Created
November 26, 2013 04:22
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class AI | |
def computer_move(board, player) | |
test_board = board.dup | |
test_board.all_cells = board.all_cells.dup | |
get_best_move(test_board, player) | |
end | |
def get_best_move(board, player) | |
ranked_moves = rank_possible_moves(board, player) | |
move = ranked_moves.max_by {|cell, score| score} | |
move.first | |
end | |
private | |
def rank_possible_moves(board, player) | |
possible_moves = board.open_cells | |
possible_moves.each_key do |cell| | |
possible_moves[cell] = get_move_score(board, player, cell) | |
end | |
end | |
def get_move_score(board, player, cell) | |
board.add_marker(cell, player.marker) | |
best_score = apply_minimax(board, player, cell, depth=0) | |
board.remove_marker(cell) | |
best_score | |
end | |
def apply_minimax(board, player, cell, depth) | |
return get_score(board, player) if board.game_over?(player) | |
player.turn == 1 ? minimax(board, player, depth).min : minimax(board, player, depth).max | |
end | |
def minimax(board, player, depth, best_score=[]) | |
board.open_cells.each_key do |cell1| | |
board.add_marker(cell1, player.opponent.marker) | |
score = (apply_minimax(board, player.opponent, cell1, depth += 1) / depth.to_f) | |
board.remove_marker(cell1) | |
best_score.push(score) | |
end | |
best_score | |
end | |
def get_score(board, player) | |
return 1 if board.winning_move?(player.marker) && player.turn == 1 | |
return -1 if board.winning_move?(player.marker) | |
0 | |
end | |
end |
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