added alpha-beta-pruning-functionality
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16
minimax.py
16
minimax.py
@@ -4,7 +4,8 @@ import random
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class Minimax:
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class Minimax:
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def minimax(self, current_field, is_maximizing, player1_char, player2_char):
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def minimax(self, current_field, is_maximizing, player1_char, player2_char, alpha=float('-inf'),
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beta=float('inf')):
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checkwin = self.check_win(current_field, player1_char, player2_char)
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checkwin = self.check_win(current_field, player1_char, player2_char)
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if checkwin == (1, 1): # Draw
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if checkwin == (1, 1): # Draw
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return 0, 0, 0
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return 0, 0, 0
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@@ -20,17 +21,26 @@ class Minimax:
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for k in range(0, len(current_field), 2):
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for k in range(0, len(current_field), 2):
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if current_field[j][k] == " ":
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if current_field[j][k] == " ":
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current_field[j][k] = player1_char if not is_maximizing else player2_char
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current_field[j][k] = player1_char if not is_maximizing else player2_char
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score = self.minimax(current_field, not is_maximizing, player1_char, player2_char)[0]
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score = self.minimax(current_field, not is_maximizing, player1_char, player2_char, alpha, beta)[
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0]
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current_field[j][k] = " "
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current_field[j][k] = " "
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if is_maximizing and score > best_score:
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if is_maximizing and score > best_score:
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best_score = score
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best_score = score
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best_move = j, k
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best_move = j, k
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alpha = max(alpha, best_score)
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if alpha >= beta:
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break
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elif not is_maximizing and score < best_score:
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elif not is_maximizing and score < best_score:
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best_score = score
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best_score = score
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best_move = j, k
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best_move = j, k
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beta = min(beta, best_score)
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if alpha >= beta:
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break
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if alpha >= beta:
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break
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# else:
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if best_move is None:
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if best_move is None:
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return 0, -1, -1 # No available moves
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return 0, -1, -1 # No available moves
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else:
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else:
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