++)
{
for (int j = 0; j<3; j++)
{
// Check if cell is empty
if (board[i][j]=='_')
{
// Make the move
board[i][j] = player;
// Call minimax recursively and choose
// the maximum value
best = max( best,
minimax(board, depth+1, !isMax) );
// Undo the move
board[i][j] = '_';
}
}
}
return best;
}
// If this minimizer's move
else
{
int best = 1000;
// Traverse all cells
for (int i = 0; i<3; i++)
{
for (int j = 0; j<3; j++)
{
// Check if cell is empty
if (board[i][j]=='_')
{
// Make the move
board[i][j] = opponent;
// Call minimax recursively and choose
// the minimum value
best = min(best,
minimax(board, depth+1, !isMax));
// Undo the move
board[i][j] = '_';
}
}
}
return best;
}
}
// This will return the best possible move for the player
Move findBestMove(char board[3][3])
{
int bestVal = -1000;
Move bestMove;
bestMove.row = -1;
bestMove.col = -1;
// Traverse all cells, evaluate minimax function for
// all empty cells. And return the cell with optimal
// value.
for (int i = 0; i<3; i++)
{
for (int j = 0; j<3; j++)
{
// Check if cell is empty
if (board[i][j]=='_')
{
// Make the move
board[i][j] = player;
// compute evaluation function for this
// move.
int moveVal = minimax(board, 0, false);
// Undo the move
board[i][j] = '_';
// If the value of the current move is
// more than the best value, then update
// best/
if (moveVal > bestVal)
{
bestMove.row = i;
bestMove.col = j;
bestVal = moveVal;
}
}
}
}
printf("The value of the best Move is : %d\n\n",
bestVal);
return bestMove;
}
// Driver code
int main()
{
char board[3][3] =
{
{ 'x', 'o', 'x' },
{ 'o', 'o', 'x' },
{ '_', '_', '_' }
};
Move bestMove = findBestMove(board);
printf("The Optimal Move is :\n");
printf("ROW: %d COL: %d\n\n", bestMove.row,
bestMove.col );
return 0;
}