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Tic Tac Toe Python的Minimax算法

[英]Minimax algorithm for Tic Tac Toe Python

我有点理解minimax算法是如何为Tic Tac Toe python工作的,但我不知道如何在Python中实际编码...这是我到目前为止所做的:

from copy import deepcopy

class TicTacToeBrain :

    def __init__(self, player = "x") :
        self._squares = {}
        self._copySquares = {}
        self._winningCombos = (
        [0, 1, 2], [3, 4, 5], [6, 7, 8],
        [0, 3, 6], [1, 4, 7], [2, 5, 8],
        [0, 4, 8], [2, 4, 6])

    def createBoard(self) :
        for i in range(9) :
            self._squares[i] = None
        print(self._squares)

    def showBoard(self) :
        print(self._squares[0], self._squares[1], self._squares[2])
        print(self._squares[3], self._squares[4], self._squares[5])
        print(self._squares[6], self._squares[7], self._squares[8])

    def getAvailableMoves(self) :
        self._availableMoves = []
        for i in range(9) :
            if self._squares[i] == None :
                self._availableMoves.append(i)
        return self._availableMoves

    def makeMove(self, position, player) :
        self._squares[position] = player
        self.showBoard()

    def complete(self) :
        if None not in self._squares.values() :
            return True
        if self.getWinner() != None :
            return True
        return False

    def getWinner(self) :
        for player in ("x", "o") :
            for combos in self._winningCombos :
                if self._squares[combos[0]] == player and self._squares[combos[1]] == player and self._squares[combos[2]] == player :
                    return player
        if None not in self._squares.values() :
            return "tie"
        return None

    def getEnemyPlayer(self, player) :
        if player == "x" :
            return "o"
        return "x"

    def minimax(self, node, player, depth = 0, first = True) :
        if first :
            best = 0
            self._copySquares = deepcopy(self._squares)

        if node.complete() :
            if node.getWinner() == "x" :
                self._squares = self._copySquares
                return -1 - depth
            elif node.getWinner() == "tie" :
                self._squares = self._copySquares
                return 0
            elif node.getWinner() == "o" :
                self._squares = self._copySquares
                return 1 + depth
            best = None
        for move in node.getAvailableMoves() :
            depth += 1
            node.makeMove(move, player)
            print()
            val = self.minimax(node, node.getEnemyPlayer(player), depth, first = False)
            print(val)
            if player == "o" :
                if val > best :
                    best = val
            else :
                if val < best :
                    best = val
            return best
            print()
            print()

    def printCopy(self) :
        print(self._copySquares)

但是,它从来没有打印出所有的场景....有人请帮助! 这是周一的一个项目。

一些问题:

  • 执行在第一次迭代时return for循环并return :这是不成熟的,因为你永远不会测试任何其他可用的移动。 return应该循环之后发生。

  • for循环的每次迭代中增加深度值是错误的。 相反,将depth+1传递给递归调用,这样当您从那里返回时,您将继续处于相同的深度。

  • 在递归调用之前完成的移动必须在它之后立即收回,否则for循环的下一次迭代将不会从相同的位置开始。

  • best的值需要在每次调用minimax方法时初始化,而不仅仅是在递归树的顶部。 此初始值不应为0,因为当前用户的最佳值可能低于0.因此,您需要将其初始化为极差值。

  • minimax方法不返回最佳移动,仅返回评估值。 由于该方法的整个目的是告诉你应该播放哪个动作,你需要两个。 因此,让方法返回一个包含两个值的元组:评估值和生成该值的移动。

一些非关键问题:

  • 因为你想要延迟不可避免的损失,或者加速强制获胜,当玩家获胜时计算价值的公式应该越接近0,就越接近它。 因此,该公式需要改变。

  • 由于您应该通过收回移动来恢复电路板,因此无需使用复制板和复制方块。 如果所有编码都很好,则在minimax方法的最高调用完成后,该板应该处于与该调用之前完全相同的状态。

  • 如果不对空方块使用None ,而对单个字符,如“。”,则打印板会打印得更好。 因此,无论您在哪里引用空方格值,都要放置该字符。

  • 你有print()在这里和那里分开输出。 将一个放在showBoard方法中,其余的代码可以不用它们。

  • 鉴于以上几点,您不需要node也不需要minimax方法的first参数。

这是一个评论,更正的版本。 我把原来的线留在原处,但在需要的地方将它们评论出来。

# *** not needed:
# from copy import deepcopy

class TicTacToeBrain :

    def __init__(self, player = "x") :
        self._squares = {}
        self._copySquares = {}
        self._winningCombos = (
        [0, 1, 2], [3, 4, 5], [6, 7, 8],
        [0, 3, 6], [1, 4, 7], [2, 5, 8],
        [0, 4, 8], [2, 4, 6])

    def createBoard(self) :
        for i in range(9) :
            # *** use a single character, ... easier to print
            self._squares[i] = "."
        print(self._squares)

    def showBoard(self) :
        # *** add empty line here, instead of in minimax
        print ()
        print(self._squares[0], self._squares[1], self._squares[2])
        print(self._squares[3], self._squares[4], self._squares[5])
        print(self._squares[6], self._squares[7], self._squares[8])


    def getAvailableMoves(self) :
        self._availableMoves = []
        for i in range(9) :
            # *** see above
            if self._squares[i] == "." :
                self._availableMoves.append(i)
        return self._availableMoves

    def makeMove(self, position, player) :
        self._squares[position] = player
        self.showBoard()

    def complete(self) :
        # *** see above
        if "." not in self._squares.values() :
            return True
        if self.getWinner() != None :
            return True
        return False

    def getWinner(self) :
        for player in ("x", "o") :
            for combos in self._winningCombos :
                if self._squares[combos[0]] == player and self._squares[combos[1]] == player and self._squares[combos[2]] == player :
                    return player
        # *** see above
        if "." not in self._squares.values() :
            return "tie"
        return None

    def getEnemyPlayer(self, player) :
        if player == "x" :
            return "o"
        return "x"

    # *** no need for `node` argument, nor `first`
    # *** use `self` instead of `node` in all this method
    def minimax(self, player, depth = 0) :
        # *** not needed
        # if first :
            # best = 0
            # *** not needed
            # self._copySquares = deepcopy(self._squares)
        # *** always start with initilisation of `best`, but with worst possible value
        #     for this player
        if player == "o": 
            best = -10
        else:
            best = 10
        if self.complete() :
            if self.getWinner() == "x" :
                # *** don't do this, you may still need the position to try other moves 
                # self._squares = self._copySquares
                # *** value should be closer to zero for greater depth!
                # *** expect tuple return value
                return -10 + depth, None
            elif self.getWinner() == "tie" :
                # self._squares = self._copySquares
                # *** expect tuple return value
                return 0, None
            elif self.getWinner() == "o" :
                # self._squares = self._copySquares
                # *** value should be closer to zero for greater depth!
                # *** expect tuple return value
                return 10 - depth, None
            # *** Execution can never get here
            # best = None
        for move in self.getAvailableMoves() :
            # *** don't increase depth in each iteration, instead pass depth+1 to
            #    the recursive call
            # depth += 1
            self.makeMove(move, player)
            # *** pass depth+1, no need for passing `node` nor `first`.
            # *** expect tuple return value
            val, _ = self.minimax(self.getEnemyPlayer(player), depth+1)
            print(val)
            # *** undo last move
            self.makeMove(move, ".")
            if player == "o" :
                if val > best :
                    # *** Also keep track of the actual move
                    best, bestMove = val, move
            else :
                if val < best :
                    # *** Also keep track of the actual move
                    best, bestMove = val, move
            # *** don't interrupt the loop here!
            # return best
            # *** this is dead code:
            # print()
            # print()
        # *** Also keep track of the actual move
        return best, bestMove

    def printCopy(self) :
        print(self._copySquares)

以下是如何使用该类的示例:

game = TicTacToeBrain()
game.createBoard()
game.makeMove(4, "o")
game.makeMove(3, "x")
val, bestMove = game.minimax("o")
print('best move', bestMove) # --> 0 is a winning move.

看它在eval.in上运行......等待它。

有些事你还可以改进

我不会为此提供代码,但您可以:

  • self.player跟踪它的转弯。 这样你就不必将玩家作为参数传递给minimax,这样可以避免错误。 它也使构造函数参数有用 - 目前你不用它做任何事情。

  • 添加方法bestMove这就叫minimax ,但将返回最理想的做法,而不是价值。 这将更容易管理。

  • 使用alpha-beta修剪,以便在显然无法改善递归树中已经实现的值时停止评估其他移动。

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