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ComputerPlayer.cs
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using System;
using System.Collections.Generic;
namespace TicTacToe
{
public class ComputerPlayer
{
private int Row;
private int Column;
private readonly Dictionary<Player, int> scores = new Dictionary<Player, int>
{
{ Player.X , 10 },
{ Player.O , -10 },
{ Player.None , 0 }
};
public (int, int) MakeBestMove(Player[,] GameGrid, int turnPassed)
{
double eval;
double maxEval = double.NegativeInfinity;
if (turnPassed == 9)
{
return (-1, -1);
}
else
{
for (int r = 0; r < 3; r++)
{
for (int c = 0; c < 3; c++)
{
if (GameGrid[r, c] == Player.None)
{
GameGrid[r, c] = Player.X;
eval = MiniMax(GameGrid, turnPassed, false, double.NegativeInfinity, double.PositiveInfinity, 0);
GameGrid[r, c] = Player.None;
if (eval > maxEval)
{
maxEval = eval;
Row = r;
Column = c;
}
}
}
}
return (Row, Column);
}
}
private double MiniMax(Player[,] GameGrid, int turnPassed, bool maximizinPlayer, double alpha, double beta, double depth)
{
Player winner = WinnerCheck(GameGrid);
double eval;
if (turnPassed == 9 || winner != Player.None)
{
return scores[winner];
}
if (maximizinPlayer)
{
double maxEval = double.NegativeInfinity;
for (int r = 0; r < 3; r++)
{
for (int c = 0; c < 3; c++)
{
if (GameGrid[r, c] == Player.None)
{
GameGrid[r, c] = Player.X;
eval = MiniMax(GameGrid, turnPassed + 1, false, alpha, beta, depth + 1);
GameGrid[r, c] = Player.None;
maxEval = Math.Max(eval, maxEval);
alpha = Math.Max(eval, alpha);
if (beta <= alpha) { break; }
}
}
}
return maxEval - depth;
}
else
{
double minEval = double.PositiveInfinity;
for (int r = 0; r < 3; r++)
{
for (int c = 0; c < 3; c++)
{
if (GameGrid[r, c] == Player.None)
{
GameGrid[r, c] = Player.O;
eval = MiniMax(GameGrid, turnPassed + 1, true, alpha, beta, depth + 1);
GameGrid[r, c] = Player.None;
minEval = Math.Min(minEval, eval);
alpha = Math.Min(eval, alpha);
if (beta <= alpha) { break; }
}
}
}
return minEval - depth;
}
}
private Player WinnerCheck(Player[,] GameGrid)
{
for (int r = 0; r < 3; r++)
{
for (int c = 0; c < 3; c++)
{
if (GameGrid[r, 0] == GameGrid[r, 1] && GameGrid[r, 1] == GameGrid[r, 2])
{
return GameGrid[r, 0];
}
else if (GameGrid[0, c] == GameGrid[1, c] && GameGrid[1, c] == GameGrid[2, c])
{
return GameGrid[0, c];
}
else if (GameGrid[0, 0] == GameGrid[1, 1] && GameGrid[1, 1] == GameGrid[2, 2])
{
return GameGrid[0, 0];
}
else if (GameGrid[0, 2] == GameGrid[1, 1] && GameGrid[1, 1] == GameGrid[2, 0])
{
return GameGrid[0, 2];
}
}
}
return Player.None;
}
}
}