![]() You'll notice that this algorithm is recursive, it flips back and forth between the players until a final score is found. If it's O's turn, return the minimum score from the scores list.If it's X's turn, return the maximum score from the scores list.For each of these states add the minimax result of that state to the scores list.Otherwise get a list of new game states for every possible move.If the game is over, return the score from X's perspective.And the scores for the opposing players moves are again determined by the turn-taking player trying to maximize its score and so on all the way down the move tree to an end state.Ī description for the algorithm, assuming X is the "turn taking player," would look something like: In turn, the scores for each of the available moves are determined by the opposing player deciding which of its available moves has the minimum score. The key to the Minimax algorithm is a back and forth between the two players, where the player whose "turn it is" desires to pick the move with the maximum score. The choice is clear, O would pick any of the moves that result in a score of -10. My goal here, obviously, is to maximize my end game score. To apply this, let's take an example from near the end of a game, where it is my turn. So now we have a situation where we can determine a possible score for any game end state. I get zero points, nobody gets any points. I lose 10 points (because the other player gets 10 points) How might we describe these situations quantitatively? Let's assign a score to the "end game conditions:" Furthermore if I play against another perfect player, I will always draw the game. If I play perfectly, every time I play I will either win the game, or I will draw the game. To begin, let's start by defining what it means to play a perfect game of tic tac toe: I hope this post will help some of you to appreciate the elegance of this algorithm. I found many code examples and explanations, but none that really walked a simpleton like me through the ins and outs of the process. It took a little while to really fundamentally understand the algorithm and implement it in my game. After extensive research it became clear that the Minimax algorithm was right for the job. In order to make the game unbeatable, it was necessary to create an algorithm that could calculate all the possible moves available for the computer player and use some metric to determine the best possible move. If you want to get totally schooled, give the tic tac toe game a shot here. It was a fun and very humbling project that taught me a ton. I recently built an unbeatable game of tic tac toe. I really appreciate the readers that reached out to me and translated this article. Language and literature, as well as music composition content for Sibelius Software.Note! This article is has also been translated to Japanese, Portuguese, and Russian. Language and literature, as well as music composition content for Sibelius Software. from the University of Vermont, and she has written books, study guides, and teacher materials on Music, Mary Elizabeth is a teacher, composer, and author. In addition to contributing articles to LanguageHumanities about art, literature, and Mary Elizabeth is passionate about reading, writing, and research, and has a penchant forĬorrecting misinformation on the Internet. ![]() There are also online versions, which vary in difficulty, and some of which allow you to choose a level. The “board” games Connect Four® and Pente® are examples of variants on the game.
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