as you can see this is the code for an unbeatable AI TicTacToe game(game.py is the main file):
game.py
import math
import random
class Player():
def __init__(self, letter):
self.letter = letter
def get_move(self, game):
pass
class HumanPlayer(Player):
def __init__(self, letter):
super().__init__(letter)
def get_move(self, game):
valid_square = False
val = None
while not valid_square:
square = input(self.letter '\'s turn. Input move (0-9): ')
try:
val = int(square)
if val not in game.available_moves():
raise ValueError
valid_square = True
except ValueError:
print('Invalid square. Try again.')
return val
class RandomComputerPlayer(Player):
def __init__(self, letter):
super().__init__(letter)
def get_move(self, game):
square = random.choice(game.available_moves())
return square
class SmartComputerPlayer(Player):
def __init__(self, letter):
super().__init__(letter)
def get_move(self, game):
if len(game.available_moves()) == 9:
square = random.choice(game.available_moves())
else:
square = self.minimax(game, self.letter)['position']
return square
def minimax(self, state, player):
max_player = self.letter # yourself
other_player = 'O' if player == 'X' else 'X'
# first we want to check if the previous move is a winner
if state.current_winner == other_player:
return {'position': None, 'score': 1 * (state.num_empty_squares() 1) if other_player == max_player else -1 * (
state.num_empty_squares() 1)}
elif not state.empty_squares():
return {'position': None, 'score': 0}
if player == max_player:
best = {'position': None, 'score': -math.inf} # each score should maximize
else:
best = {'position': None, 'score': math.inf} # each score should minimize
for possible_move in state.available_moves():
state.make_move(possible_move, player)
sim_score = self.minimax(state, other_player) # simulate a game after making that move
# undo move
state.board[possible_move] = ' '
state.current_winner = None
sim_score['position'] = possible_move # this represents the move optimal next move
if player == max_player: # X is max player
if sim_score['score'] > best['score']:
best = sim_score
else:
if sim_score['score'] < best['score']:
best = sim_score
return best
player.py:
import math
import random
class Player():
def __init__(self, letter):
self.letter = letter
def get_move(self, game):
pass
class HumanPlayer(Player):
def __init__(self, letter):
super().__init__(letter)
def get_move(self, game):
valid_square = False
val = None
while not valid_square:
square = input(self.letter '\'s turn. Input move (0-9): ')
try:
val = int(square)
if val not in game.available_moves():
raise ValueError
valid_square = True
except ValueError:
print('Invalid square. Try again.')
return val
class RandomComputerPlayer(Player):
def __init__(self, letter):
super().__init__(letter)
def get_move(self, game):
square = random.choice(game.available_moves())
return square
class SmartComputerPlayer(Player):
def __init__(self, letter):
super().__init__(letter)
def get_move(self, game):
if len(game.available_moves()) == 9:
square = random.choice(game.available_moves())
else:
square = self.minimax(game, self.letter)['position']
return square
def minimax(self, state, player):
max_player = self.letter # yourself
other_player = 'O' if player == 'X' else 'X'
# first we want to check if the previous move is a winner
if state.current_winner == other_player:
return {'position': None, 'score': 1 * (state.num_empty_squares() 1) if other_player == max_player else -1 * (
state.num_empty_squares() 1)}
elif not state.empty_squares():
return {'position': None, 'score': 0}
if player == max_player:
best = {'position': None, 'score': -math.inf} # each score should maximize
else:
best = {'position': None, 'score': math.inf} # each score should minimize
for possible_move in state.available_moves():
state.make_move(possible_move, player)
sim_score = self.minimax(state, other_player) # simulate a game after making that move
# undo move
state.board[possible_move] = ' '
state.current_winner = None
sim_score['position'] = possible_move # this represents the move optimal next move
if player == max_player: # X is max player
if sim_score['score'] > best['score']:
best = sim_score
else:
if sim_score['score'] < best['score']:
best = sim_score
return best
I know that if the player is the maximizing player, then you start with a score of negative infinity, and look for a better score. Otherwise, you start with a positive score, and look for the worst score. One player tries to minimize the score, and the other player tries to maximize the score. But after countless hours of research I still don't know why -math.inf and math.inf is added to this minimax algorithm, if these starting values be replaced with the highest and lowest score later?
You would do me a very big favor, if you could explain it for dummies(as easy as possible), because I am a beginner :)
PS: I am referring to this code snippet:
if player == max_player:
best = {'position': None, 'score': -math.inf}
else:
best = {'position': None, 'score': math.inf}
CodePudding user response:
Is there a better starting value? Suppose you started without any score, or set it to None. Then you'd have to have a special case in all of your compares. The inf is used so that the algorithm always works, even on the first step.
CodePudding user response:
There can be two reasons:
you must initialize with a value not larger than the maximum, which you don't know;
after the fact you can detect situations such that no element was processed (and the value is still -inf).
This construct is often preferred to an alternative that sets the maximum to the value of the first element, because this can lengthen the code (and to a lesser extent, make 2 impossible).