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GeezerVison is showing github.com — ClassicComputerScienceProblemsInPython/Chapter8/minimax.py at master · serosgb/ClassicComputerScienceProblemsInPython Expand file tree/ Copy pathminimax.pyMore file actions 73 lines (65 loc) · 3.09 KB / Copy pathminimax.pyFile metadata and controls73 lines (65 loc) · 3.09 KB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 # minimax.py # From Classic Computer Science Problems in Python Chapter 8 # Copyright 2018 David Kopec # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. from __future__ import annotations from board import Piece, Board, Move # Find the best possible outcome for original player def minimax(board: Board, maximizing: bool, original_player: Piece, max_depth: int = 8) -> float: # Base case – terminal position or maximum depth reached if board.is_win or board.is_draw or max_depth == 0: return board.evaluate(original_player) # Recursive case - maximize your gains or minimize the opponent's gains if maximizing: best_eval: float = float("-inf") # arbitrarily low starting point for move in board.legal_moves: result: float = minimax(board.move(move), False, original_player, max_depth - 1) best_eval = max(result, best_eval) # we want the move with the highest evaluation return best_eval else: # minimizing worst_eval: float = float("inf") for move in board.legal_moves: result = minimax(board.move(move), True, original_player, max_depth - 1) worst_eval = min(result, worst_eval) # we want the move with the lowest evaluation return worst_eval def alphabeta(board: Board, maximizing: bool, original_player: Piece, max_depth: int = 8, alpha: float = float("-inf"), beta: float = float("inf")) -> float: # Base case – terminal position or maximum depth reached if board.is_win or board.is_draw or max_depth == 0: return board.evaluate(original_player) # Recursive case - maximize your gains or minimize the opponent's gains if maximizing: for move in board.legal_moves: result: float = alphabeta(board.move(move), False, original_player, max_depth - 1, alpha, beta) alpha = max(result, alpha) if beta <= alpha: break return alpha else: # minimizing for move in board.legal_moves: result = alphabeta(board.move(move), True, original_player, max_depth - 1, alpha, beta) beta = min(result, beta) if beta <= alpha: break return beta # Find the best possible move in the current position # looking up to max_depth ahead def find_best_move(board: Board, max_depth: int = 8) -> Move: best_eval: float = float("-inf") best_move: Move = Move(-1) for move in board.legal_moves: result: float = alphabeta(board.move(move), False, board.turn, max_depth) if result > best_eval: best_eval = result best_move = move return best_move |
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