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pratikshahp
commited on
Update app.py
Browse files
app.py
CHANGED
@@ -5,7 +5,7 @@ import random
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def initialize_game():
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board = [["" for _ in range(3)] for _ in range(3)]
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current_player = "X"
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status = "Player 1's turn (X)"
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buttons = [gr.Button(value="", elem_classes=["cell-btn"], interactive=True) for _ in range(9)]
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return board, current_player, status, *buttons
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@@ -27,7 +27,7 @@ def check_draw(board):
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return all(cell != "" for row in board for cell in row)
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# Minimax algorithm for AI's move
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def minimax(board, depth, is_maximizing
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winner = check_winner(board)
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if winner == "X":
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return -10 + depth
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@@ -42,7 +42,7 @@ def minimax(board, depth, is_maximizing, difficulty):
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for j in range(3):
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if board[i][j] == "":
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board[i][j] = "O"
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best = max(best, minimax(board, depth + 1, False
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board[i][j] = ""
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return best
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else:
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@@ -51,30 +51,19 @@ def minimax(board, depth, is_maximizing, difficulty):
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for j in range(3):
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if board[i][j] == "":
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board[i][j] = "X"
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best = min(best, minimax(board, depth + 1, True
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board[i][j] = ""
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return best
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# Find the best move for AI
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def get_best_move(board
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if difficulty == "easy":
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# Random move for easy level
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empty_cells = [(i, j) for i in range(3) for j in range(3) if board[i][j] == ""]
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if empty_cells:
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return random.choice(empty_cells)
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if difficulty == "intermediate":
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# Mixed strategy for intermediate
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if random.random() < 0.5:
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return get_best_move(board, "easy")
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best_val = -float('inf')
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best_move = (-1, -1)
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for i in range(3):
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for j in range(3):
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if board[i][j] == "":
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board[i][j] = "O"
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move_val = minimax(board, 0, False
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board[i][j] = ""
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if move_val > best_val:
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best_move = (i, j)
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@@ -82,60 +71,72 @@ def get_best_move(board, difficulty):
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return best_move
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# Handle a move
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def handle_move(board, current_player, button_idx, game_status
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if "wins" in game_status or "draw" in game_status:
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
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return board, current_player, game_status, *buttons
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row, col = divmod(button_idx, 3)
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if board[row][col] != "":
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status = f"Invalid move! Player {1 if current_player == 'X' else 2}'s turn ({current_player})"
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"]) for i in range(9)]
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return board, current_player, status, *buttons
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board[row][col] = current_player
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winner = check_winner(board)
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if winner:
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status = f"Player {1 if winner == 'X' else 2} ({winner}) wins!
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
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return board, current_player, status, *buttons
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if check_draw(board):
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status = "It's a draw!
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
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return board, current_player, status, *buttons
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# AI's turn
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if current_player == "X":
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current_player = "O"
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ai_row, ai_col = get_best_move(board
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board[ai_row][ai_col] = "O"
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winner = check_winner(board)
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if winner:
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status = f"AI ({winner}) wins!
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
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return board, current_player, status, *buttons
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if check_draw(board):
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status = "It's a draw!
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
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return board, current_player, status, *buttons
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current_player = "X"
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status =
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"]) for i in range(9)]
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return board, current_player, status, *buttons
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# Build the Gradio UI
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with gr.Blocks(css="
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gr.Markdown("## Tic-Tac-Toe with AI ๐ฎ")
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# Initialize states
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board_state = gr.State([["" for _ in range(3)] for _ in range(3)])
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current_player = gr.State("X")
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game_status = gr.Textbox(value="Player 1's turn (X)", label="Game Status", interactive=False)
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# Create grid buttons
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buttons = []
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@@ -149,7 +150,7 @@ with gr.Blocks(css=".cell-btn {height: 100px; width: 100px; font-size: 2em; text
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for idx, btn in enumerate(buttons):
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btn.click(
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handle_move,
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inputs=[board_state, current_player, gr.Number(idx, visible=False), game_status
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outputs=[board_state, current_player, game_status, *buttons],
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)
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def initialize_game():
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board = [["" for _ in range(3)] for _ in range(3)]
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current_player = "X"
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status = "<div style='font-size: 1.5em; color: green; font-weight: bold;'>Player 1's turn (X)</div>"
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buttons = [gr.Button(value="", elem_classes=["cell-btn"], interactive=True) for _ in range(9)]
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return board, current_player, status, *buttons
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return all(cell != "" for row in board for cell in row)
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# Minimax algorithm for AI's move
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def minimax(board, depth, is_maximizing):
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winner = check_winner(board)
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if winner == "X":
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return -10 + depth
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for j in range(3):
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if board[i][j] == "":
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board[i][j] = "O"
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best = max(best, minimax(board, depth + 1, False))
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board[i][j] = ""
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return best
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else:
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for j in range(3):
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if board[i][j] == "":
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board[i][j] = "X"
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best = min(best, minimax(board, depth + 1, True))
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board[i][j] = ""
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return best
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# Find the best move for AI
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def get_best_move(board):
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best_val = -float('inf')
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best_move = (-1, -1)
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for i in range(3):
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for j in range(3):
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if board[i][j] == "":
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board[i][j] = "O"
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move_val = minimax(board, 0, False)
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board[i][j] = ""
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if move_val > best_val:
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best_move = (i, j)
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return best_move
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# Handle a move
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def handle_move(board, current_player, button_idx, game_status):
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if "wins" in game_status or "draw" in game_status:
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
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return board, current_player, game_status, *buttons
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row, col = divmod(button_idx, 3)
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if board[row][col] != "":
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status = f"<div style='font-size: 1.5em; color: orange; font-weight: bold;'>Invalid move! Player {1 if current_player == 'X' else 2}'s turn ({current_player})</div>"
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"]) for i in range(9)]
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return board, current_player, status, *buttons
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board[row][col] = current_player
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winner = check_winner(board)
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if winner:
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status = f"<div style='font-size: 2em; color: red; font-weight: bold;'>Player {1 if winner == 'X' else 2} ({winner}) wins! ๐</div>"
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
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return board, current_player, status, *buttons
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if check_draw(board):
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status = "<div style='font-size: 2em; color: blue; font-weight: bold;'>It's a draw! ๐ค</div>"
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
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return board, current_player, status, *buttons
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# AI's turn
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if current_player == "X":
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current_player = "O"
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ai_row, ai_col = get_best_move(board)
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board[ai_row][ai_col] = "O"
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winner = check_winner(board)
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if winner:
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status = f"<div style='font-size: 2em; color: purple; font-weight: bold;'>AI ({winner}) wins! ๐</div>"
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
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return board, current_player, status, *buttons
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if check_draw(board):
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status = "<div style='font-size: 2em; color: blue; font-weight: bold;'>It's a draw! ๐ค</div>"
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
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return board, current_player, status, *buttons
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current_player = "X"
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status = "<div style='font-size: 1.5em; color: green; font-weight: bold;'>Player 1's turn (X)</div>"
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buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"]) for i in range(9)]
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return board, current_player, status, *buttons
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# Build the Gradio UI
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with gr.Blocks(css="""
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.cell-btn {
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height: 100px;
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width: 100px;
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font-size: 2em;
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text-align: center;
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background-color: #f0f0f0;
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border: 2px solid #ddd;
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transition: all 0.3s;
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}
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.cell-btn:hover {
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background-color: #e0e0e0;
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}
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""") as tic_tac_toe:
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gr.Markdown("## Tic-Tac-Toe with AI ๐ฎ")
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game_status = gr.Markdown(value="<div style='font-size: 1.5em; color: green; font-weight: bold;'>Player 1's turn (X)</div>")
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# Initialize states
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board_state = gr.State([["" for _ in range(3)] for _ in range(3)])
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current_player = gr.State("X")
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# Create grid buttons
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buttons = []
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for idx, btn in enumerate(buttons):
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btn.click(
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handle_move,
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inputs=[board_state, current_player, gr.Number(idx, visible=False), game_status],
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outputs=[board_state, current_player, game_status, *buttons],
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)
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