import gradio as gr
import random
# Initialize the game board and state
def initialize_game():
board = [["" for _ in range(3)] for _ in range(3)]
current_player = "X"
status = "
Player 1's turn (X)
"
difficulty = "Medium"
buttons = [gr.Button(value="", elem_classes=["cell-btn"], interactive=True) for _ in range(9)]
return board, current_player, difficulty, status, *buttons
# Check for a winner
def check_winner(board):
for i in range(3):
if board[i][0] == board[i][1] == board[i][2] and board[i][0] != "":
return board[i][0]
if board[0][i] == board[1][i] == board[2][i] and board[0][i] != "":
return board[0][i]
if board[0][0] == board[1][1] == board[2][2] and board[0][0] != "":
return board[0][0]
if board[0][2] == board[1][1] == board[2][0] and board[0][2] != "":
return board[0][2]
return None
# Check for a draw
def check_draw(board):
return all(cell != "" for row in board for cell in row)
# Minimax algorithm for AI's move
def minimax(board, depth, is_maximizing):
winner = check_winner(board)
if winner == "X":
return -10 + depth
elif winner == "O":
return 10 - depth
elif check_draw(board):
return 0
if is_maximizing:
best = -float('inf')
for i in range(3):
for j in range(3):
if board[i][j] == "":
board[i][j] = "O"
best = max(best, minimax(board, depth + 1, False))
board[i][j] = ""
return best
else:
best = float('inf')
for i in range(3):
for j in range(3):
if board[i][j] == "":
board[i][j] = "X"
best = min(best, minimax(board, depth + 1, True))
board[i][j] = ""
return best
# Find the best move for AI
def get_best_move(board):
best_val = -float('inf')
best_move = (-1, -1)
for i in range(3):
for j in range(3):
if board[i][j] == "":
board[i][j] = "O"
move_val = minimax(board, 0, False)
board[i][j] = ""
if move_val > best_val:
best_move = (i, j)
best_val = move_val
return best_move
# Random AI move (for Easy level)
def get_random_move(board):
empty_cells = [(i, j) for i in range(3) for j in range(3) if board[i][j] == ""]
return random.choice(empty_cells) if empty_cells else (-1, -1)
# AI move based on difficulty level
def get_ai_move(board, difficulty):
if difficulty == "Easy":
return get_random_move(board)
elif difficulty == "Medium":
return get_random_move(board) if random.random() < 0.5 else get_best_move(board)
elif difficulty == "Hard":
return get_best_move(board)
# Handle a move
def handle_move(board, current_player, button_idx, difficulty, game_status):
if "wins" in game_status or "draw" in game_status:
buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
return board, current_player, difficulty, game_status, *buttons
row, col = divmod(button_idx, 3)
if board[row][col] != "":
status = f"Invalid move! Player {1 if current_player == 'X' else 2}'s turn ({current_player})
"
buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"]) for i in range(9)]
return board, current_player, difficulty, status, *buttons
board[row][col] = current_player
winner = check_winner(board)
if winner:
status = f"Player {1 if winner == 'X' else 2} ({winner}) wins! 🎉
"
buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
return board, current_player, difficulty, status, *buttons
if check_draw(board):
status = "It's a draw! 🤝
"
buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
return board, current_player, difficulty, status, *buttons
if current_player == "X":
current_player = "O"
ai_row, ai_col = get_ai_move(board, difficulty)
board[ai_row][ai_col] = "O"
winner = check_winner(board)
if winner:
status = f"AI ({winner}) wins! 🎉
"
buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
return board, current_player, difficulty, status, *buttons
if check_draw(board):
status = "It's a draw! 🤝
"
buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"], interactive=False) for i in range(9)]
return board, current_player, difficulty, status, *buttons
current_player = "X"
status = "Player 1's turn (X)
"
buttons = [gr.Button(value=board[i // 3][i % 3], elem_classes=["cell-btn"]) for i in range(9)]
return board, current_player, difficulty, status, *buttons
# Build the Gradio UI
css = """
.cell-btn {
height: 100px;
width: 100px;
font-size: 2em;
text-align: center;
background-color: #f0f0f0;
border: 2px solid #ddd;
transition: all 0.3s;
}
.cell-btn:hover {
background-color: #e0e0e0;
}
"""
with gr.Blocks(css=css) as tic_tac_toe:
with gr.Row():
gr.HTML(
"""
Tic-Tac-Toe with AI 🎮
Let's Play!
"""
)
game_status = gr.Markdown(value="Player 1's turn (X)
")
difficulty = gr.Radio(["Easy", "Medium", "Hard"], value="Medium", label="Select Difficulty Level")
board_state = gr.State([["" for _ in range(3)] for _ in range(3)])
current_player = gr.State("X")
buttons = []
for i in range(3):
with gr.Row():
for j in range(3):
btn = gr.Button(value="", elem_classes=["cell-btn"])
buttons.append(btn)
for idx, btn in enumerate(buttons):
btn.click(
handle_move,
inputs=[board_state, current_player, gr.Number(idx, visible=False), difficulty, game_status],
outputs=[board_state, current_player, difficulty, game_status, *buttons],
)
reset_button = gr.Button("Reset Game")
reset_button.click(
initialize_game,
inputs=[],
outputs=[board_state, current_player, difficulty, game_status, *buttons],
)
tic_tac_toe.launch()